Apologies if this is in the wrong section, please feel free to move it if necessary.
I have a couple fo rules questions prior to starting my CC game:
1. In a non combat conflict can you sustain more than one consequence. It seems like it is always one regardless of the level of success.
2. Who sustains the consequence, the conflict winner, loser or both
3. Who chooses the consequences, winner, loser or some combination of both.
4. Does 2 or 3 differ between combat and non combat conflicts.
5. Can you require a player to bring a negative trait into play. I suspect not but think it might make an interesting addition. I have seen previous discussions about negative traists and why no one would give them as a combat consequence but I suspect this is tied to how bad the negative effects of them coming up is.


Answers!
Submitted by Malcolm Craig on Fri, 09/11/2007 - 01:02.
1. In a non-combat conflict, you cannot sustain more than one consequence.
2. The winner gets a success consequences, while the loser gets a failure consequence.
3. The winner gets to chose their success consequences, the loser gets to choose the failure conseqeunces, appropriate to what has taken place in the conflict.
4. No. But, the increased consequences arising out of weapons use only apply to the perosn who the weapons are directed against.
5. You cannot require a player to bring negative traits into play, but you can always enter into discussion about them.
Hope this helps!
Cheers
Malcolm
Contested Ground Studios
OK, thanks for that. One
Submitted by Andrew Watson on Fri, 09/11/2007 - 12:18.
OK, thanks for that. One last issue for clarification. I am involved in a combat conflict.
I shoot my enemy and score 3 successes. I add 2 consequences for my weapon and force him to take 4 consequences of damage.
Do I then gain one success consequence or do I gain 2 or 3 because it is a combat conflict?
You'd still only gain one
Submitted by Malcolm Craig on Fri, 09/11/2007 - 20:21.
You'd still only gain one success conflict.
Cheers
Malc
Contested Ground Studios
OK, i think these might have
Submitted by Andrew Watson on Sun, 09/12/2007 - 14:33.
OK, i think these might have gotten lost in the sprawling ap thread. A couple of additional Cold City questions that cropped up out of the last session:
Healing of Injuries: As I understand it if you take some temporary damage to a stat this can only be removed by successful use of that stat in a subsequent conflict. Yesterday we had a player have his action of 1 (he is a frail elderly frenchman) reduced to 0. This left us a bit stumped about how he ever recovered it. In the end I decided that an afternoon of rest at HQ would be enough.
Negative Traits: The point was made last night that at character creation there is no reason not to take the maximum number of available negative traits and thereby get the maximum number of positive ones. You have the choice about whether to use a negative trait or not so they need never come into play.
Now, I have excellent players and they were happy to bring negative traits into play all over the place which was excellent. We also discussed before rolling the dice what the impact would be if the trait came up, both for players and NPC's. It worked very well but may well not in other groups. If they were compellable then there is a risk to taking them.
Currently Playing: Cold City, Pendragon
Currently Testing: Duty and Honour
Monster!
Submitted by Malcolm Craig on Mon, 10/12/2007 - 22:15.
It's a monster (but very good) thread alright!
OK, i think these might have gotten lost in the sprawling ap thread. A couple of additional Cold City questions that cropped up out of the last session:
Healing of Injuries: As I understand it if you take some temporary damage to a stat this can only be removed by successful use of that stat in a subsequent conflict. Yesterday we had a player have his action of 1 (he is a frail elderly frenchman) reduced to 0. This left us a bit stumped about how he ever recovered it. In the end I decided that an afternoon of rest at HQ would be enough.
That seems fair and reasonable. However, if you hit zero, I doubt that an afternoons rest would be enough. 0 is a pretty serious point to reach, although crisis is only triggered if you hit zero in 2 attributes.
Negative Traits: The point was made last night that at character creation there is no reason not to take the maximum number of available negative traits and thereby get the maximum number of positive ones. You have the choice about whether to use a negative trait or not so they need never come into play.
Now, I have excellent players and they were happy to bring negative traits into play all over the place which was excellent. We also discussed before rolling the dice what the impact would be if the trait came up, both for players and NPC's. It worked very well but may well not in other groups. If they were compellable then there is a risk to taking them.
Hmm, it's a question that comes up a lot. Traits aren't just about game effect, they also provide colour for the character. And, there's the chance that through consequences, some of your positive traits will gradually flip over to being negative. You could have a preponderance of negative traits and if you choose not to use them, you could be placing yourself at a disadvantage. If players don't want to use negative traits, then there is nothing to compel them, true, but they are disadvantaging the character if they don't use them. The worst possible consequence of using a negative trait is something bad happening in the story, there ae no actual consequences in terms of mechanical change to the character.
Cheers
Malc
Contested Ground Studios
CC Rules
Submitted by Andrew Watson on Tue, 11/12/2007 - 13:00.
That seems fair and reasonable. However, if you hit zero, I doubt that an afternoons rest would be enough. 0 is a pretty serious point to reach, although crisis is only triggered if you hit zero in 2 attributes.
I think it really depends. Given the small number of points available and the large number of added consequences from weapons 0 seems really pretty easy to reach in any stat. Otherwise you are left with having to come up with loads of new traits on the fly or dumping all of your positive ones in negatives.
In this case the character has a base action of 1 and a negative trait of Frail and Elderly. He took one point of action consequence and one to reason I think due to a car crash. Because I didnt really want him effectively out of the game (timeline wise it is coming to a head very rapidly) I sort of hand waved it away. He still has the reason penalty at the moment.
Hmm, it's a question that comes up a lot. Traits aren't just about game effect, they also provide colour for the character. And, there's the chance that through consequences, some of your positive traits will gradually flip over to being negative. You could have a preponderance of negative traits and if you choose not to use them, you could be placing yourself at a disadvantage. If players don't want to use negative traits, then there is nothing to compel them, true, but they are disadvantaging the character if they don't use them. The worst possible consequence of using a negative trait is something bad happening in the story, there ae no actual consequences in terms of mechanical change to the character.
I see what you say and as a group negative traits have made several appearances and been used very well. Both positive and negative traists are allowing the players to actively narrate things into the game which is absolutely cool.
The point was simply made from a "mechanics" based persepctive, there really didnt seem to be any downside to taking the maximum at the start. In effect you are only disadvantaged if you choose to be so. A group coming to CC from a more traditional gaming base is likely to be confused.
I think one thing which is really causing one of my players difficulty at the moment is the issue of death/defeat.
I can see the crisis point issue if two stats reach 0 although I dont think it is strongly spelled out in the book. What isnt really clear is how to apply that to mooks, minions, henchmen etc. The consensual death angle is great for players, it allows you not to have to worry about killing them by accident but if I just want my players to be able to plow through some zombie hordes it doesnt seem very appropriate.
Negative Traits
Submitted by Ben Clapperton on Tue, 11/12/2007 - 13:57.
Traits aren't just about game effect, they also provide colour for the character. And, there's the chance that through consequences, some of your positive traits will gradually flip over to being negative. You could have a preponderance of negative traits and if you choose not to use them, you could be placing yourself at a disadvantage. If players don't want to use negative traits, then there is nothing to compel them, true, but they are disadvantaging the character if they don't use them. The worst possible consequence of using a negative trait is something bad happening in the story, there ae no actual consequences in terms of mechanical change to the character.
The issue here is much more a character creation one. At char gen, I can select an additional positive trait for each additional negative trait I take. There is nothing in the game which makes me use me negative traits. Result - free positive traits at char gen, huzzah!
Negative Positivity
Submitted by Neil Gow on Tue, 11/12/2007 - 15:01.
I think the issue here may be caused by a semantic misunderstanding. Traits are traits. They exist in one of two states - Positive and Negative. Negative traits are ones that can cause complications if they are used and the Dice of Doom comes up. Positive traits don't but they can become Negative if they suffer a consequence.
So for example, Yuri has 'Man of Faith (+)' which we have interpreted as a strong showing of religious strength that will allow him to stand up to the horrors before him. However, if he was to lose a conflict suffering a consequence that flipped 'Man of Faith' (say Troy was threatened with mutilation if Yuri didn't succumb to torture and he used his Man of Faith to overcome the torture but failed and Troy got his eye gouged out) then 'Man of Faith (-)' could be the result. It is now interpreted as him heavily doubting the value of his faith and being on the brink of crumbling when it is called upon.
So in essence, as I see it, there is no reason not to take everyone you can reasonably fit into the character concept without it becoming daft because it offers up more options. Not positive or negative options - simply more options.
And if players DON'T use their negative traits in conflicts, they can never be spun around into positive ones. And if they ONLY use their positive traits they are doomed to eventually get more negative ones.
Not that that matters.
Or I could be talking balls
Neil
Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/
Traits
Submitted by Andrew Watson on Tue, 11/12/2007 - 15:16.
And if players DON'T use their negative traits in conflicts, they can never be spun around into positive ones. And if they ONLY use their positive traits they are doomed to eventually get more negative ones.
Thats a very good point which I hadnt really considered. Of course I could easily envisage a situation in which someone engages in a coflict, doesnt apply the neagtve trait of doom but still is able to explain flipping it to a positive as a consequence of success.
Or I could be talking balls
Over the years I have learned that this is always a possibility...
:)
Dog? Horse? Ah no .....
Submitted by Neil Gow on Tue, 11/12/2007 - 15:24.
Or I could be talking balls
Over the years I have learned that this is always a possibility...
:)
Never let it be said that the degree in marketing hasn't given me the requisite bullshitting skills to get through in the modern world...!
Neil
QFT
Submitted by Malcolm Craig on Tue, 11/12/2007 - 20:15.
And if players DON'T use their negative traits in conflicts, they can never be spun around into positive ones. And if they ONLY use their positive traits they are doomed to eventually get more negative ones.
That's excellent, Neil. You've managed to get over what I always had in my head far more clearly than I've been doing. I think that's pretty much the heart of the traits thing right there.
Cheers
Malc
Contested Ground Studios
Oh
Submitted by Gregor Hutton on Tue, 11/12/2007 - 21:50.
But negative traits add a die, much like a positive trait in the latest printing, so players shouldn't be shy about bringing them in. And do remember that you get capped at 9 traits.
My own preference would be to stack up adds on a stat if I win (then avoid using that stat until I need it), hopefully all stats will be up above eventually -- waiting to be used. For negative consequences I'll grab negative traits every time rather than drop a stat. Effectively they're positive except for the story twist (which perhaps makes them more interesting than positive ones). Anyway, a tactic if you start short of traits is to "throw" a combat conflict with another player -- this ensures maximum consequences in combat so they can stack up a stat and you can stack up on (negative) traits. I'm sure they'll return the favour at some point...
Oh and since you pick your own negative consequences if you lose then no one should be scared of bringing in negative traits. It's up to you what the downside is (though others can persuade you in the touchy-feely discussion of the fallout).
OK, just to be clear. Are
Submitted by Andrew Watson on Tue, 11/12/2007 - 21:58.
OK, just to be clear.
Are you saying that traits can only be changed around in either direction if the are used in a conflict?
If so that is fine, it gives people a direct mechanical reason to bring negatives in, the chance of turning them into positives.
Also, could you give me a bit of advice on the death/defeat issue as you apply it to npc's. So far I have pretty much just applied consequences to the Action stat and when it hits 0 they are out, dead, unconcious, driven off whatever.
I havent yet had to deal with it for major npc's and I imagine I will trewat them as pc's.
Currently Playing: Cold City, Pendragon
Currently Testing: Duty and Honour
Why must I think up some title for every post in a thread
Submitted by Andrew Watson on Tue, 11/12/2007 - 22:00.
Oh and since you pick your own negative consequences if you lose then no one should be scared of bringing in negative traits. It's up to you what the downside is (though others can persuade you in the touchy-feely discussion of the fallout).
Hmm, I had obviously overlooked this as I have been setting them but after the touchy feely player discussion bit.
Currently Playing: Cold City, Pendragon
Currently Testing: Duty and Honour
Yes yes
Submitted by Malcolm Craig on Wed, 12/12/2007 - 01:05.
OK, just to be clear.
Are you saying that traits can only be changed around in either direction if the are used in a conflict?
If so that is fine, it gives people a direct mechanical reason to bring negatives in, the chance of turning them into positives.
Yes, although the text is probably not 100% clear on this point.
Also, could you give me a bit of advice on the death/defeat issue as you apply it to npc's. So far I have pretty much just applied consequences to the Action stat and when it hits 0 they are out, dead, unconcious, driven off whatever.
I havent yet had to deal with it for major npc's and I imagine I will trewat them as pc's.
That is the way i would do it, yes. Treating major NPCs in exactly the same way as PCs is also the way to go.
Cheers
Malc
Contested Ground Studios