MegaGame 2015 Destiny Points
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DDC Mega Game 2015 | |
---|---|
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.