I just recently ran my first session, and I'm trying to prepare for the next one. I am familiar with the mistborn world but new at running rpgs. I had a couple of things feel awkward during my first session and I was hoping for some advice on how to smooth it out.
Welcome to the Mistborn RPG!
Claincy gave you some good responses but I'll add my two clips, too.
First I have a rioter who tried to riot fear in an enemy during a physical conflict, but if someone attacked him, like shot arrows at him, does he use his dice pool from the mental conflict to defend against the physical attack? Should there be separate dice pools, one for the physical one, one for the mental one, and you can only use one? Something that I haven't thought of?
Yeah, you use your existing dice to defend with, no matter where that supply came from. Most of the time you can flavor it so that it works out fine, like in Claincy's suggestion, but occasionally you might run into extreme situations where things br all down a little. For example, say you have a pewter-arm with a boosted physique of 12 and an influence of 3 who decides to smash up a warehouse as part of a social conflict. Rules as written that could allow him to defend with up to 10 dice when normally he would be limited to 3. It's times like that when you might need to intervene as the narrator and limit how many dice they can defend with or say something like the raid on the warehouse automatically succeeds physically
but to determine the social
ramifications of the raid the pewter-arm must form a dice pool using influence. As much as possible try to avoid that and find flavor reasons that will allow the players to handle conflicts the way they wish to. Remember, one of the keys to being a successful narrator is to say "yes!"
Another option that I've considered using but haven't ever actually done it yet is to split up different types of conflicts into different beats. For example, in a duel you might have one beat of fierce combat (physical conflict, targeting Health), followed by a brief lull in the conflict where the combatants hurl insults and threats at each other (mental conflict).
Second, my group are playing thieves, and when they stole something, they sold it so I increased their resource score by 1, but my understanding is that goes away after a long breather if they don't spend it, which doesn't feel very satisfying. Any suggestions on how to handle an influx of resources, without having them hoard it or just lose it?
I would say it depends on what type of loot they stole and how big and important the heist was. These are just some rough guidelines off the top of my head, but I would say:
- Picking a nobleman's purse? Give one player a "stolen purse" as a piece of equipment that can be spent to add +1D to a resource roll (just like when using a tool to perform a task)
- Breaking into a nobleman's strongbox and stealing his cash? Give all players a +1 boost to their resources until their next long breather.
- Scamming a great house out of a few thousand boxings? Give all players +1D to their next resource roll, regardless of how soon they make it.
- Steal a bead of Atium? Claincy already quoted the rules for atium up above.
"Unlike other loot, these beads do not “vanish” after the next Long Breather as normal, and the Heroes may keep these beads until they use them or sell them. Any Hero may sell a bead to increase his Resources by 1 die, or may trade it for any number of items with a total Difficulty of 5 or less (e.g. five items with a Difficulty of 1; an item with a Difficulty of 2 and another with a Difficulty of 3; etc.); both these benefits last until the next Long Breather as normal."Note that these are not my rules, but the rules that Crafty laid out in both the "Skaa: Tin and Ash" and "Terris: Wrought of Copper" supplements.
Now, all of the above examples are fine and good for regular, run of the mill thefts. But what if your crew is actively trying to perform heists as their main objective- for the express purpose of getting rich or becoming the most famous thieving crew ever or etc? In cases like this, I would try to make the thefts less about the cash and more about... something else. For example:
- Give the crew targets other than just plain cash to steal, and make it and interesting part of the story: Let them follow rumors that a certain nobleman has discovered a new allomantic metal. Maybe somebody's sister is taken by a noble lord and made his mistress, and the crew is hired to use their thieving skills to "steal" her back before the lord has her executed. Perhaps the crew is hired by a Terris Keeper to recover his stolen metalminds. Or perhaps the crew learns that a high ranking Obligator has an ancient artifact that can make anybody an allomancer... you get the idea.
- Whenever possible, try to tie the thefts into one (or more) player's Tragedy or Destiny. If one character has the Destiny to "become the most famous thief ever," and they plan and execute a major theft that has personal significance for that character, that could (and should!) count as a step towards fulfilling that character's Destiny, and when that happens you have the opportunity to award that character above and beyond the regular types of rewards. It's times like that when it would be appropriate to give the character a permanent boost to their resources or influence or reputation.
Anyway, I've probably rambled on for too long now, but hopefully you find some tips in there that will help you out in future gaming sessions. Enjoy!