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synthesized_rewards_system [2016/11/04 17:07] andrewsynthesized_rewards_system [2018/03/04 13:23] (current) – external edit 127.0.0.1
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-THE REWARDS SYSTEM:+=====THE REWARDS SYSTEM=====
  
 At the end of each session, there will be a PAY OUT.   The pay-out is determined by cross-referencing “Success” with “Kill Jar”. At the end of each session, there will be a PAY OUT.   The pay-out is determined by cross-referencing “Success” with “Kill Jar”.
  
-FAILURE: +**MISSION FAILURE**
-  * Kill Jar 0-5:    1-P +  * Kill Jar 0-5:     Result:  1-P 
-  * Kill Jar 6-10: 1-N +  * Kill Jar 6-10:    Result:  1-N 
-  * Kill Jar 11-15: 0-D +  * Kill Jar 11-15:   Result:  0-D 
-  * Kill Jar 16+:   0-D +  * Kill Jar 16+:     Result   0-D 
-SUCCESS + 
-  * Kill Jar 0-5:  2-C +**MISSION SUCCESS** 
-  * Kill Jar 6-10: 2-P +  * Kill Jar 0-5:     Result: 2-C 
-  * Kill Jar 11-15: 1-N +  * Kill Jar 6-10:    Result: 2-P 
-  * Kill Jar 16+:  0-D +  * Kill Jar 11-15:   Result: 1-N 
-EXTRAORDINARY SUCCESS +  * Kill Jar 16+:     Result:  0-D 
-  * Kill Jar 0-5: 3-C,P + 
-  * Kill Jar 6-10: 3-P +**MISSION EXTRAORDINARY SUCCESS** 
-  * Kill Jar 11-15: 2-N +  * Kill Jar 0-5:      Result:  3-C,P 
-  * Kill Jar 16+: 1-N+  * Kill Jar 6-10:     Result:  3-P 
 +  * Kill Jar 11-15:    Result:  2-N 
 +  * Kill Jar 16+:      Result:  1-N 
 + 
 +**Result Number**
    
 The number represents 3 things:    The number represents 3 things:   
-Number of XP each player gets +  * Number of XP each player gets 
-Number of draws from the ordinary gear deck the team gets per person +  Number of draws from the ordinary gear deck the team gets per person 
-Number of draws rom the Special Deck the team gets as whole+  Number of draws from the Special Deck the team gets as whole 
 + 
 +**Result Letter**
  
 Additionally the following letter codes apply: Additionally the following letter codes apply:
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   * C-City Goes wild—next session, every time a Queen of Hearts is drawn by the players, some unexpected allies arrive to help the players.   * C-City Goes wild—next session, every time a Queen of Hearts is drawn by the players, some unexpected allies arrive to help the players.
  
 +**The Essential Question**
  
-EXAMPLE 1: +Once we settle kill jar, are you happy with the results?  Should we change the charisma mod for newspaper stories to something else?
-The Vigilantes capture the Red Turnip--a notorious bank robber--and had made only 1 "unnecessary" kill (shooting a dirty stoolie who had surrendered).  Butthey didn't discover the Turnip's master, so the GM calls it a SUCCESS, with 1 in the Kill Jar.   +
- +
-<del>//How do we figure "unnecessary"?  I just thought it would be ALL kills or harm?  What about property damage?// +
- +
-**I'm thinking if armed bad guys are shooting at you or if they're crab people, it doesn't go in the jar if you kill back.  But, guys running away, guys who've surrendered, guys you've shot in the back, guys with non-lethal weapons, innocent by-standers, all cops (dirty or not), hostages you could have saved if you surrendered, all go in the jar--I think it will be pretty clear cut most of the time. For property damage, anything that doesn't belong to actual criminals counts as kill jar.  So if you blow up the East-Sider's hideout, no kill jar for the building, but if you wreck Joe's newsstand, kill jar;  if you wreck a cop car belonging to a crooked cop, kill jar, since it belongs to the city.**+
  
-**Do we need to lower the kill totals?  I'm thinking that the players are still going to misbehave, except Marlon who'll over-react and complain about not being able to kill anyone.  I was also thinking that we need to call some weapons Non-lethal, reducing the chance that extras die if they are hit with them (billy clubs, fists, at least, maybe brass knuckles and staff too, maybe others)**+//I actually like the charisma roll/newspaper thing.  Maybe we should call it the "heat" jar instead of the kill jar?  Perhaps killing subtly is okay, but causing mayhem that is not deadly should draw "heat"?  Could we allow the "heat" to accumulate until a roll draws a negative consequence which shows up as a dragnet/negative news story?  Let's talk about adding "good" and "bad" chips to this jar building both a good and a bad reputation amongst the population.  //
  
-**The non-lethal concern of mine turns out to be moot.  The rules do a fine job of this, I just hadn't re-read them thoroughly yet.   Never mind.**+//Ooh!  Perhaps one paper likes Team C while another talks smack about them, whether because of graft or a preference for Captain Valiant.// **How about we use the Gazette to deliver factual info to the PC'S, the Tribune to talk smack and the Bugle for positive spin, no one actually reads the Herald.**
  
-//Cool //</del>+//Turn the "good" chips in for good press and city cooperation, while "bad" chips draw police ire and community loathing?//
  
-The result is 2-C:  each player gets 2XPassuming there are 4 players, Rufus delivers 4x2=8 ordinary gear cards, and the team draws 2 special cards.  The city goes wild, they are in all the papers and next time, help will arrive whenever they draw Queen of Hearts. +**ok, I'm game.  Why don't you write up a scheme with both sorts of chips.  As long as it involves only counting up the total onceat the end of the session, and it gets the total of special cards. The only reason I like it as kill jar is it is far less arbitrary than doing stuff jar, keeping the focus on one sort of action, the most important one The "good side" is the mission, isn't it?**
-        +
- EXAMPLE 2: +
-The team is captured after long process of fruitless investigation and are thrown into a dank pit which takes them ages to escape.  They use dynamite to escape finally, killing 6 coal miners nearbyso 6 in the kill jar  +
  
-They are failures with 6 kill-jar so the result is 1-N.   So each player gets 1XP, the team gets 4 ordinary gear cards, and they draw 1 special card.   There's a negative story in the Bugle linking them to the explosion, so everyone they talk to next game is -1 on reactions.   (Then the players all quit the campaign after such a terrible, dull game session). 
  
synthesized_rewards_system.1478279248.txt.gz · Last modified: 2018/03/04 13:18 (external edit)