Crossover Earth '98
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Player Interaction
During the course of the game, players will interact in many ways. This is encouraged. Some examples of such interaction are:
Two heroes are involved in the same overt, and the players coordinate their responses.
One player runs a villain that supplies high tech weaponry, and another player has a villain that wants to buy. The players should work out mutually acceptable details and tell the GM the results. Even though the GM doesn't need to be involved, the villain doing the buying should include in that month's turn a note telling the GM about the interaction ("Nightshadow will contact the Weapons Combine and get a pair of atomic powered reflective sunglasses.").
Two players completely work out the details of an overt without GM intervention. Certain players like to completely script the overt of a villain to get a particular effect. The GM retains final say over all elements of the outcome, but in general will not interfere if two players have worked out a mutually acceptable arrangement. Note that this requires that a villain target a particular hero. In the turn in which the story is due to appear in the gazette, both players should put the major details in their turn to let the GM know what they've agreed to. The GM will notify the players if anything is unacceptable.
In general, if two players come to a mutually acceptable arrangement, and there is no continuity impact (nuking Washington D.C., robbing Fort Knox, etc.), player cooperation is encouraged. The players can work out who writes the story for the gazette (often each player write a portion of the story from the point of view of their respective characters).
For any actions that have a major impact on continuity (as defined by the GM), the normal sequence of gameplay must be followed. If you let the GM know ahead of time what you're planning, he'll be able to let you know if everything's acceptable before you get too far into the details with another player.
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