Unsure about a play procedure? Need examples of how something might work in play? This is a thread for us to help each other out.
Happy to answer in depth, but I'll put it in a Spoilers thread for folks who want to play through the adventure.
Glad you're loving it. I hope you can get a full session in soon.
We kept the Fighting Pits description pretty open. We play it as an action roll: winning nets a 2 scratch purse and town-wide renown but risks an injury.
The 6 Scratch cost is to hire heavies, who follow the "Hired Help" rules on page 17.
In particular, if the roll looks good, what would you do on failure or progress? Condition, or "now you're tumbling to the (new) ground, what do you do?", or something else... actually I don't care too much what you _would_ do, more what might someone do that's _not_ good practice. Like maybe give-a-condition isn't really kosher.
Follow-up about progress, I think there are two ways to handle this:
Is there a reasonable way you could describe one goblin setting up another? If so, then that's what progress is. They improve position but someone else needs to address the problem (good idea or roll).
Instead, I tend to take all-or-nothing rolls like this as good context to shift positioning down to Bad (unless they are really well-prepared for it). In a bad position, actions are binary (1-4 is failure, 5-6 is success) so you don't have to worry about what 'progress' would look like.
This is a vicious trap, so obviously I like it a lot. Here's what I would
Action: Everyone makes it to the new "floor"
Danger: The gear in everyone's hands is dropped and it damaged.
Make it clear that if they don't succeed the action, they will fall and end up injured. I would definitely not add harm to this roll, since the only way they are getting hurt is if they don't succeed.
1. Generally, yes. If the goblins are more likely to succeed at something because of an identified advantage, then you improve their positioning. If the goblins have insulated themselves from risk, then adjust the danger they face accordingly. There are two exceptions. Supplies (typically made in camp) grant an extra die to a single roll. You could rule that something the goblins are using to perform a task grants them supplies (noting that an extra die in addition to traits and titles is a rather significant advantage). The more likely case, when goblins have some a dominant advantage that putting them in a 'good position' isn't sufficient, is that they don't have to roll at all. The only have to roll for risky actions, if they have eliminated the risk of failure, there's no roll.
2. Yes, supplies grant an extra die in addition to a twist. I'm glad we covered this in more detail for issue 2.
3. TPKs can totally happen. The odds are generally in the goblins favor, but the dice system is such that every fight is a fight you could lose. They have to keep an eye on when to disengage and which risks are worth taking. Sounds like a fun session!
@srinvp you're always bringing the good stuff.
1. If you've got rations, camping before going back to town is a good call. It's not obvious that's the case, so a warning in the text would be nice. It would also be a great GM move to say "As soon as you get back to town, you're getting put to work. If you camp first, you can recover before your shift (and without having to pay for it."
2. They do not. Injured / Sick do not impact recovery. It would be such a cruel spiral if they did.
3. I never considered it. I'd say they can't decline. They need to hit that hump of development at some point, and the veteran benefits will be nice down the road.
I would use the whole stat block for whichever monster is leading the conflict (if there's no clear leader then use the toughest or most interesting). Add one move for the secondary monster and another move if the goblins are outnumbered.
The numbers are the same as the armor rule, but you're incorporating moves from everyone, which adds a lot of flavor.
If there is work to be found, they need to do it. Trying to dodge work is a risky action, so you could have the Goblins make a roll to skip it. The disorder crisis seems to give a break, since goblins don't have to work, but its a sign that the town is near to collapse.
I would run this as:
Finding an opportunity
If they're not sure what to do, they may find an opportunity at a town location that offers such leads. Doing so costs 1 scratch, representing something in trade to someone for the tip. (Issue 1, page 17)
If they aren't satisfied with the answer they get from the boss smith, maybe there's an action roll to press him for more information. Or maybe there's an adventure in getting him something he wants in exchange.
You're right about the 'time passes' trade off. I think the appropriate tradeoff is a 1 scratch cost to bring the boss smith to the table.