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(1 edit) (+1)

Thank you so much, I appreciate the kind words! (And yes, I’m weird about putting my real name all over stuff. Might get over it, might not. We’ll see.)

I actually completely agree with this, Move (a thing an enemy can do) vs. Move (literally moving) is one of those things that’s been rubbing at me for awhile. I’m in the middle of editing/etc for v1.0 so I’m probably going to clarify that in one direction or another.

As per your distinction, for the purposes of answering this question I’m going to call the first kind an Action and the second kind Relocate.

How this works is:

  • You can activate one enemy per PC on the GM Turn (including activating the same enemy multiple times).
  • The first time you activate an enemy on the GM Turn, it can take two Actions (Attack, Relocate, etc).
  • Every time past that, it can take one Action.

This means that if activated once, the enemy will take two Actions. If activated twice, the enemy will take a third action that GM Turn, and so on. This is a significantly diminished return if the GM has to activate an enemy multiple times, and if players don’t bother to move out of enemies’ range it also gives the GM the ability to do something else in addition to attack (like Endure, Shield, Reinforce, etc) without spending another Activation.

Does that make sense?

(+1)(-1)

Ok, thanks for the fast answer. Nice, understood. Indeed, those are the rules I find at page 15. While I'm usually a fan about the rules being repeated along the pages, in this case probably you could simplify the Moves paragraph at page 17, and eventually put a link to page 15 if someone want to deepen the whole activation part.

And thanks for the clarification about the "Relocate" part.