# Tag Info

7

Decide to not play an indefinite campaign. Setting out to aim for an end is the best way to avoid a campaign from wandering aimlessly and ending with a wimper. With an end in sight, you'll be less worried about padding the game with "suitable" challenges and more attentive to allowing/helping the power level of the game drive toward a climax.

5

Wild Talents doesn't mention this anywhere, which is an oversight, but ties are an expected feature of the One Roll Engine. When a tie happens, it's exactly that: a tie. I can't find the reference right now, but I distinctly recall reading Stolze's response to the possibility of ties in ORE being a virtual bemused shrug and the instruction to resolve ties as ...

4

This can be a tricky thing, if a group is used to a certain playing style, for example following quests along a more or less straight plotline in which the next step is somehow obvious and usually agrees on using violence with slightly hostile characters it may be difficult to transform that group to a more open environment where the player's decision is as ...

3

It is always best done in an assertive way. To be honest, pointing the players to this question would not be a bad starting point. You could give examples from $media that you like and want the game to be similar to as well as$media that you do not wish to emulate. For example: I want to run a game set in the Christian Kingdom of Jerusalem based on a ...

3

Since this question hasn't recieved any answers, I went ahead and asked the Cult of ORE. Here's a cleaned up version of what they had to say plus some thoughts of my own. Because this is interacting so much with the metagame, most of this is under the broad umbrella of "If your GM allows it" or "If it fits your game". Wild Talents 2nd Edition is a system ...

3

In Wild Talents, there are two flavors of armor. Light Armor (LAR) and Heavy Armor (HAR). Light Armor does two things. First it reduces all Shock damage from the attack to 1. Then it transforms a number of killing damage from the attack equivalent to its rating to shock. The remainder is taken as killing damage. For example, if you have LAR 3, and get ...

3

You may want to back up a bit and involve the players in a discussion of why you are interested in making some changes for this new campaign. It may begin with something as simple as, "Hey, we've been doing things the same way for a long time, and I'm interested in shaking things up. What do you think of doing X, Y, and Z for a change?" If they're involved ...

2

Here's what the Essential Edition has to say (p 130): You may add Extras and Power Quality Levels to an emulated power by paying Willpower equal to their Point value. For example: let's say you emulate a 4d Attacks power and you add the Extra No Upward Limits and three Attacks levels. No Upward Limit costs +2 Points per die and three Attacks quality ...

2

First, there is no answer RAW that I have found. Second, there is a possible cinematic solution. We will start with page 118 in Essentials: Interference is an Extra that lets the power’s dice directly disrupt some other character’s action. On a successful roll each of your dice becomes a gobble die that removes a die of that height or lower from ...

1

The way I read it, the order of resolution on p. 58 of Essential Edition would apply -- generally, whichever Interference Power has the widest match will reduce the width of the tallest set in the other. Much of the time, of course, this means that the faster application of the Power will cancel the slower by eliminating a single 2x set. At the least, the ...

1

As I am looking for the answer to the very same question, I found this post, from 10 months ago, yes, but the answer provided is wrong (at least for my version of the game, Essential Edition), so I will add my few cents. HAR blocks any attack that after reduction is not minimum of two width: If the attack’s width drops to 1 or less, it fails to inflict ...

1

You can increase Base Will with character points. There's an opportunity cost associated with doing that though: incrementally increasing something you already have means fewer points for other things you don't get a little bit of for free already. But if a high degree of "internal resilience, confidence, and drive" are important for your character concept, ...

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