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I have a question about the Injury mechanics; I haven't seen them add much to in-session play so far - are the bits about being taken out of the action on pages 12, 15 and 19 really necessary? They just seem like a threat to remove PC agency from the end of the game. As it is, I think the HOLD mechanic provides plenty of tension as we get to the Moment of Truth in the game.

That said, I really like how Injuries (and Scars) have some nice bite for campaign play though.

Afterthought: I wonder if giving players an additional campaign-level mechanic to ameliorate Scars would be fun (maybe by having them take additional Troubles)?

I've changed the text to better align with the way we've been playing it.

The way it's supposed to work is that you really shouldn't be Taken Out during a Solo. There's no, like, rule against it or anything, but it's much, much more likely that you'll be Taken Out during the Build-Up, and usually as a result of choosing to bump up your roll.

For example, in a playtest a PC jumped through a window to knock the gun out of the bounty's hand. This was in the Head Out during their Build-Up, and they'd already taken an injury during their Solo. So they ended up Taken Out and on the floor with glass sticking out of them for the Moment of Truth. It just made sense that the maneuver had really cost them something.

Oh, wow - I totally missed that Injury wasn't in the actual Head-Out results table anymore but, instead,  that it's a result of a choice that players can make. :D Nice!

For the Moment of Truth - is it meant to have only one player narrate the take down, or should everyone get a say before the roll?

(+1)

RAW, the person “closest” (whatever that means in context) to the bounty has narrative control, so they can choose whatever makes the most sense.


In practice, though, the most satisfying outcome is usually fairly obvious and we just talk it out at the table. Sometimes the whole crew works together, but sometimes the bounty has, like, a personal connection to one of the hunters.