I came here for advice on ‘Hack the Planet’. I just finished reading it, and I couldn’t exactly understand how to use ‘acts of god’.
What I understood of it: it’s about forces of nature being unleashed by climate/environmental catastrophe. I’m thinking ‘2012’ (the disaster film) with more pollution and radiation. So: hurricanes with fire, tsunami with ocean plastic, lightning storms, acid rain, solar flares, earthquakes, etc.
What I didn’t get is:
‘Acts of god’ is listed as one of the plans for the score. I see how dealing with such an act of god can be an entire score by itself (as in, the hurricane will destroy something and we need to go save it), or thrown in the mix as an environmental (adequate word, lol) challenge. I can’t see how it can provide the means for something else (as I understand the other types of plan).
In many cases, when talking about how to deal with acts of god, there is a lot of reference to ‘specialised tech’. It’s the detail to be provided when planning an ‘act of god’ score, it’s needed for the Quirk’s ‘Limit Break’ ability, it’s mentioned in the Comets’ and Shifters’ crew abilities (‘Solarpunk’ and ‘Data Cutting’) to deal with acts of god, extracting fuel and data, respectively. The thing is, since acts of god covers such a broad category of disasters, I don’t see what kind of specialised tech could be used in the same (or even similar ways) to deal in these ways with a hurricane AND an earthquake AND a tsunami AND a solar flare. Does the game expect the crew to find (acquire asset, craft, etc) such tech for each ‘kind’ of act of god?
specifically about the Quirk’s ‘Limit Break’ - I can imagine what it means to Control an act of god: stopping an earthquake, redirecting a hurricane, attracting lightning to a specific target, etc. But besides the ‘specific tech’ problem mentioned above, the ability (p. 90) says ‘after you weaken it as an obstacle’. So ‘controlling’ it is not what you can do to deal with the act of god, but something you do after you ‘weaken’ it some other way? The ability also says ‘how this looks is up to you and the tone of the table’, but I can’t imagine a way to explain to a player what this might be.
about acts of god, their tier, and the magnitude tables (on pp. 223-224): I understand the magnitude thing is not only for acts of god (but also explosions, emp’s, etc), still, I have a hard time imagining anything less than tier 3 by those standards (especially since they’re supposed to be scary - p. 13). What would be a low-tiered act of god? The desert’s sun (rather than a full solar flare)? A big wave (rather than a tsunami)? If so, then I’m back to the previous question: how can one lower the tier of a tsunami, turning it into ‘just a big wave’? What does the ‘specialised tech’ for these things look like?
Sorry for the long post. I think that’s all I didn’t get.
I guess it helps to say that, although I love FitD games, I haven’t played one myself yet. Also, I haven’t had contact with cli-punk literature. So maybe I just need to go read ‘Heavy Weather’ and play some Blades.
Also, I’m new here =) hi!