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CBR+PNK Core

Tabletop RPG for cinematic cyberpunk one-shots. · By Emanoel Melo

Take a Breather - what's the indended behavior?

A topic by Andrea "Lord Lance" P. created 65 days ago Views: 137 Replies: 4
Viewing posts 1 to 2

Hi! I'm curious about the Take a Breather action. Of course, it's the main pacing mechanic of the game... but we have not much text to understand it deeply.

My biggest concern is: the examples provided picture this action like an easy/fast one (take a pill, turn up the volume, punch a wall...). Does it mean that the players could spam the move several times even in heated action scenes? 

Let's say a runner is behind a wall, pinned down by several sec guards shooting at him. Player describes the runner spitting, gritting his teeth, inhale a drug shot and... BAM! Can he activate the Take a Breather?  If it's "Yes, sure, do it" then I feel that there's almost no meaning for the whole Stress-related mechanics. That's doubly true if, seconds later on, he briefly remember tender moments with the lost loved one, and trigger the move again.

If the answer is "Well, no, you should do it sparingly, mainly in some sort of short intermission scenes between one action scene and another one", then I feel the text doesn't transmit the right requirements.

How do you use the Move? Is there an official take about it?

Developer(+1)

Hi there. The text does say "once per Run" for Taking a Breather.

However, there is a house rule I've seen around that says you could Take a Breather more than once per Run, but each time would trigger a Consequence (e.g. advance a Track, lose sight of an objective, etc).

(3 edits)

First of all, thanks for the attention.

Then, yeah, I like the latter proposal (it reminds me the core mechanic on which the Breathless ruleset is built).

However, in my pamphlet physical Augmented version I have no "Once per Run" text... I have to say that (sadly) I chose to buy the Italian version, however I feel somewhat baffled 'cause there are several typos and bad choices for the translation. I'd need to compare it closely to the english version, but I don't want to "buy it again"... :(

EDIT: I'm also checking online text here: https://cbrpnk.cabinetofcuriosities.games/docs/en/runnerfile  But I can't find that part you mentioned; is that an older version of the rules?

Developer(+1)

My mistake then, I was recalling the previous version.

The current one does leave room for interpretation, but remember this is not a game of GM vs. players where you need to worry about rules loopholes or ability spamming. When the text says “(...) an opportunity to unwind,” that should be undeniably true for both the GM and the player. I personally wouldn’t let a Runner unwind while under heavy fire, but to each table their own :)

Ok, I understand. Surely, "unwind" communicates unroll, relax, loosen up etc. In the Italian version, we had a flatter translation, which I could re-translate in "Describe how the fiction provides you with an opportunity to recover".

That generic "recover", coupled with the apparently very short-timed actions (take a pill, turn up the volume, punch the wall...) suggests the idea that you simply need a cool cutaway/flash-cut of just a couple of seconds, in which your hero, cornered, takes a painkiller and shouts a one-liner before running back into the enemies; or the chased driver puts his favorite song on the car-audio system, turns up the volume, before attempting a dangerous stunt etc.

I think that it's very easy to misunderstand the idea behind those rules (also, they are so compressed... 😁). The game can heavily change its whole tone based on the interpretation of that single phrase.

Clearly, the previous "Once per run" gives a very precise instruction on how much Stress you can hope to recover in the whole mission.

On the contrary, removing the limit and implying that you only need a quick flash-cut action make it seems as though the heroes have an almost infinite quantity of Stress at their disposal.

Apparently, though, the "standard" behaviour seems to be related less to a hard limit and more to the availability of a downtime scene (either because there's time for it, or because the party actively works to create an opportunity for it).