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Firefly: The Game» Forums » Variants

Subject: Story Card: Cupid's Little Helpers rss

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Steve Osmanski
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In the spirit of the day....

I will playtest this tomorrow (more snow).
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George Krubski
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Interesting idea.

Some of the job types seem off, though... Tasks don't have a Misbehave component...
 
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C David Dent
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Just a few quick procedural questions:
1) Do they take up job slots in your job queue?
2) If I get a warrant, do I lose the job? How can I get it back?
3) Does "Job A" count as a job with Badger? IF I get a warrant on that job do I lose solid with Badger?

Also "Job B" by virtue of needing to Misbehave makes it a CRIME job.

 
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Steve Osmanski
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These comments show the need for playtesting.

I was originally thinking of these as just standard Goals, but Goals that could be completed in any order, and having the completion of the last of the three being the end of the game.

Along the way, I realized that these were really Jobs, and if I called them Jobs it would be more obvious that they could be done in any order, and I could allow Crew bonuses for extra Pay, and it would fit better with the theme of "Cupid's helpers."

The end result, of course, is the current mish-mash of part-Job, part-Goal.

The difficult way to deal with these is to treat them as follows:

Like Jobs:
Earn Crew bonuses
May be done in any order
Earning a Warrant loses you the Job (some other Player must complete the Job)

Like Goals
May have Misbehaves
Do not count as Active or Inactive Jobs
Losing your Fugitives (to the Alliance or to Reavers) loses you the Job

The simple way to do this is to treat them as standard Goals that can be done in any order, and forget about the CRIME, TASK, and TRANSPORT labels.
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George Krubski
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I think what you need to do is decide if you want to do multiple Job Cards (possibly with a new contact, based on Valentine), or one Story Card. Then model accordingly.

Or, break the rules, have fun, and forget about us naysayers.
 
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