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Old 08-31-2016, 12:46 PM
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Egarwaen Egarwaen is offline
Inherently Stealthy
Join Date: Jul 2007
Location: Sebastopol, CA
Posts: 15,320

Originally Posted by Kalir View Post
Basically, your team decides their goal (escape from the asteroid field) and the GM decides the goal for the opposition (pulverize their ship to bits) and the conflict takes place over a few rounds. The players can decide from a number of actions to bolster their Advance (get closer to their goal) and/or Defend (stop the opposition from getting theirs) scores, with more actions available if they're using a skill they're trained in. (If you're using a skill you're not trained in, you stand a chance to learn it, like you would outside of Team Conflicts. Skill acquisition in Strike RPG is intentionally easy.)

Depending on how the GM assigns traits to the opposition (which is also pretty simple: give them a base A/D equal to player count and about half that number from the trait list), you might have to favor different strategies from fight to fight. And if you don't quite pull it off, depending on how many Hits you land, you can downgrade the quality of the other side's victory (maybe the party escapes the asteroid field, but not without their oxygen system being cratered and in dire need of immediate repair).
Huh, that's pretty cool, I really like it. Kind of like Fate's challenges, but with more "there" there. It seems like a pretty flexible system, too - I could see it being applicable in a lot of games, including D&D 5e and 7th Sea 2e.
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