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Sentinel Comics RPG Core Rulebook

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Regardless, either provide the heroes with a way

to Overcome the movement-preventing effect, or

a significant reason that they can’t just yet.

For abilities that target multiple opponents, that

doesn’t mean all of the opponents in a big scene

with lots of targets. Make the heroes pick which

opponents they’re specifically targeting — only

the ones in the building with you, or that group

clustered together in the intersection, or just the

foes in front of the doomsday device, but not

the rest of them. As long as there’s a reasonable

story explanation of why an effect doesn’t apply to

the entire area, it lets each hero have a chance at

making a difference in the fight and prevents one

hero from taking down all the foes in a scene due

to a lucky roll.

Some abilities reference “nearby” or “close”

opponents. These are both ways of saying things

that are near the hero. Make players justify this

themselves when taking those actions: which

opponents are they already close to, or moving to

get closer to when using their ability? As the GM,

your job is to help keep the action interesting and

help the heroes be the most heroic they can be!

Running

Social Scenes

Scenes that focus on characters interacting with one

another, or with the NPCs, to resolve specific issues

are called social scenes. Anytime the heroes try to

obtain something specific from NPCs, convince

them of something, or investigate promising leads,

we’re likely dealing with social scenes.

Setting a Social Scene

When a player says they want their hero to do some

investigation, talk to another character, or engage

in any other social, non-action activities, it’s time

to initiate a social scene. You can suggest a social

scene if the players don’t explicitly ask. Make sure

you identify which characters are present, where

the scene begins, and what’s going on, exactly like

you would when setting up an action scene.

Prepare index cards for any challenges the heroes

are likely to have to Overcome. Unless there’s

some clear story incentive, social scenes don’t

usually include a scene tracker or any combat stats.

Environments can sometimes be used in social

scenes, provided they are more helpful to the story

than they are in the way.

There are two ways to run social scenes: formal

and informal.

• Informal: An informal social scene involves just

letting players talk to each other in character

in real time and occasionally involving a nonplayer

character, if necessary.

• Formal: A formal social scene keeps the action

order system in which players and other

elements in the scene each take their turns and

then pass the action order on to someone or

something else in the scene.

As the GM, you can choose how formally you

want to structure each social scene, depending on

your gaming group and their preferences. Informal

social scenes are good if everyone wants to jump

right in, but formal social scenes can be helpful if

some players are more hesitant to speak up, or

if there is some sort of timer or other outside

pressure in the scene. Either way, play the scene

out to its logical conclusion or until players think

they’ve done all they care to do.

Overcome Actions

The Overcome action is your most important

mechanical tool in social scenes. Heroic Overcomes

can represent persuasion attempts, investigations,

questioning suspects, or any other similar activity.

When calling for an Overcome action, keep this

important rule in mind:

• No single points of failure: Avoid situations

where the heroes absolutely must do a specific

thing or find a particular clue in order for the

story to progress — or, if there is that single

point of failure, don’t allow failure. The last

thing you want in a game is for the story to

grind to a halt just because the heroes didn’t do

just the right thing or failed at one crucial roll.

You can approach this in two different ways.

First, you could simply ensure they find the clue

and understand what it means — the hero with

the best science quality finds the science clue, or

the hero with the Principle of Robotics immediately

finds the identity of the attack robots. Second, you

could allow the villain to spring a trap, or introduce

a new big threat, in response to that failure — the

story doesn’t stop, but it changes.

Remember, Overcome actions usually manifest

twists! Use those twists to move the story forward

while still creating problems for the heroes.

Running Social Scenes

Intro

Playing

the Game

Creating

Heroes

M oderating

the G ame

The

Bullpen

Adventure

Issues

The

Archives

Appendices

169

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