Wondertainment
Senior Member
Hi, looks like I missed a convo.
"TURN ORDER"
There are no Turns in this game. In a live version, everyone pretty much talks whenever they want - and if one player hasn't done much, the GM will wait for them to do something. We'll be doing the same. Post whenever you want, wait for me to resolve your actions, then post again whenever you want. Just use normal RP etiquette here - don't post too often and overwhelm the thread, but feel free to post whenever.
EDIT: However, as the GM, I may also push other people to post and resolve their actions first so they get to have their chance to shine.
CONDITIONS
Conditions are essentially debuffs - they add penalties to your various rolls. If you look at your Playbook, it tells you what Conditions add which debuffs. It's an emotional obstacle that prevents you from getting something done (i.e. Peter Parker being too Hopeless to use his powers in Spider-Man 2, or Iron Man being too Angry to phone Captain America in Infinity War).
You can take a Condition if you think it fits the story, but generally you take a Condition only when the GM tells you to. For example, every time you Directly Engage a Threat, you AND the villain are "trading blows", which means you (and technically the target) Take a Powerful Blow. WHEN you Take a Powerful Blow, one of the options is to mark two conditions. There are other ways to get Conditions. Sometimes, I will just straight-up tell you "You are now getting real angry. Mark Angry." (Though that's rare)
You keep this Condition until you've resolved a scene in a particular way. The book says this:
"At the end of any scene in which you take the corresponding action, clear that condition.
• To clear Angry, hurt someone or break something important.
• To clear Afraid, run from something difficult.
• To clear Guilty, make a sacrifice to absolve your guilt.
• To clear Hopeless, fling yourself into easy relief.
• To clear Insecure, take foolhardy action without talking to your team."
You should check with me before clearing a Condition ("Hey Wonder, the scene is over and I think I hurt someone enough to clear Angry").
OPPORTUNITIES
An "opportunity" isn't defined mechanically - it's just an in-fiction benefit! This game is a lot more about storytelling than mechanics. When you choose this option, you just come up with a possible result that ends with you getting an advantage. But choosing this option means that your character is working with a team-mate, and teamwork is what this game is all about... so it means that the GM will be more forgiving in terms of scenes. In this game, a "miss" on a roll ISN'T a complete failure - it just means that things don't go the way you originally intended. Given the circumstances, you might "miss" on a roll and still sorta succeed because of your team's efforts!
On another note, if characters try to do some teamwork, they could use Team Points... but I'll explain that after this session. I'm ignoring Team Moves for now while everyone gets used to the game - and also because you're not a team yet.
ANOTHER THING I FORGOT TO MENTION
The way you "level up" in this game is through Potential. You get 1 Potential every time you roll a MISS (6 or lower). When you get 5 Potential, you may pick one of the benefits on your sheet under "Potential". Since some of you have already rolled some misses, make sure to mark your Potentials! I urge you all to edit your character sheets in the other thread to mark these changes. So far, I'm seeing 1 Potential for El Aguila, 1 Potential for Ferric, and 1 Potential for the Squire.
"TURN ORDER"
There are no Turns in this game. In a live version, everyone pretty much talks whenever they want - and if one player hasn't done much, the GM will wait for them to do something. We'll be doing the same. Post whenever you want, wait for me to resolve your actions, then post again whenever you want. Just use normal RP etiquette here - don't post too often and overwhelm the thread, but feel free to post whenever.
EDIT: However, as the GM, I may also push other people to post and resolve their actions first so they get to have their chance to shine.
CONDITIONS
Conditions are essentially debuffs - they add penalties to your various rolls. If you look at your Playbook, it tells you what Conditions add which debuffs. It's an emotional obstacle that prevents you from getting something done (i.e. Peter Parker being too Hopeless to use his powers in Spider-Man 2, or Iron Man being too Angry to phone Captain America in Infinity War).
You can take a Condition if you think it fits the story, but generally you take a Condition only when the GM tells you to. For example, every time you Directly Engage a Threat, you AND the villain are "trading blows", which means you (and technically the target) Take a Powerful Blow. WHEN you Take a Powerful Blow, one of the options is to mark two conditions. There are other ways to get Conditions. Sometimes, I will just straight-up tell you "You are now getting real angry. Mark Angry." (Though that's rare)
You keep this Condition until you've resolved a scene in a particular way. The book says this:
"At the end of any scene in which you take the corresponding action, clear that condition.
• To clear Angry, hurt someone or break something important.
• To clear Afraid, run from something difficult.
• To clear Guilty, make a sacrifice to absolve your guilt.
• To clear Hopeless, fling yourself into easy relief.
• To clear Insecure, take foolhardy action without talking to your team."
You should check with me before clearing a Condition ("Hey Wonder, the scene is over and I think I hurt someone enough to clear Angry").
OPPORTUNITIES
An "opportunity" isn't defined mechanically - it's just an in-fiction benefit! This game is a lot more about storytelling than mechanics. When you choose this option, you just come up with a possible result that ends with you getting an advantage. But choosing this option means that your character is working with a team-mate, and teamwork is what this game is all about... so it means that the GM will be more forgiving in terms of scenes. In this game, a "miss" on a roll ISN'T a complete failure - it just means that things don't go the way you originally intended. Given the circumstances, you might "miss" on a roll and still sorta succeed because of your team's efforts!
On another note, if characters try to do some teamwork, they could use Team Points... but I'll explain that after this session. I'm ignoring Team Moves for now while everyone gets used to the game - and also because you're not a team yet.
ANOTHER THING I FORGOT TO MENTION
The way you "level up" in this game is through Potential. You get 1 Potential every time you roll a MISS (6 or lower). When you get 5 Potential, you may pick one of the benefits on your sheet under "Potential". Since some of you have already rolled some misses, make sure to mark your Potentials! I urge you all to edit your character sheets in the other thread to mark these changes. So far, I'm seeing 1 Potential for El Aguila, 1 Potential for Ferric, and 1 Potential for the Squire.
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