by salsa » Tue May 01, 2012 9:17 pm
One thing REALLY important to note, and I say this because I oversaw it before (the first time I played it). However, tonight it was different, very different.
You can keep the doom die you've just added to a pool if you grant that player a PP. That way you can make things hard and reward at the same time. The players get a fair amount of PPs and I managed to the doom pool up to as much as 2d8 and 1d10 in a few rounds.
Of course, this is something you should do sparingly, save it for when you have a player on a 1v1. You're feeding him enough PP to keep the fight interesting and fast paced. At the same time your rolls are hitting so hard that the tension grows exponentially. By the end of it, two things might happen, you have accumulated enough doom dice for a big battle at the end of the act or you can spend those 2d12 to skip to the next scene. Either way everyone wins.
Sidenote: an increase in the number of dice also increases the number of opportunities that may come up, this helps the players generating resources and beefier stunts.