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Towards a Story Now 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7442783" data-attributes="member: 82106"><p>OK, this is interesting... In HoML any situation in which nothing is at stake is defined as an interlude, during which no checks are made. All other scenes are challenges, so there must be a goal, something which is to be accomplished or avoided, again by definition. </p><p></p><p>So in my opinion and practice the players ALWAYS think there's something at stake during a scene in which dice can play a part, and any scene without dice has no stakes, though it can represent interesting plot in other respects. The mechanics of challenges also take care of all issues of difficulty, a level is set on the challenge, and this produces deterministic DVs. </p><p></p><p>Now, what if the player thinks something is at stake but the GM doesn't? I think the rule then could be that the PLAYER can decide that an interlude has ended (or never began I suppose). There is currently no rule for that, and I haven't really run into that situation. I mean, being the game is fairly D&D-esque, usually something is going on. But I can definitely see where a player might want to initiate a conflict "I want to start a bar fight." As it stands I guess he'd have an option to convince the GM to make it a challenge. The "player can end an interlude" rule would essentially put the ball in the player's court. Maybe in that case the GM gets to pick the consequences of failure? "Oh, you broke a bottle over the wrong head, fool! I'm gonna cut you to pieces now!!!!!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7442783, member: 82106"] OK, this is interesting... In HoML any situation in which nothing is at stake is defined as an interlude, during which no checks are made. All other scenes are challenges, so there must be a goal, something which is to be accomplished or avoided, again by definition. So in my opinion and practice the players ALWAYS think there's something at stake during a scene in which dice can play a part, and any scene without dice has no stakes, though it can represent interesting plot in other respects. The mechanics of challenges also take care of all issues of difficulty, a level is set on the challenge, and this produces deterministic DVs. Now, what if the player thinks something is at stake but the GM doesn't? I think the rule then could be that the PLAYER can decide that an interlude has ended (or never began I suppose). There is currently no rule for that, and I haven't really run into that situation. I mean, being the game is fairly D&D-esque, usually something is going on. But I can definitely see where a player might want to initiate a conflict "I want to start a bar fight." As it stands I guess he'd have an option to convince the GM to make it a challenge. The "player can end an interlude" rule would essentially put the ball in the player's court. Maybe in that case the GM gets to pick the consequences of failure? "Oh, you broke a bottle over the wrong head, fool! I'm gonna cut you to pieces now!!!!!" [/QUOTE]
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