Yeah. Setting difficulties can be a bit of black magic. I have some go-bys I use in my own games that I won't share just yet -- don't want to influence you unduly on this stuff...
Perhaps getting Innis to try to remember something more (as a kind of "research" roll for advantage) could be a thing, though that could be a difficult target
Maybe Innis has heard the Ferryman mutter to himself about something he needs? If it's ok, I'll try a roll. Mostly just to see how rolling works in this system ;)
Perhaps getting Innis to try to remember something more (as a kind of "research" roll for advantage) could be a thing, though that could be a difficult target
Maybe Innis has heard the Ferryman mutter to himself about something he needs? If it's ok, I'll try a roll. Mostly just to see how rolling works in this system ;)
Yeah, I think that's a fun plot idea @TheGenerator Though chances of there being a "smoking gun" thing that Innis remembers him saying is a bit of a long shot, so I'll set the difficulty to Great (+4). If you make it, then it could become a "Ferryman's Secret" aspect -- also might be able to use stunts, teamwork created advantages, fate point invokes to get a higher result on this roll too -- yay first roll! EDIT: I think this is 'Create Advantage' perhaps via 'Clever'... go ahead and roll and we can always add bonuses if possible.
I hope I did the roll right. But it failed anyway.
If I understand the rules correctly, I can invoke an aspect for 1 fate point to do a re-roll (I'm not sure if I want to, though :P)
I hope I did the roll right. But it failed anyway.
If I understand the rules correctly, I can invoke an aspect for 1 fate point to do a re-roll (I'm not sure if I want to, though :P)
Looks good :-) You might be able to justify stretching the "Knows Many Secrets" aspect by way of Ivario being a fortune teller; but even if you did spend one point to invoke, it would only give an additional +2 (for total of 3), so still wouldn't quite make it -- and I don't think any of your stunts would apply in this case (?) Alternatively, you could spend a point to do a complete re-roll -- then, if you happen to make the 4 target number, the 'Ferryman's Secret' aspect could potentially be used to bribe/blackmail/trick the ferryman, for example (and we could then make up the exact nature of the secret.)
I'm going to catch up on @Beartrand and @Vincent's posts later tonight -- maybe they could get a roll in too. For example, Beartrand might be looking at "persuasion" roll.
Looks like @YullyBear got a good roll (!) -- with Vincent and Yarbi to back him up.
Going to be a busy day for me here, but I should be able to post later tonight -- our story will continue: will the ferrykeeper offer a "pay later" deal (and will there be a catch?)
Hi All: Checking to see how the pace, duration, etc is for everyone with this 'one-shot.' I have a few encounters planned for the dark forest. Anyway, hope everyone's having a good week.
Struggling to keep pace in all my games at the moment -- just one of those periods at work. Feel free to autopilot a little as needed. I've thought about dropping as I don't want to hold the rest of you back -- sorry to be slow.
Struggled to keep pace in all my games at the moment -- just one of those periods at work. Feel free to autopilot a little as needed. I've thought about dropping as I don't want to hold the rest of you back -- sorry to be slow.
No problem at all. And no pressure. Happy to have ya. I officially put it as 3 posts a week (give or take.) I was more worried about my pace as GM or that it's taking too long to get to the 'wonderland' (act ii) part of the story, being a 'one shot'. I was thinking of maybe autopiloting some of the traveling and making camp stuff but can also keep it a little slower. Thanks for the feedback.