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Somehow I managed to go this entire weekend without realizing I had completely failed to post something on Friday. Whoops.

Success & Failure (cont’d)
When there are two sides to a Conflict, one side wins and the other loses; one side gets their intention, and the other does not; one side protects their Ties and the other doesn’t get their way; one side Fights or Commits Ultraviolence and the other suffers. If there are ever three or more sides in a Conflict that includes Violence dice, hell breaks loose. Rather than compare the highest die from each side to determine the winner overall, arrange your dice from greatest value to lowest value as before and compare them across the board for each side’s pool of dice: highest die vs highest die vs highest die, and so on. If the dice all match? It’s a stand-off. Look dramatically at everyone else at the table, nobody dies yet, keep role-playing. It has to be a tie for everyone involved for it to be a stand-off. Otherwise, everyone who rolled higher than the unlucky side(s) has the Advantage, and selects one character from that side and sends him to the Morgue or the Hospital as per the usual rules. Compare the next set of dice, and so on and so on until the side with the fewest dice runs out, or only one side remains.

Yes. Three-way shoot-outs are deadly, prone to barely justified alliances, and everyone gets shot. People who never deserved to get shot are almost always the first ones to take the bullet, and no one tends to walk away unscathed. And before I forget: when you have the Advantage, you are also allowed to target anyone part of your side. Like I said… barely justified alliances. Everyone gets shot.

Survival
Hey! You made it through a game session! Your character lives! He probably made some hard choices along the way… interfered with a Moment of Silence, got into a Fight, earned a Trauma, made a Compromise… It was a busy game session. But the point is, you made it. Good for you. Go ahead and select one of these options for your character: decrease your Depravity by 1 rank; increase a Tie by 1 Point; if you increased your Depravity this game, scratch off a Trauma perpetrated (remember: you can never remove a Trauma you’ve been victim to). You cannot decrease your Depravity to 0 this way. You cannot increase your Tie to 10 this way — Those changes must be done during game-play using a Moment of Silence.

The Final Scene
The end-game. The climax. Time to see what it’s all come down to. The Final Scene is triggered whenever any character’s Depravity reaches 10 Ranks, or one of a character’s Ties reaches 10 points. If a character manages to reach Depravity 10, then they are all consumed by violence — disconnected from the world around them, no empathy, an angel of death in lead and gunsmoke. If a character manages to get a Tie up to 10 Points, then they have discovered their life’s passion — their one, absolute object of affection or personal destiny that they will leave behind their sordid past to achieve. Below are rules for each possible outcome. There is a lot of overlap, and a lot of possible upsets as each situation affects everyone else at the table and brings them into the same high stakes situations as your character. As in the fiction: When one character get’s close to making a life for himself, everything gets that much harder… people get jealous, get stupid, get ideas. And when your character really gets bad, everyone else gets jumpy and expects the knife in their back before the day is out…

Angels of Death, Robed in Lead, on Wings of Gunsmoke
When one character reaches Depravity 10, consider all brothers to be at Depravity 10 when dealing with him. When one character reaches Depravity 10, no brother may sacrifice a Tie to avoid being sent to the Morgue. That’s how these stories end. Lots of tears, lots of bullets, lots of body bags. At Depravity 10, few problems are not solved by Ultraviolence — remember that when negotiating for your Vendetta, or the girl you love, or the brother you hate… Also, when one character has reached Depravity 10, no characters may share sides except for Ties. And would you really put them in the line of fire just for a few more dice? Really? Your goal at this point is to secure your Vendetta (which no one should be making easy for you), and do whatever your crew thinks would be appropriate for securing the safety of your highest valued Tie.

When one character reaches 10 Points in a Tie, they’ve found their calling and want out of the life of violence and struggle to start again with whatever their Tie may be — school, family, ma, the open road… But their dream requires setting right everything in the past. When one character reaches 10 Points in a single Tie, all brothers are considered to have 10 Points in a single Tie — and they should immediately declare what Tie it will be. In addition, any character who has a Vendetta with this character is now considered to have Depravity 10 so long as the Vendetta exists. No character may Compromise using their 10 Point Tie… you can’t be determined to leave your life of crime behind if you’re hawking your ma’s jewelry to feed your escape. Now’s the time to draw a line in the sand. Your goal at this point is to get out the game by committing to a new life — narrate the scene involving your 10 Point Tie and include a legitimate cross-road between their new life and old… then, as if you were rolling for Trauma, roll Violence dice equal to your Depravity against dice equal to your number of Ties. If the Humanity dice win, the character gets out. Give him a bittersweet denouement. It’s only so good. If the Violence dice win, the character can’t rise above himself. Immediately increase his Depravity to 10 and follow the above rules.

In the above, the phrase “consider all brothers to [X],” where X is a score for a certain trait, should be treated to mean: for all intents and purposes where it would matter, treat the trait at the specified value; however, any other derivative effects pertaining to the End-Game are not triggered by this effected score. ie, when my Tie reaches 10 Points, your Vendetta with me means you are now considered to be Depravity 10; however, that does not make anyone else at the table Depravity 10.

Final Thoughts
This game was put together hastily, in a very stream of conscious manner. It’s not perfect by any stretch. It may not be balanced. The End-Game especially needs an overhaul just because it reads in a clunky manner — but the amount of blood and last second reversals it can generate is actually nearly exactly how it should be. I’ve already started working on a second version of this, only because I openly acknowledge the size of the pools of dice needed to play this game in it’s current form. The second version is currently tinkering with dice sizes in the style of Dogs in the Vineyard which is definitely interesting enough. It’s influences are here, in this text, if you look at it: the idea of escalating from protecting your Ties, to Compromising, to Fighting. Then Ultraviolence existing as a complete separate thread for the stuff your character doesn’t love but wants to control. It’s there. In the future, I’d probably gut some of DitV‘s mechanics and use them in Vendetta2.0, with shifting relationships and changing dice values. I’m also looking at inflicting status conditions on the people around you, in the manner of Jonathon Walton’s Geiger Counter (built off of Vincent Baker’s Afraid rules) and Remember Tomorrow. The ability to make a character [alone], [unarmed], [injured], [armed] and the like as the end result of scenes of role-playing is immensely intriguing, and fits with part of the idea I’m having… that you could achieve those with either Fighting or Talking… but you’ll have an easier time of one or the other. Just some thoughts.

I will be playing this game with a friend and I’ll be sure to post some notes about it at a later time. Thanks for suffering through a week of these reposts! Back to real work.

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