We played our third game Tuesday night. We're using the mashup from
the wiki with Questers of the Middle Realms. Using consequences RAW
from SotC doesn't seem to blend very well with PDQ; it can draw
conflicts out a lot. I think consequences add a lot to the story
though. After a good night's sleep you'll be free of all damage
according to the Questers RAW. Consequences allow you to carry some
wounds inspite of this.
We're going to try something that the Dresden leaks have been talking
about: consequences that are caused by damage instead of happening in
lieu of damage. 2/4/6 seems too high a rate for PDQ; maybe 4/8/12?
The "taken out" consequence will only occur when you zero out a
quality. Multiple consequences of a given type will be possible and
result directly from the damage value, rather than bumping up like in
One way to make things grittier might be to "recharge" consequences
with free tags under certain conditions. Maybe when you're all
"healed up" of damage ranks and you enter a new conflict? Not sure
about that. Also, I'm wondering about the effects of healing
skills/magic on consequences.