It was interesting to see the hard move get tempered by good rolls and yet still come out the same: captured.
(Also: I can’t for the life of me work out where Substack has hidden the Like button for poste on their mobile website. I can see how many others liked a post, but not add my own. Anyone else worked that out? Comments still have a clear Like button, but not full newsletter posts!)
As I was playing it out, my thought was that they might get captured a bit more roughly -- the mob might beat them into unconsciousness, perhaps kill one of the others (probably Jens, since Finbar would likely make a more interesting fellow prisoner).
When Padrig got the strong hit on Seek Insight, he was able to figure out how they might walk, rather than be dragged, into Odo's Lair -- a slight improvement.
I'm less certain what would've happened if he'd botched the roll in the fight with Finbar. One option is that someone sees through the deception, but that's a bit unfair, since he'd nailed the Persuade roll. Maybe it would've been a messy fight, an injury, a debility of some kind.
As for the like button -- on my browser, there's a heart at the top of the article, below the dateline and a light grey line. When you click the heart, it registers the like, but it doesn't *say* like.
No, there are no controls at the top, and the bottom has no button for me to like with. It’s weird. The email does have a heart button at top and bottom, so I guess I’ll use that as my workaround. 🤷🏼
Very nice (re)solution for Pads problem. It is a problem (disarmed) but as he now also head towards Odo, it works towards the group.. goal/dynamic to get them back together one way or the other.
For the Vote, I lean towards mission comes first, for multiple reasons:
(a) encounter wise: it moves the opportunity to reunite and rescue Pad nearer to the climax and confrontation with Odo, which I find more interesting than intercepting the small group beforehand.
(b) narrative wise: they have not much time and in the end do not know when and if Pad will turn up. True, Pad do not know the way so maybe it's worth leaving some breadcrumbs.
A reason against this, is the oath the 3 PC swore each other, but also, they might just need to trust the capabilities of each other.
Makes sense! It's a nice mirror of the decision Pad made during the Stormcrow's attack on the Sun-Spear camp -- he had the chance to go look for Anwen in the melee, but instead he chose to stick to what he saw as their mission there, and let Anwen handle herself. Now she's trusting him in the same way!
I voted Go Forth. Anwen will trust Pad to catch up with them. Also, a different metagame angle - Go Forth allows the campaign to use this medium's advantages (keeping the party apart is easier in this format) as opposed to FTF, where getting the group back together might hold more sway.
Yeah! Compared to stuff like D&D, PbtA is great at doing split parties, but even then at the table it can get kinda unengaging for the players who aren't in-scene. And here, of course, there's almost no cost at all! (other than missing the presence of the other PCs).
It was interesting to see the hard move get tempered by good rolls and yet still come out the same: captured.
(Also: I can’t for the life of me work out where Substack has hidden the Like button for poste on their mobile website. I can see how many others liked a post, but not add my own. Anyone else worked that out? Comments still have a clear Like button, but not full newsletter posts!)
As I was playing it out, my thought was that they might get captured a bit more roughly -- the mob might beat them into unconsciousness, perhaps kill one of the others (probably Jens, since Finbar would likely make a more interesting fellow prisoner).
When Padrig got the strong hit on Seek Insight, he was able to figure out how they might walk, rather than be dragged, into Odo's Lair -- a slight improvement.
I'm less certain what would've happened if he'd botched the roll in the fight with Finbar. One option is that someone sees through the deception, but that's a bit unfair, since he'd nailed the Persuade roll. Maybe it would've been a messy fight, an injury, a debility of some kind.
As for the like button -- on my browser, there's a heart at the top of the article, below the dateline and a light grey line. When you click the heart, it registers the like, but it doesn't *say* like.
Definitely playing to find out!
No, there are no controls at the top, and the bottom has no button for me to like with. It’s weird. The email does have a heart button at top and bottom, so I guess I’ll use that as my workaround. 🤷🏼
The Mess Hall's "vaulted ceiling" feels like a really step backwards after hearing the AI's perspective 😂.
Also, the "Just a quick side note re: NPC motivation here" part was really handy, and persuasive.
The title art for this episode is one of the best ever.
The blank faces you can see when you zoom in creep me out!
Very nice (re)solution for Pads problem. It is a problem (disarmed) but as he now also head towards Odo, it works towards the group.. goal/dynamic to get them back together one way or the other.
For the Vote, I lean towards mission comes first, for multiple reasons:
(a) encounter wise: it moves the opportunity to reunite and rescue Pad nearer to the climax and confrontation with Odo, which I find more interesting than intercepting the small group beforehand.
(b) narrative wise: they have not much time and in the end do not know when and if Pad will turn up. True, Pad do not know the way so maybe it's worth leaving some breadcrumbs.
A reason against this, is the oath the 3 PC swore each other, but also, they might just need to trust the capabilities of each other.
Makes sense! It's a nice mirror of the decision Pad made during the Stormcrow's attack on the Sun-Spear camp -- he had the chance to go look for Anwen in the melee, but instead he chose to stick to what he saw as their mission there, and let Anwen handle herself. Now she's trusting him in the same way!
I voted Go Forth. Anwen will trust Pad to catch up with them. Also, a different metagame angle - Go Forth allows the campaign to use this medium's advantages (keeping the party apart is easier in this format) as opposed to FTF, where getting the group back together might hold more sway.
Yeah! Compared to stuff like D&D, PbtA is great at doing split parties, but even then at the table it can get kinda unengaging for the players who aren't in-scene. And here, of course, there's almost no cost at all! (other than missing the presence of the other PCs).