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[Chronicles of Skin] Help in November
Emanuele Borio:
--- Citazione ---[cite]Autore: Mauro[/cite]Here too! I hope this won't block my train...
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Last train out of Milan.
Kevin:
--- Citazione ---As for the PC/NPC conflict, so in a scene like this:
NPC: I go out.
PC: I catch him and force him inside.
There should be a player (Others or Enemy) Pushing me saying, "You (don't) manage"? And if none Pushes?
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The actions of an NPC should never be described, except as part of an Enemy's Omen or during a Push. In other words, play should look like this:
Scribe: Describes location. "It's a castle, with lightning storms and rain, etc."
Player X: "My character does X, Y and Z."
Enemy: Silent.
Player B: "My character does A and B."
Enemy: Silent.
Player X: "I'm going to Push character... Character B is dragged over to the bed by the handmaidens (NPCs)."
Player B: "Not way! I reject that Push, etc."
and maybe, at some point:
Enemy: Plays an Omen. "There is a crack of lightning. Outside the tower of the castle, we see shapes climbing up the walls using long, sharpened claws."
To summarise, NPCs (or minor characters in the text) are to be used like colour. They are not described at all during the game except as a means to foreshadow the Glyph of War (during an Omen or a Bribe), or as a means to affect another player's PC (during a Push). If a player interacts with a minor character, it should be in reaction to one of these events. In this case, the minor character should be played by the player who introduced the NPC and only for as long as it takes to resolve the Omen, Bribe or Push. After that, the minor character should fade into the background.
--- Citazione ---Sure, but with more players won't change the Push/player ratio? I mean: it's only an impression, mind it, but it seems to me that, the more the players, the more likely the Pushes, the less the Push Cards during the battle.
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You are right, but that is fine. The more the Pushes, the more Votes are earned, and the more easy it should be for the Enemy to win his battle. If players Push for their themes, they sacrifice their chance of success. In this way, boring scenes can be tied up early and still everyone can earn Votes.
Mauro:
The NPC going out indeed was a reaction to the Omen; to bring another example, in the second scene there was an NPC woman who asked about her daughter: she wasn't able to find her and so was asking everyone - at last, including PCs - if they've seen her. Glyph of War was Occult, the missing girl was my first Omen and I decided Croen kidnapped her (I described the Omen as the woman looking for the missing girl) to have a sacrifice for a ritual: Iho blood used to kill all Iho blood people in the tavern and surroundings. I continued to describe her action and to play it also outside Omen narration.
This is right, isn't it?
Anyway: so I'd simply have stated something like "I found PC's parents" (who were NPCs), and if someone didn't like the idea'd have pushed me ("No, you don't")? If yes, I'd stress this in the rules: by reading them, Pushing seemed to me more an active, than a reactive, action (I mean, something like "You do this" "No I don't", instead of "I do this" "No you don't").
--- Citazione ---[cite]Autore: Sebastian Hickey[/cite]If players Push for their themes, they sacrifice their chance of success
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This bring to me a still unanswered doubt: the vote on the Glyph of Purpose has to be made based on the best portrait of the Glyphs (that is, which player brings it best in the story), or on which was most thematically important in the story?
During first scene I was the player whose Glyph of Purpose was better portrayed through the characters, but due to Glyph of War being Destruction the most thematically prominent one was Swords/Destruction (mainly our destruction, really...).
Kevin:
--- Citazione ---I continued to describe her action and to play it also outside Omen narration.
This is right, isn't it?
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Yes and no.
Yes, it is right to include an NPC to foreshadow the Glyph of War. However, try not to make the NPC the star of the show. I will probably indicate something like this in the text for the next version:
"When introducing minor characters into the scene by way of a Bribe or an Omen, be careful to remember that the Principal Characters are the stars of the show. Minor characters introduced in this way should only be used to foreshadow and inform—by their speech, actions or reactions—and should never be used to challenge the other characters in the scene. If you want to challenge another character, use a Push."
Additionally, I would add:
"After a minor character has been introduced into a scene by a Push, Bribe or Omen, that minor character becomes invisible. Principal Characters may not interact with minor characters. Interaction in Free Play should always be between Principal Characters. The only way to force an interaction between a minor character and a Principal Character is to use another Push or another Bribe."
--- Citazione ---This bring to me a still unanswered doubt: the vote on the Glyph of Purpose has to be made based on the best portrait of the Glyphs (that is, which player brings it best in the story), or on which was most thematically important in the story?
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Good question. The answer is a mixture of those two. I'll include something like this in the next version:
"When choosing the theme of the scene, nominate the Glyph of Purpose that was thematically most important before the atrocity. That is, choose the theme that was represented most appropriately during free play."
Kevin:
I've posted up some errata for the 1.3 version here.
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