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May 29, 2021 at 13:24 vote accept Goblin_Lord
May 15, 2021 at 20:37 comment added Nepene Nep If someone is pinned down, then you can imagine bullets flying as they hide behind an ancient statue. When pinned down they can't run, they can't shoot, and their options are restricted. That's a powerful statement. That would completely end the temple conflict, unless the NPC had some alternative, like pushing over the statue to crush the PC, or unleashing the dead god to hurt people. And yeah, if nothing interesting is happening, use a compel to drive it in an interesting direction. You could do it at the start of a conflict, or after three rounds. Building up is dull.
May 15, 2021 at 20:36 comment added Yakk @Goblin_Lord Lead by example. Have bad guys create advantages that are more than "pinned down" or "flanked". And when they try to do something that the advantage logically doesn't allow, say "but Advantage is true, that won't work".
May 15, 2021 at 14:44 history edited Thomas Markov CC BY-SA 4.0
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May 15, 2021 at 6:19 comment added Goblin_Lord I think our group is using advantages as... just numbers. It should be "True" and "make story move forward." Like I mentioned above, frequent aspect they create is [Flanking] or [Pinned Down] sort (yes, most, if not all, my players are from DnD/PF groups). Maybe that is why just piling advantages are just too.... boring. So I will try to fix that. What about the dragging part? Should I set a limit of "You can't just create advantage for three rounds in a row"? That sounds horrible, but just building up and doing nothing might be an issue here, both me and my players....
May 14, 2021 at 16:48 history answered Nepene Nep CC BY-SA 4.0