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  • Callishka
    replied to Sell me Wraith The Oblivion
    It's the most inspiring, beautiful setting ever devised for a roleplaying game. "Epic" is a word too easily thrown around, but wraith is epic in every sense. Tolkien-level of detail to the history and the factions. There are many aspects of it your troupe can spotlight, as the previous poster pointed out; everything from gritty haunting stories focused on the world of the living, to battles for survival in the Labyrinth of the angry dead, to spy stories amid the crumbling bureaucracy of Stygia, to quests worthy of ancient tales like the Odyssey or Gilgamesh. It's honestly difficult for...
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  • Oh, hmm, that's true. I thought I was remembering my GMC PDF, but it was the CofD PDF I forgot I owned that I first saw the rules in....
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  • I think I didn't make myself clear. I understand that once you have the requisite Clues (3 for a 3-scope mystery, 5 for a 5-scope), you don't need to roll anything more. What I'm unclear about is why even mention that you don't need to make an additional roll if you have enough Clue Elements? That makes it sound as if you could have 3 Clues in a 3-scope mystery, but only 2 Clue Elements, and thus need to make a roll. The rules don't say that the potential "additional" roll is for acquiring another clue. They sound more like they're saying there is an Uncover the Truth roll, one that...
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    Last edited by Callishka; 05-03-2018, 06:38 PM.

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  • I'm not sure what you mean. The Complications, as I understand, aren't a way for the Villain to know they're being investigated. Rather, they are revelations to the characters that although they've learned the truth (IE, who the villain is and what they did), some factor makes bringing them to justice or defeating them difficult or impossible. Here are the Complications:

    • The culprit has plausible deniability.
    • The culprit has a viable escape plan.
    • The culprit has a hostage.
    • The characters risk legal consequences if they pursue the culprit.
    •...
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    Last edited by Callishka; 05-03-2018, 06:39 PM.

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  • It happens when the characters decide to solve the case at the very end. I am inducing this answer from the fact that all of the complications are related to what would happen when investigators try to close the case, not to things that would happen during the investigation itself....
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  • Thanks for the clarification. However, what exactly is this roll that occurs if you don't have the necessary number of viable Clues? What if you fail? The uncover the truth section does not say, which suggests to me that the game designers changed their mind about a possible roll but forgot to remove an artifact referring to clue elements and possible roll earlier. Thoughts?
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  • Wait, I think I get it, now...? Wow, this is poorly explained.

    Let's say your mystery has a scope of 3, meaning, three clues are required to solve the case. We know that:



    Let's say the players begin their investigation, and during their first proper sleuthing scene, they fail their first Uncover the Clue roll. As a result:



    Uh oh. Well, why are Clues tagged "Incomplete" bad? Because, according to this unfortunately-worded passage:



    Ah, so they are Clues, but unlike the Clues you get from succeeding...
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  • I think something got broken in the editing, or in the revision from GMC to CofD.

    See page 79: "Once characters reach the required number of Clues, they're able to Uncover the Truth if that's their goal. They can do so without any additional rolls if they spend a number of Clue elements (divided however they like) equal to the required Clues for the investigation. See below for more on Uncovering the Truth."

    Later, in the section on Uncovering the Truth, no mention is made of Clue Elements. It mentions that the group doesn't have to roll as long as they have...
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Callishka
Callishka
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Last Activity: Yesterday, 04:51 AM
Joined: 02-18-2014
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