Still very busy here. That means I only have time to do micro progress on my TTRPG projects. For Steam Thieves that means copying and pasting a short section from the FitD SRD and then tweaking it to fit my game (mostly changing the lingo and flavour, for now).
I’m only doing short bursts of work at a time on this currently, but the Scrivener file is looking pretty sweet:
Here’s the new stuff:
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Trading Position for Effect
After factors are considered and the Operator has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect.
This kind of trade-off isn’t included in the effect factors because it’s not an element the Operator should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situation.
“I Weave through the bridge cables and then upwards between the gondolas and then I’ll cling on to the side of the clock tower.”
“I don’t think you can make it there with one manoeuvre. The scale of the distance is a factor here, so your effect will be limited. Let’s say you can get through the bridge cables with this action, then you’ll have to Weave through the gondolas to reach the clock tower.”
“I didn’t realize it was that far. Hmmm. Okay, what if I just go as fast as I can. Can I get all the way across if I make a desperate roll?”
“Yep, sounds good to me!”
See you next week!