investigative_turns
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investigative_turns [2016/10/26 22:27] – dave | investigative_turns [2016/11/18 19:40] – dave | ||
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- | When outside of immediate action, the players will find themselves hunting for clues, rumors, getting equipment, fixing broken stuff etc., before the next action within an adventure takes place. | + | When outside of immediate action, the players will find themselves hunting for clues, rumors, tracking down a particular person or place, getting equipment, fixing broken stuff etc., before the next action within an adventure takes place. |
- | This time should be broken into " | + | **THE TURN** |
- | Each investigative Turn, each player or group of players can attempt one scheme, plot, action or check of some sort. But, each turn they must also draw a complication card. These might be different from adventure to adventure, but as a default: | + | This time should be broken into " |
- | Spade: | + | Once the GM establishes the turn-time, the PC's can HURRY, taking half the normal turn-time and drawing 2 complication cards, being affected by the worse of the two (for them). |
- | Hearts: | + | Each investigative Turn, each player |
- | Diamonds: | + | **COMPLICATIONS** |
+ | each turn they must also draw a complication card. These might be different from adventure to adventure, but as a default: | ||
- | Clubs: | + | **Spade:** Hassled by the cops, if under a Dragnet then the cops come in guns-a-blazing. |
- | Joker: villain | + | **Hearts:** |
+ | **Diamonds: | ||
- | // I'm on board with the complications. | + | **Clubs: |
- | Looks interesting. | + | **Joker: |
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- | https:// | ||
- | http:// | ||
investigative_turns.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1