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Posted By: SouthpawWhatever the case, Laurie lost the conflict because she didn'thavean applicable trait to offset Bully's Fisticuffs and rolled poorly. So Bully used Laurie as a punching bag for a little while -- broken furniture, smashed bottles, etc. -- until Laurie got her pistol out and gunned him down. Six dice (The Gun, plus Vengeance) certainly get the job done.
Posted By: SouthpawEven so, Laurie took another point of The Gun when she dropped her Vengeance. A note about that: it seemed easier to track changes scene-by-scene than to wait and suddenly say, "Oh! Stop! I want to define one of my traits!" So we just did it each time we transitioned to the next bullet. Again, I'm sure that's not what the designer intended, but it seemed to work for this session, at least.
Posted By: SouthpawMost of the time it doesn't matter, obviously, because there's only one roll
Posted By: SouthpawThis scene turned out a little... strange. Because the game's structurerequiresthat the antagonist in a given scene must die, it seemed somewhat counterintuitive for Laurie to lose her roll (as she does) and still see Bennett die. In the end we worked it out narratively, but we actually had to stop and mull it over for a little bit.
Posted By: SouthpawIn the end, I decided that Dave winged Laurie and she went down. Her gun was empty and Dave closed in for the kill. At the last possible second, he's shot down by the pastor: two barrels of 12-gauge to the chest. Laurie has her revenge (sort of).
Posted By: Andrew KenrickOk, that's interesting, and something I've seen happen, too. Although the rules don't limit you to the number of conflicts, it does seem to be a piece of emergent game play that you narrate an escalating situation, then roll a single conflict that ends in death and closes the scene. Did this work for you? Would you additional conflicts have worked or would it have diminished the tension?
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