Application of Cascade Effects
Let’s look at the sample combat sequence with cascade effects in
play.
The shaman still goes first.
Shaman – (Narrates his “Bloodthirsty” à “Dangerous”
cascade) The shaman utters mumbled words
in a monotone voice, sending his shadowy spirit companion across the junkyard.
It descends on Claire, ripping away at her exposed flesh.
Claire – (Narrates her “Pistol” à “Blessed
Ammo” à “Weapon” cascade)
Before it can do too much damage to her, Claire fires wildly into the air in
the general direction of the spirit. The gunshots cause it to become confused
momentarily, allowing Claire the opportunity to find a way out.
Claire is out of there, she still has a short term “injury”, but
things are nowhere near as bad as they could have been.
I don’t know if this is better. It’s certainly quicker, but there
is a whole lot of depth that simply gets lost. Carol should still face Claire’s
white token on her “Disturbed” trait, because this could be a pivotal feature
of the encounter…something that really tells us more about the character.
Thinking more about it, the cascade effects are a cool idea but I
think they clutter the mechanisms already in play, while detracting from the
story potential inherent in the basic system.
I think I’ll stick with the current set up.
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