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Old 01-13-2018, 01:49 PM   #38
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: Skill to Plan and Execute a Coup

Quote:
Originally Posted by ericthered View Post
Last night my players executed an in-game Coup d'etat. Or rather a reverse version, arresting a band of conspirators with sizeable political power in the dead of night while their leader was out of town.

They asked "So what skill do we roll?" And I was something at a loss. I had no idea, and nothing really satisfied me. So I made them roll at IQ-5 to represent some sort of default, and was generous about complimentary skills.

What skill should we have rolled against? Strategy feels too battleground. Intelligence Analysis is about analyzing the data, not performing it.

And yes, I know we could have played in through in detail over the course of a month. That's not really how this campaign works. How do you condense it into a single roll?
You don't make it clear what action you want to roll for. Knowing there was a conspiracy (Intel Analysis), finding the location of the conspirators' meeting location (Criminology), or carrying out the arrest itself (Professional Skill: Police)?



Different skills would apply to each of those.
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