[Diaspora] My other 2 Rules Questions

Darren Brewster excrusader at gmail.com
Sun Nov 1 10:19:02 MST 2009


On Fri, Oct 30, 2009 at 1:14 PM, Brad Murray
<bjmurray.halfjack at gmail.com> wrote:
>
> You can compel a unit to stop in any zone during its movement, but you will
> need an applicable aspect. So there needs to be an aspect on the zone or on
> the unit to facilitate the compel. It may not always be justifiable.

So, it could be something like "Swampy Conditions" on a series of
zones that you could use for compels to get the enemy units to stay
put for the turn. That makes sense. What would an applicable aspect on
an enemy unit be? Maybe "Scrambled Communications" or something like
that which could be compelled to make the unit stay put and work out
the problem? Use a maneuver to dismantle a vehicle, putting "Flat
Tire" on an armour unit? How about putting an aspect on your own unit?
"Hidden along both sides of the road" or something like that? Or would
that be too powerful? Maybe aspects on a unit would tend to be
Transient and aspects on a zone would tend to be Permanent.

> It allows simulation of ambush by letting the ambusher, who is not hidden at
> a player context (all players know where all the pieces on the board are)
> but who is hidden in a story context (possibly by virtue of an aspect on the
> zone, "Ambush!") set up the ambush (maneuvers to place aspects on several
> zones in the interesting area) and then make it progressively more expensive
> (compel, compel, compel) to move past the ambush zone to relative safety.

But progressively more expensive for the ambusher too right? If would
come from that platoons fate point allotment?



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