RURAL PUNK

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  • Home
  • Rules of the Game
    • The World >
      • Overview
      • Cyber World
      • The Wild
      • Mortal Tensions
      • Playing in the World
    • The Basics >
      • What You Need to Play
      • Character Sheet
      • Game Structure
      • Definitions
    • Making Characters >
      • Character Basics
      • Actions
      • Rebellion
      • Strain Status
      • Pregen Characters
      • Life Path Creation >
        • Lifepaths: Wilderness
        • Lifepaths: Rural
        • Lifepaths: Suburbs
        • Lifepaths Metropolis
      • Archetype XP Triggers
    • Making the Town >
      • Town Sheet
      • Team Ideals & Corruption
      • Town Creation
    • Actions, Abilities, & Teamwork >
      • Actions & Attributes
      • Action Rolls
      • Progress Clocks
      • Special Abilities
      • Power Rolls
      • Teamwork
    • Outcomes >
      • Consequences
      • Stress & Sacrifice
      • Conditions
    • Contacts & Factions >
      • Contact Components
      • Contact Rolls
      • Faction Components
      • Faction Goals
    • Venture Phase >
      • Finding a Venture
      • Planning a Venture
      • Engagement Roll
      • Resolving a Venture
    • Town Phase >
      • Discord
      • Community
      • Downtime
    • Advancement >
      • Characters
      • Town
      • Campaign End
    • GM Guide >
      • How to GM
      • GM Agenda
      • GM Principles
      • Creating Contacts
    • Appendix >
      • Town Map
      • Town Factions
      • Equipment Descriptions
  • Playbooks
  • Updates
  • Support the Game
  • Contact
  • casskDESIGNS

Venture
Phase

Resolving a Venture

17/10/2019

 
The venture phase continues based on the character’s actions and the world’s response. Like we covered in The Basics, the majority of play is a conversation built around goals and obstacles. Follow the momentum of the dice and story where it leads.

The venture ends in one of two ways.

The team can complete its task. Any task undertaken for a Contact will have a specific success condition. Once you meet that condition and reach a place of (relative) safety, the venture comes to a close.

Or the team can give up on its venture. Maybe the consequences have spiralled out of control. Maybe you learned something new and don’t want to complete the task. Maybe you have filled your stress trackers and marked off every condition. Whatever the case, the team can end a venture at any point. Describe how the scene resolves, and cut away to the next phase: town.

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