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Author Topic: Use of Hints  (Read 1027 times)
NezMaster
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« on: June 16, 2007, 02:54:04 AM »

I wanted to make a true detective. You know, deductive reasoning, Holmes type stuff. I started with Slueth, but that seemed to rely more on contacts and being social than I wanted. So,  I made a snoop with Investigation. Which Means I get alot of hints once I hit second level. I've never actually played before, so I thought it would be a good way to have the gm help the newbie.  Wink

But most of the scenarios I've read don't really seem to be mysteries in the strictest sense, nor are they linear enough for their to be 'one answer'. What's the best use of hints, what should I look for. Should I spend them like crazy, or conserve?
In the end, am I hoping the gm turns them down and I get Action dice, or should I expect hints to be worthwhile in and of themselves?
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Black Cheese
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« Reply #1 on: June 16, 2007, 09:31:38 AM »

The hints provided by one's origin rock compared to the snoop--the Retired Investigator gets 3 hints per session, while the Snp16 gets 6 hints per mission.

The most effective use of the origin hints is when you're stuck and don't know what to do next. Those are supposed to keep the action moving.

The most effective use of the Snp's intuition class feature is when you already know everything so there're no real hints for the GC to give you, in which case you just get free action dice.
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Gentry
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« Reply #2 on: June 16, 2007, 09:24:09 PM »

Hints rely on a lot on your relationship with your GC.  If you and your GC agree on how hints are supposed to work, they'll be helpful, regardless of what mechanic is producing them for you.  So talk it over with your GC. 

If you're in a Living game playing a hintmaster character, take just a minute to mention it to the GC of your table up front when you sit down at the table.  Don't make a big debate out of it, just mention that you've got hint abilities so he's forewarned--a good GC is likely to then cut you slack in the session when you ask, and give you a good hint, rather than something dumb just so he doesn't have to give you an action die.  Wink

For myself, I like hints as a sort of "Cold Read"-lite ability.  Cold Read, done properly, is one of the most rockin' interpersonal abilties in the game, and hints can work the same way (if your GM's cool with the idea, as said above).  It can ease your life quite a bit to, when stuck, say "Gimme a hint, mister GC, how do I impress this guy?  Tell me or gimme an action die." 
« Last Edit: June 16, 2007, 11:34:31 PM by Gentry » Logged

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