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Play tips from those that have run SBK Options
ironchicken
Posted: Friday, March 04, 2011 2:40:38 PM
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Joined: 4/25/2010
Posts: 75
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Location: London UK
Hi

Well when the new SBK releases I do intend to run the game. I have talked it up with my group, tested combat and they are keen.

Whilst awaiting news I thought it would be good to glean what advice I could on play tips and pitfalls from those that have run/played already.

So do you have any pearls of wisdom to share?
YcoreRixle
Posted: Monday, March 07, 2011 9:16:41 PM
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Posts: 234
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A couple of quick tips that match my style. I hope you can read them while you're waiting for the new pdf to download. :)

Hm, first, know the PCs' Inspirations and bring them into play. Maybe an NPC threatens them. Maybe the magistrate the PCs need to bribe doesn't want gold, he wants a date with the PC's Inspiration. Maybe an Inspiration goes missing. Maybe whatever adventure you have planned is tweaked to fit a PC's Inspiration, for example, if a PC has calligraphy as an Inspiration, then the first NPC abducted by the Low God cult is a famous master calligrapher. Playing to or preying on a PC's Inspirations is a pretty good way to maintain player interest, at least in my experience.

On a mundane level, when you have a combat with a bunch of bad guys, have many of them use the same style. Then you don't have to worry about too many sheets on the table, and the players don't have to worry about predicting moves in too many different styles.

When using simultaneous initiative, a lot of times it's fun to match up each PC with a specific adversary. Then roll PC vs. adversary, both sides, resolve it (though effects don't take place until the end of the round), then do the next PC vs. adversary pair.

Use bodyguards for your BBEG. A couple of henchmen in Guardsman or Guardian can do a pretty good job protecting even the softest of targets.

Remember to use organizations. When the PCs cross the town square, roll the local Thieves' Guild's Shadow against each PC's perception check (usually Reason). If the PC loses, the thieves' guild pilfers a few coins from the PC, and the PC's Mood drops by 1 when he finds out he's been stolen from. Quick throw-away organization actions like that can be a lot of fun, at least for me.

There's actually a decent GM Tips section in the new book. Let me know what you think!
ironchicken
Posted: Tuesday, March 08, 2011 2:45:45 PM
Rank: Advanced Member
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Joined: 4/25/2010
Posts: 75
Points: 225
Location: London UK
Mistake

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