Start/End of Act/Scene

ZorValachan
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Re: Start/End of Act/Scene

Postby ZorValachan » Thu Aug 31, 2017 7:47 pm

DerHuthmacher wrote:
ZorValachan wrote:Correct, the "official" word is to reshuffle when you feel it is needed.

To redo hands, I recommend/suggest a new adventure. Adventure being made up of 1 or more acts-a plotline.
So if an adventure has 1 act, redo everything at the next adventure/act.
If your adventure is a longer 4 act piece, then don't redo destiny hands until the start of the next adventure, That keeps the sense of "connectedness'.

I would also suggest a "hard" reset to destiny hand size at an adventure start. Glories add a destiny card to the hand, which means more cards are picked up, which means more chance of glories, which makes a cycle of increasing hand size/choices. A reset at the adventure start is a logical time to say "past plotline is over, everything resets"


Personally, I would agree to reduce Glory-earned added cards at the beginning of a new adventure to one, regardless of how glorious the previous adventure had been if at least one glory had been achieved in the previous adventure. This way, the party can at least bask in the afterglow of their accomplishments without feeling overly cheated.

If they earn a new glory during the next adventure, good for them. If not, the next adventure starts without Glory-added cards.

Glories in my group usually end with an extra Act where they go and try to fight/rip up the stela. So, the success/failure is in itself the afterglow or humiliation of defeat.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

Rocketeer
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Re: Start/End of Act/Scene

Postby Rocketeer » Thu Aug 31, 2017 9:17 pm

lurkingowl wrote:I thought you did a full destiny hand reset (discard and draw all new cards) at the start of each act too?

In the section about Act Structure, the rules state, "Destiny hands and Possibilities reset, which might be good or bad depending on how well the Storm Knight was provisioned at the end of the previous act."

ZorValachan
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Re: Start/End of Act/Scene

Postby ZorValachan » Thu Aug 31, 2017 9:58 pm

My interpretation is reset to 3 possibilities and to 4 cards. Not discard all the cards you have and draw 4 new. You might have different interpretation.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

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MalicWanderer
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Re: Start/End of Act/Scene

Postby MalicWanderer » Fri Sep 01, 2017 2:10 pm

lurkingowl wrote:I thought you did a full destiny hand reset (discard and draw all new cards) at the start of each act too?

This was my interpretation as well, based primarily on the sidebar I already mentioned.

Seems like there might be room for some clarification as to the "official" position, tho I doubt it makes a huge difference to the game which way you go. I suppose if you're having a problem with glories snowballing over multiple acts forcing hand redraws might help slow it down a little?

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Gargoyle
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Re: Start/End of Act/Scene

Postby Gargoyle » Fri Sep 01, 2017 3:44 pm

lurkingowl wrote:I thought you did a full destiny hand reset (discard and draw all new cards) at the start of each act too?


They do. page 257 of the rulebook.

Destiny Hands and Possibilities reset, which might be good or bad depending on how well the Storm Knight was provisioned at the end of the previous act.


I didn't put it into my post because it seemed obvious to me. But I didn't find it in the earlier section on the destiny deck, only in the GM section, so I guess it wasn't that obvious.
"That old chestnut?"

Gargoyle

lurkingowl
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Re: Start/End of Act/Scene

Postby lurkingowl » Fri Sep 01, 2017 3:51 pm

Keeping your hand would definitely escalate card quality. Having handfuls of Inspire, Rally, Leadership, Master Plan, etc roll over from Act to Act would be a big deal. Romance/Martyr/Nemesis also become a way to stockpile Poss across acts if you need it.

I thought drawing a full new hand was partly a logistics thing. If an Act is about one play session, then you don't need to write down/track everyone's hand. Just pack it in and start the next Act fresh. If there's a different mix of people for the next act, you don't end up with 5 Action cards in hand hte next act, etc.

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Gargoyle
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Re: Start/End of Act/Scene

Postby Gargoyle » Fri Sep 01, 2017 4:02 pm

Updated.

Start of Act:
Discard Destiny Cards and draw a new hand.
Discard unused Cosm Cards (even if staying in the same cosm)
Draw new Cosm Cards
Possibilities reset to 3.

Scene
Start of Scene
n/a

End of Each Battle Within a Scene
Pick up the Action Pool
Reduce hand down to 4 cards if more than 4

End of Scene
Replenish Hand up to 4 Destiny Cards if less than 4
Optionally discard one Destiny card and draw back to 4.

End of Act:
Gain 5xp

You also discard Cosm cards and draw a new one whenever entering a new cosm during an act, but if you've already used your one Cosm card during the Act you don't get a new one until the next Act.
"That old chestnut?"

Gargoyle

ZorValachan
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Re: Start/End of Act/Scene

Postby ZorValachan » Fri Sep 01, 2017 4:26 pm

lurkingowl wrote:Keeping your hand would definitely escalate card quality. Having handfuls of Inspire, Rally, Leadership, Master Plan, etc roll over from Act to Act would be a big deal. Romance/Martyr/Nemesis also become a way to stockpile Poss across acts if you need it.

I thought drawing a full new hand was partly a logistics thing. If an Act is about one play session, then you don't need to write down/track everyone's hand. Just pack it in and start the next Act fresh. If there's a different mix of people for the next act, you don't end up with 5 Action cards in hand hte next act, etc.


Except when you play a Glory. That increases hand size by +1 per Glory played until the end of the next Act.

My sessions are never a full Act. 3.5 hours to play including catching up socially with Friends of 20+ years. Roll20 also helps not having to write down things. Just come back exactly as you left.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

lurkingowl
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Re: Start/End of Act/Scene

Postby lurkingowl » Fri Sep 01, 2017 4:38 pm

Yeah, you have to keep track of Glory played, but that's one number for the whole group.

Roll20 definitely makes it easier to just leave things in place.

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Gargoyle
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Re: Start/End of Act/Scene

Postby Gargoyle » Fri Sep 01, 2017 4:44 pm

lurkingowl wrote:Yeah, you have to keep track of Glory played, but that's one number for the whole group.

Roll20 definitely makes it easier to just leave things in place.


If you're forgetting about a Glory that you played, I would suggest you're doing something wrong. ;)
"That old chestnut?"

Gargoyle


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