MegaGame 2015 Destiny Points

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DDC Mega Game 2015
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Benjamin, Brendon, Tim
Backup GMs
Erik, Mark
Game Time
Saturday, 5 PM - 1 AM slot
Game Year
Post Order 66
Mechanics
Turning Points · Imperial Meters
Destiny Points
Plot
Act I
Act I Summary
Act II
Act II Summary
Collaboration Notepads
By Group
Adam's Group · Tim's Group
Ben's Group · Brendon's Group
Factions
Event Team · Police / Security
Alderaanians · Coruscanti
LASR · SAGroup
Other
Enemies · Temple District

Locations

Each table has it's own pool of Destiny Points, each with six chips. Chips start 3 Dark, 3 Light.

Conflict Flipping

During the course of the game, each group will come upon situations where they are forced to make a moral decision. Those who choose the dark path (would gain conflict) affect the balance of the force. When this occurs, it triggers a conflict Turning Point. This Turning Point causes every other table to have one Destiny Point flipped from light to dark as their allies take the easy way.

GM Notes

  • It would probably be a good idea to use a Destiny Point during the "how to roll" first encounter, this helps reinforce them as a primary mechanic.
  • Use the Dark Side Points. Try not to hold on to more then two or three at any given time.
  • Dark Side Points can also be used (or light side given out, depending on your point of view) to compensate the players for a case of being "narratively unlucky". (e.g. A store being fresh out of something the players could use, that the store should regularly carry.)

Card

  • Conflict

A Player called on the Force and used the Dark Side Flip a Destiny Point on all tables except the table of origin. They will be punished in their own time.