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Margaret Weis Productions, Ltd.

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How's the Roleplaying?

Re: How's the Roleplaying?

Postby igorbone » Mon Jul 02, 2012 3:18 pm

Thorguild wrote:Replying to the 2D12 option

I'd love to end with a 2D12 narration! I've never been able to do it. Last weekend I had (IIRC) 1D12 1D10 5D8 and 1D6 in the Doom Pool. A player had 12 PP! I never got that second D12.

In situations like that you could do one of two things:

1) use a d12 effect of a Watcher's Character to add do the Pool
2) use the d6 and d8 effects for minor effects: add them to rolls, spend them to get extra effect dice. When you are left with only d10 in the Doom Pool, just activate opportunities for a lot of d12.
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Re: How's the Roleplaying?

Postby igorbone » Mon Jul 02, 2012 3:38 pm

MidnightBlue wrote:I know that it has been said that the affiliation die is the one "freebie" die that you get without narration, but I've been fighting against that way of teaching the game.

I like this, Midnight. :)

Cam wrote:Resources and Assets aren't all physical by any means.


I think this is one of the hardest thing for players to get after only reading the book.

The way I see it, MHR has a very well structered system, but because it focus so much on physical action, the players (Watcher included) have some troube to apply that to mental and social situations. As pointed out, also because the powers focus mostly on the physical part (you have Super Strenght but you don't have Super Persuasion).

I think the best way for you to encourage RP is to ask them to describe, make the NPCs interact with them, even in action scenes (call them names, show they are scared, bold or arrogant). Push them to the edge, create action scene with social interaction as the focus (like the example in OM of the mutants trying do deal with activists), ask them what they speak before or after delivering a punch. Lots of Marvel characters are also big mouth when they fight.
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