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Posted By: MortalitySome way of stopping characters which appear together dying together if they don't get around to splitting up might be useful, maybe sacrificing one characters survival dice to give the other a chance to carry on?
The 2ninjasoperatives mentioned above also saw the worst of the menace as they headed straight for where the areas where the menace was whereas some other characters were all the way at the other end of the complex and didn't see the menace 'till they spread further.
We had some issues with pacing, specifically in that when the operatives died just after the menace reached 8 dice, some people thought this was too early (8 dice means the menace is fully revealed) and some people were worried that no-one had died before that (8 dice means that the menace is at it's most threatening and has probably already taken out some of the main characters).
One of the players noted that there is still a penalty for dying, separate from losing your 'character' which most people weren't that bothered about, in that you will be heavily involved in less scenes. While you will still be directing scenes and making suggestions during other peoples, everyone with alive survivors will have thatandplaying their survivors in the scenes they appear in.
Another player noted the large amount of cross-table talk, with people interjecting suggestions and then having several separate discussions about those suggestions while the director was trying to move the scene on.
Finally, I found myself holding off on using resource dice I had picked up due to the moments not being dramatic enough. This was just before the menace really started hammering us and I was feeling guilty about possibly spoiling the game by playing to the story rather than the mechanic. Should I have used the dice in earlier scenes or was holding them like that an approved action?
Posted By: Ben RobbinsWhat rule set did you wind up using? Straight version beta or version alpha + beta?
See the "sacrificial lamb" idea from the second post of this thread. The downside is that as written you'd have to declare ahead of time. Of course if you have two guys in the scene and both have two conditions and the menace has lots of dice... well you know what's going to happen.
It's true: if you get framed into scenes with the menace more than anyone else, you die first.
That's one mistake I've seen in multiple Geiger Counter games: getting too focused on particular characters early and putting them in harm's way without realizing it will doom them. You need to keep the camera moving around, which should happen automatically if you follow the rule of not framing your own character into scenes (if two people are together, they shouldn't appear when either of their players are the GM).
The pacing really isn't that rigid. That are lots of permutations that work, with early deaths, late deaths, depending on the type of story you're doing. It's really the rotating GMs who control this, because they can pick and choose which characters to hit with the menace -- they know exactly how many conditions people have, how many dice they'll be rolling, etc. I usually only mention the "attack before 8 dice" when people think the menace is too easy because the menace has immunity then.
Also remember that "fully revealed" really means fully revealed to the audience (meaning the players), not necessarily the characters.
Did you use the version 1 method of making non-survivors as well? We let players with dead survivors take over those roles, or (sometimes) promote a non-survivor if it fits the story.
That sounds like everyone was just excited about the game. But yeah, it can take relearning some discipline if you haven't played as many rotating authority games.
Hey, playing to the story should never hurt the game, right? ;)
Technically you should be rolling all the dice you have, all the time. If you picked up a gun (1 die advantage), you should always be rolling 3 dice. But I totally approve of not using dice if you think it helps the story or you think the dice aren't appropriate (why would a gun help me against a nanobot?).
Posted By: Jonathan WaltonSince the details of who dies and when they die is often in the players' collective hands (in how they frame scenes and whether they pool dice), making sure that people have a sense of how to pace a successful game is really important.
Also, I agree with anything Ben says about Geiger Counter.
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