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- November 12, 2013 at 12:31 am #252148AnonymousInactive
John, view the idea of constatnly running encounters together as poor design and if a GM does it often kinda a dick move.
However the my original idea was to figure out new way to challenge people instead of just piling more of the existing stuff up on people
November 12, 2013 at 4:20 am #252150AnonymousInactiveCurses are one thought that occurs to me, though I don’t know if this is necessarily fair since there is no good game mechanic. The two types that come to mind are a adventure only type, and a certed typed.
Adventure only possibly has someone in role play or in the first encounter curse the characters (last breath of the first encounter death curse type idea) and this limits what they can do after for the rest of the adventure. This is complicated by the rarity of death unless otherwise stated in Arcanis, though.
The other possibility is a certed curse that can affect an individual and limit their resources/abilities long term. In other campaigns I have often seen these add lots of character and depth to characters, and I think if done right they really help shape and flavor a campaign.
November 12, 2013 at 6:49 am #252151frootsnaxParticipant…snip… my original idea was to figure out new way to challenge people instead of just piling more of the existing stuff up on people
Something I heartily agree with. At least while I’m here reading the forum, rather than pulling my hair out mid mod.
I wasn’t even thinking about out of combat consequences, complications & costs but those are every bit as important for mood and atmosphere.In the zombie/vampire example, why couldn’t you just write it as a single combat in waves? They encounter the first zombies and then more show up every X ticks with the vampire showing up Y ticks after the final wave of zombies. You could use whatever rationale for the delay as seemed appropriate.
You absolutely could. But you couldn’t do it with exploration or mysteries or interaction with NPCs in between. At that point its essentially a grind. Not a slow rise of tension/mood…which could also certainly be cool or great. But it would be different.
The ‘regain everything’ only applies if the group has time to recover (Around 5-10 minutes). Many modules (usually BI’s) extend multiple encounters into 1 Scene, thereby making players ration out their Stamina, Per Scene Abilities, and Fate Chips. This is probably the easiest and best way to do it.
Yes that is true. I would not call it many modules, but I’ve seen it and enjoyed it in BIs. Perhaps it could have use as a prelude to the final fight. I’ll add that trick to my list of wounds and exhaustion. But again, as above, its not a rise of tension over the course of a module.
November 12, 2013 at 7:49 am #252152AnonymousInactiveYou also have the option to say to the players after the minion fight ” do you want to rest and get your breath back or push on to the main villain”. If the players rest they get stamina back and reset many counters but at the cost of allowing the main villain to re-inforce (or even to retreat giving a different ending!) or to push on and face an easier scene but one in which they start out partially depleted. The players feel like they have a measure of control then but both end up having consequences.
November 12, 2013 at 12:43 pm #252154AnonymousInactiveYou also have the option to say to the players after the minion fight ” do you want to rest and get your breath back or push on to the main villain”. If the players rest they get stamina back and reset many counters but at the cost of allowing the main villain to re-inforce (or even to retreat giving a different ending!) or to push on and face an easier scene but one in which they start out partially depleted. The players feel like they have a measure of control then but both end up having consequences.
This is essentially what I was talking about. Not necessarily ‘waves’ but just that you don’t have time to sit on your butt, and spend a lot of time healing, etc.
John
November 12, 2013 at 12:49 pm #252155AnonymousInactiveJohn, view the idea of constatnly running encounters together as poor design and if a GM does it often kinda a dick move.
However the my original idea was to figure out new way to challenge people instead of just piling more of the existing stuff up on people
Well, I don’t think it has to be ‘often’ nor does it have to be a ‘constantly running encounter’. It could just be that you have a strict time limit and every time the player’s ‘rest’ to recover everything, there is a consequence.
It’s great to try and come up with new ideas, but the world of Arcanis literally has very few limited resources.
Stamina (Replenishes to full with a short resting period)
Wounds (Cannot be reliably restore until Tier III)
Fate Chips (Limited per Adventure anyways and usually earn more)
Fate Score (Potentially could ‘lower’ this permanently for something)
Money
Gear (Some is easily replaced, some is irreplaceable)That’s about it. A lot of games have ‘Healing Surges’ or ‘Mana’ or ‘Spell Slots’ that provide a limitation on how far the characters can go in a day. Arcanis doesn’t really have those. It’s designed to be ‘heroic’ in that characters start every major fight with their full resources (other than consumables and wounds if any).
Therefore, challenging them in ‘new’ ways in a generic sense is going to be difficult without
A) Introducing new mechanics
B) Making people lose precious magic itemsIt almost has to be in the module. “Choices have consequences” needs to be used more extensively. The module could be set up that you can choose to save 1 of 2 people. Or save the 1 person or the group of people. Recover 1 of 2 items. Save someone and lose an item of immense historical significance. Some type of ‘choices’ is really what it boils down to and what type of choice the characters need to make can be almost anything.
John
November 12, 2013 at 1:57 pm #252157AnonymousInactiveJohn, I hear you, and yes those are the ways that the core rules allow, but adding on new things, spitballing new ideas is what this thread is all about.
Curses are a great idea, artificially scarce resources are good too, giving the Heroes something far beyond their normal means and letting be proxy powers are all good ideas folks.
way back in 2nd Ed Living City there was a mod that all the heroes took over demon bodies and were forced to battle it all out in a giant arena, it was a lot of fun and it got us out of the normal “these are the resources we have” mindset
Challenge people by forcing them into new situations
underwater combat is a great example of this if the rules are spelled out clearly and consistent, Aerial combat also, Dueling, charioteering, mountain climbing etc etc can all force people out of that “these are the resources we have” mindset
November 12, 2013 at 2:11 pm #252158AnonymousInactiveOne thing I’d like to add is regarding the limited resource of time. I can’t tell you how many times I’ve played in an adventure (in various settings and rules sets) where the bad guy has taken someone and is going to sacrifice them as soon as
. And the PCs are chasing him. But no matter what the PCs do, the final encounter is scripted such that they always arrive just at the right time. In situations like that, there needs to be a “decisions have consequences” moment. And maybe those 5-10 minutes that you spent resting after the previous combat just got the prisoner killed. Now, I understand that this may leave a bad taste in the players’ mouths. But let’s face it, in many of these kinds of adventures, you knew that time was limited but someone chose to stop and rest anyway. When that kind of activity is constantly “rewarded” by giving the players the exact same encounter setup as the party the pushed ahead, bruised and battered, well… the sense of tension does leave the game. Maybe that final combat was easier to survive as a result of resting, but your goal just slipped away.
Now, this can’t be done is the players don’t know that time is of the essence. But when they do know, they have to be held accountable to those difficult decisions. And in some cases, the judges need to be told, “Don’t tell the players what they should do here. Let them make a decision based on what they already know.”
Scott
November 12, 2013 at 2:22 pm #252160AnonymousInactiveScott at the same time as a judge I believe you should drop some hints that a short rest might be a BAD idea, lots of in game ways to do that, like that chanting getting louder as the sacrifice is about to happen etc.
I think part of the reason we don’t do that is we as a group complain about that when its not obvious. I think it also sets up a situation of the players VS the judge and that is bad (IMO). but that is a play style argument more than anything.
November 12, 2013 at 2:26 pm #252161AnonymousInactiveJosh,
I think there was a misunderstanding on my part when this thread was written. I thought this was about renewable resources based upon your original post.What kinds of non-renewable character resources do we have, OR what kinds of conditions can we create where the normal renewal of resources is less effective.
Situations where the normal renewal of resources is less effective includes things I’ve mentioned. However, If this is more about “What new and interesting situations can we put the players in,” then I have way more ideas on that

John
November 12, 2013 at 2:43 pm #252162AnonymousInactiveI think those are both the same question, it just takes the long way around to realize underwater combat (particularly in this system) is a question of non renewable resources:
there are no magic items of “underwater action” or water breathing, at best I think is Dolphin chant, and shape change spells (or is that dolphin chant too? )
my first spell caster action as GM is unravel the thread…. and then its how much breath someone has…. and then how many scrolls of dolphin chant do they have?
its all about making things harder in the sense of challenging hero resources(mind you thats different than challenging player resources like time left in the slot)
November 12, 2013 at 2:45 pm #252163AnonymousInactiveScott at the same time as a judge I believe you should drop some hints that a short rest might be a BAD idea, lots of in game ways to do that, like that chanting getting louder as the sacrifice is about to happen etc.
I think part of the reason we don’t do that is we as a group complain about that when its not obvious. I think it also sets up a situation of the players VS the judge and that is bad (IMO). but that is a play style argument more than anything.Agreed. However sometimes judges “drop hints” like a piano falling on your head. There’s a fine line between letting the players figure it out for themselves and gently guiding them to a beneficial conclusion. Each judge and each table is different. But ultimately, the decision should lie with the players. And (back to my original point) authors should make those decisions matter by taking them into account whenever possible.
Scott
November 12, 2013 at 3:10 pm #252164AnonymousInactiveI think those are both the same question, it just takes the long way around to realize underwater combat (particularly in this system) is a question of non renewable resources:
there are no magic items of “underwater action” or water breathing, at best I think is Dolphin chant, and shape change spells (or is that dolphin chant too? )
my first spell caster action as GM is unravel the thread…. and then its how much breath someone has…. and then how many scrolls of dolphin chant do they have?
its all about making things harder in the sense of challenging hero resources(mind you thats different than challenging player resources like time left in the slot)
I guess I see this as very module specific. If you’re going to have an important underwater encounter, the module writer has to provide the means to breathe underwater. The campaign is set up as ‘magic rare’ in that other than runes, players can’t really ‘buy’ magic items. A module writer can’t assume that they the players are going to have Dolphin Chant available. Sure, holding your breath is a renewable resource (I can take a breath and continue) and can provide for some tense situations. However, if there’s no way to take a breath, it hasn’t become a resource issue but a “fight and die vs. flee and live” scenario. Same with the need to fly, climb, or other environment that requires special spells/magical means to traverse.
I may just have to watch the conversation instead of participant as I don’t think I’ve really grasped what it is you’re asking

John
November 12, 2013 at 4:19 pm #252167AnonymousInactiveThe other way to make time a factor is to grant the bad guy his prep time. Add buff spells, additional minions, battlefield control elements, etc the longer it takes. The objective isn’t out of reach unless they really delay but the challenge definitely goes up.
With a sweep of his…
Hat
November 13, 2013 at 7:09 am #252184frootsnaxParticipantI may just have to watch the conversation instead of participant as I don’t think I’ve really grasped what it is you’re asking

John
I can’t speak for Josh but I’ve had this though during several arcanis mods: these fights aren’t really challenging. I have also had the the thought in BIs and the final fight in Desecration “Whoa!WHOA!!! If the dice go cold this could be a TPK.” What I’ve come away is the thought: because there are no renewable resources PCs don’t always feel challenged because they reset afterwards to full health … unless they are taken to the brink … which is very dangerous in this system since death is a one way ticket.
I know I am interested in rediscovering some kind of middle ground as a player, judge and author. I think broadly that this is what we’re discussing on this thread.
My personal 2 cents
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