Post by jay2xu on Oct 22, 2023 3:14:58 GMT
I played the first encounter in the first 30 days scenarios in fast-play RPG mode (no tabletop, just battle boards as needed).
Star: Kylie, Rep 5, Pep 5, Sav 4, Unarmed Citizen.
Just another night hanging with her friends before walking home. Or so she thought.
PEF 1
Scenario says it’s citizens. I roll just 1. Scenario directs me to interact, so though with Friend or Foe I rolled twice theirs, I just overlooked that, figuring I wouldn’t want to start anything with an armed citizen anyway.
Pass fewer dice in the Interact, and pick up 1 Decreasing Rep d6. They flip me the bird and cuss me out for being there and carry on without making anything more of it. Could be worse.
PEF 2
Scenario says it’s gangers. I roll 2 of them this time. Friend or Foe says Friend. On Interact, pass same. (I forgot the Circumstance of citizen vs non-citizen, which would have had me rolling only 1d6.) And so we go to combat after all.
It was late, and I missed the cue to do a Robbery, so I just set up for a direct Confrontation.
They win on the Action table. Two gunners vs unarmed me.
I start with the Leader. Leader gets off three shots. They hit. Highest damage is Obviously Dead. I roll Star Power, and 2 dice soak it down to Duck Back. And cost me another 2 Decreasing Rep d6.
DUCK BACK CONFUSION
I looked around, but I couldn’t work out how this would work. I figured it meant neither could see me, so the second ganger wouldn’t get to do anything.
But it seems weird they weren’t shooting simultaneously. Should I have run the second ganger’s shots too, as if they happened before I Ducked Back?
Or could the second ganger still see me, just with Cover now, and I should have had them shoot at me, to?
Anyway, I went with “I am so hidden”. And it was time for a Will to Fight test. And so I used Free Will to Leave the Fight.
LEAVING WITH FREE WILL ALWAYS COSTS 2 DECREASING REP?
It looks like fleeing like that incurs 2 Decreasing Rep d6. So I’m now at 5 Decreasing Rep d6.
SKIP ZOMBIE GENERATION AFTER LEAVING VIA FREE WILL?
I figure, if the three shots would attract any zombies, they’d be attracted to the gangers who I left behind. Plus it’s Week One, so there probably aren’t any.
But should I usually generate Zombies after I Leave the Fight?
PEF 3
This is a zombie per the scenario. I read this as a single zombie and skipped testing how many are there. One on one.
I take the Zed or No Zed test and pass without doubles. I have the advantage. Go to the action table, and I pass more. (I do remember to only roll 1d6 for the zed.)
I have no gun, so melee it is. Luckily I pass 2d6 and kill the zed right out the gate. I gain 1 Increasing Rep d6 (against the 5 Decreasing so far - it’s a rough week).
LOOTING ZOMBIES?
Do Zombies carry loot? (I just really want to pick their pockets for a gun. Every NPC has a ranged weapon!)
BUILDINGS AND FAST PLAY
When do building searches come in with fast-play RPG? Whenever I want in between the encounter PEFs? (But of course with the per-floor building PEFs to deal with.)
I’d really like to find a gun, but ransacking neighborhood homes and businesses seems very not Week 1 behavior, so I skipped it for the story. But later on, I’ll need to understand this.
BAND SIZE
Am I right in thinking in the first 30 days scenario, you start out solo till you manage to Interact and then Further Interact to recruit someone later?
The example on page 15 in the Recruit Your Band section where Sooze has higher rep than Billy but doesn’t leave the band confuses me. I thought she’d have to leave or gun him down to take over once his rep fell below hers? It seems to say so 2 bullet points after the boxed example. Unless it means only if they literally have a rep increase that puts them over yours, but Moving On talks about triggering if the leader’s rep decreases below yours, so I think not.
And I think I completely forgot to use the People skill for interaction tests, and just used Rep for everyone. I’ll get the hang of it after a bit.
I think I’d eventually like to move more to the convention play tabletop rules in the back, which require a lot more tactics (and generate a lot more zombies!). At least get the feel for them, so I can switch between styles as it strikes my fancy for each encounter.
Star: Kylie, Rep 5, Pep 5, Sav 4, Unarmed Citizen.
Just another night hanging with her friends before walking home. Or so she thought.
PEF 1
Scenario says it’s citizens. I roll just 1. Scenario directs me to interact, so though with Friend or Foe I rolled twice theirs, I just overlooked that, figuring I wouldn’t want to start anything with an armed citizen anyway.
Pass fewer dice in the Interact, and pick up 1 Decreasing Rep d6. They flip me the bird and cuss me out for being there and carry on without making anything more of it. Could be worse.
PEF 2
Scenario says it’s gangers. I roll 2 of them this time. Friend or Foe says Friend. On Interact, pass same. (I forgot the Circumstance of citizen vs non-citizen, which would have had me rolling only 1d6.) And so we go to combat after all.
It was late, and I missed the cue to do a Robbery, so I just set up for a direct Confrontation.
They win on the Action table. Two gunners vs unarmed me.
I start with the Leader. Leader gets off three shots. They hit. Highest damage is Obviously Dead. I roll Star Power, and 2 dice soak it down to Duck Back. And cost me another 2 Decreasing Rep d6.
DUCK BACK CONFUSION
I looked around, but I couldn’t work out how this would work. I figured it meant neither could see me, so the second ganger wouldn’t get to do anything.
But it seems weird they weren’t shooting simultaneously. Should I have run the second ganger’s shots too, as if they happened before I Ducked Back?
Or could the second ganger still see me, just with Cover now, and I should have had them shoot at me, to?
Anyway, I went with “I am so hidden”. And it was time for a Will to Fight test. And so I used Free Will to Leave the Fight.
LEAVING WITH FREE WILL ALWAYS COSTS 2 DECREASING REP?
It looks like fleeing like that incurs 2 Decreasing Rep d6. So I’m now at 5 Decreasing Rep d6.
SKIP ZOMBIE GENERATION AFTER LEAVING VIA FREE WILL?
I figure, if the three shots would attract any zombies, they’d be attracted to the gangers who I left behind. Plus it’s Week One, so there probably aren’t any.
But should I usually generate Zombies after I Leave the Fight?
PEF 3
This is a zombie per the scenario. I read this as a single zombie and skipped testing how many are there. One on one.
I take the Zed or No Zed test and pass without doubles. I have the advantage. Go to the action table, and I pass more. (I do remember to only roll 1d6 for the zed.)
I have no gun, so melee it is. Luckily I pass 2d6 and kill the zed right out the gate. I gain 1 Increasing Rep d6 (against the 5 Decreasing so far - it’s a rough week).
LOOTING ZOMBIES?
Do Zombies carry loot? (I just really want to pick their pockets for a gun. Every NPC has a ranged weapon!)
BUILDINGS AND FAST PLAY
When do building searches come in with fast-play RPG? Whenever I want in between the encounter PEFs? (But of course with the per-floor building PEFs to deal with.)
I’d really like to find a gun, but ransacking neighborhood homes and businesses seems very not Week 1 behavior, so I skipped it for the story. But later on, I’ll need to understand this.
BAND SIZE
Am I right in thinking in the first 30 days scenario, you start out solo till you manage to Interact and then Further Interact to recruit someone later?
The example on page 15 in the Recruit Your Band section where Sooze has higher rep than Billy but doesn’t leave the band confuses me. I thought she’d have to leave or gun him down to take over once his rep fell below hers? It seems to say so 2 bullet points after the boxed example. Unless it means only if they literally have a rep increase that puts them over yours, but Moving On talks about triggering if the leader’s rep decreases below yours, so I think not.
And I think I completely forgot to use the People skill for interaction tests, and just used Rep for everyone. I’ll get the hang of it after a bit.
I think I’d eventually like to move more to the convention play tabletop rules in the back, which require a lot more tactics (and generate a lot more zombies!). At least get the feel for them, so I can switch between styles as it strikes my fancy for each encounter.