Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Long feedback comment ahead...

Played in another great game last night, with a group of 4 this time instead of 3. Our bounty got away in the end and one of our crew now owes a major debt to the Black Dragon Crime Syndicate for not coming through on his promise to take down the target!

There were parts of the game that we didn't engage with this time (including Flashbacks and Troubles) as we focused on the rules surrounding Solos.

Specifically, the LEAD, FOLLOW and BACKING BAND roles.

We fumbled our way through this a bit, as some players kept falling into the "I'm a PC, who's the DM?" mentality and stopping their Solo narrations at points like "I open the door...", and then waiting for someone to tell them what they see or what happens.

I think this mindset was harder to shake as our Follow players were heavily invested in bringing NPCs to life with great dialogue and descriptions of their actions. Which was great and amazing and fun, but I think not the point of the game. I think that the Solo's would have been smoother if the Follow kept to a third-person narration of NPC's actions and reactions. Something like this;

SOLO: I walk up to the reception desk. There's a bioroid behind the desk, filing her nails. I tap on the desk to make sure I've got her attention and say, "I'm here to see Dr. Kincaid."

FOLLOW, interrupting: The receptionist asks to see your appointment card and then hands over a tablet and tells you that you will have to fill in the NDA before you can be escorted in to see DR. Kincaid. (Two obstacles, the NDA and an escort, are introduced quickly in this fashion.)

SOLO: I fill in the NDA with one of my fake ID's, hand it back to the bioroid and wait for my "escort" to show up. When they do, I follow them into the main lab area and keep an eye open for a terminal...

Instead, what we had was our Follow taking to the roleplay instruction in the rules, which lead to 20-minutes of the Solo interacting with the receptionist and waiting for the Follow to allow them to gain access to the building or call for a roll. Amusing, yes, but it didn't really add anything to the game.

We also ended up with some Roleplaying scenes that resolved the goal of the Solo before we realized it; in one Solo, the PC's goal was to convince Dr. Kincaid to arrange a fake appointment with the Bounty (who was blackmailing the Dr.) so that we could be there to apprehend him (and make the Dr.'s troubles go away). The roleplay went so smoothly that we had made the agreement before we remembered that we needed to make a dice roll to end the Solo! :D

Both of these are great ways to play, but the first makes for a tighter game where the Solo is in charge of the narrative, with the Follow only issuing challenges (introducing obstacles) when an opportunity is presented.

My Conclusion: In the end, after 5 hours where we rushed The Head Out and The Tag as it was getting very late, I think that having the Follow's duties include roleplaying of NPCs detracted from the game. We saw a lot of Follow vs Solo being played out, which often derailed the Solo's progress toward their stated Goal. Also, because all this amazing roleplaying was going on, we often forgot to add any other threats, obstacles or complications that didn't originate from the NPC being roleplayed.

Next time, I'm going to suggest that we strikeout the roleplay instructions and run with more of a "Tell us a story" Solo where the other players can interject with "But what about <this obstacle>? How did you proceed?", call for a roll because "it might not be that simple", or just ask questions and offer ideas.

Aside: we also interjected some roleplay scenes between Solos that involved our characters sharing information and updating their plans (unless a player felt that they would have been pursuing their own objectives at the same time as another character was). These were a lot of fun for everyone as our crew got to interact with each other and showcase their personalities a bit more.

Love the side scenes where the crew shares information! 

***

So, your group certainly isn't playing the game "incorrectly" or anything. If they prefer a lot of roleplaying, that's a perfectly fine!

But it does seem like the Lead in that case was not really "Leading," they were letting the Follow take control of the scene and more reacting. During a Solo, the spotlight is on the Lead, so they have ultimate control of the narrative. The Follow is a supportive role; if the Follow is spending too much time on one thing (RP or otherwise) and preventing the narrative from moving forward, then that sounds like they're stealing the spotlight (which gets a thumbs-down from me).

The third-person/first-person thing is not a huge distinction for me. For instance: "FOLLOW, interrupting: The receptionist asks to see your appointment card and then hands over a tablet and tells you that you will have to fill in the NDA before you can be escorted in to see DR. Kincaid..." is still roleplaying, because they're controlling the NPC.

***

Regarding the situation where a scene wraps up without a roll, that happened in a playtest once as well. There are a couple of ways you can play that.

The first is to treat it as an automatic 7-9, and figure out what the cost or limitation is. For instance, in your Dr. Kincaid example, maybe he agrees to make the appointment, but only under the condition that you destroy the information/item being used to blackmail him, or you give him a share of the reward money, or something like that.

The second is to roll after the fact, and decide how to interpret the outcome of the dice sort of "off-screen." Let's say you do that and roll a 6-; maybe Dr. Kincaid is in cahoots with the bounty, or he decides to double-cross you for the money, or he just runs away and leaves your crew holding the bag, or he plain screws the whole thing up accidentally and your crew has to pick up the pieces.

Oh, I don't think any of us were intending to steal the spotlight, it's just too easy to get carried away when you're acting out a role. :D And it's easy for the Lead to forget that they're supposed to be controlling the spotlight when they're too focused on acting out their PC - there's a lot of "default" RPG-behaviour to overcome from all those other games.  ;)

***

Those are both excellent options! I'll add them to my growing list of play aids. :)

We ended up ret-conning the conversation - rewinding it to a point where it made sense to make the roll to see if the Dr. would give up a Bonus, or ask for an additional Cost (the result was a solid 6, so the PC ended up making promises that he couldn't keep in the end, so now he's got an additional Trouble for the next session).