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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Nagol" data-source="post: 5994200" data-attributes="member: 23935"><p>I'll take a stab at a few.</p><p></p><p>The first is my Come and Get it scenario a few posts up - Alice invokes the effect to save Carol's character, an in-game rival to her own character.</p><p></p><p>2) Whimsy Cards -- each player is dealt a card at the beginning of the session and can play the card at any time. Sample cars include </p><p></p><ul> <li data-xf-list-type="ul">Spectacular Success -- whatever was just attempted was much more successful than expected. A normal hit is converted into a critical hit, a brokered deal yields more than bargained for, etc.</li> <li data-xf-list-type="ul">Abrupt Change of Events -- something happens that changes the current situation in an unexpected way.</li> </ul><p></p><p>The game is post-apocalyptic. The characters are cautiously exploring the upper floor of a multi-storey building shell. Abrupt Change of Events is played and a deer comes crashing through the roof. Characters scramble to figure out what's going on. Much later in the campaign, the group finds an enclave of high tech that has been collecting local fauna via air raft for genetic study and use as lab animals. Inside a mission log they find that one of the air raft lost a deer over the city leading to the original encounter.</p><p></p><p></p><p>3) Strands of Fate Declaration</p><p></p><p>Players may use their character's Knowledge Ability to state facts about things, or Reasoning to draw logical conclusions, to introduce entirely new facts into play. The chances of a successful Declaration depend on the character's abilities, but the effect effectively adds or substracts from the game world without the character's input.</p><p></p><p>Here is one of the examples from the game</p><p></p><p></p><p>Later in the session any player of the GM can invoke the <em>Prone to Cave-in</em> aspect to have one happen immediately. Further cave-ins can also be invoked through the use of Fate points as the players desire.</p><p></p><p>I think all the situations are realistic within the genre/game world, concrete during play, and disassociative involving player choice and no input from character voice and no way for the environment or characters to perceive or react to the use of the mechanic at the table.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5994200, member: 23935"] I'll take a stab at a few. The first is my Come and Get it scenario a few posts up - Alice invokes the effect to save Carol's character, an in-game rival to her own character. 2) Whimsy Cards -- each player is dealt a card at the beginning of the session and can play the card at any time. Sample cars include [LIST] [*]Spectacular Success -- whatever was just attempted was much more successful than expected. A normal hit is converted into a critical hit, a brokered deal yields more than bargained for, etc. [*]Abrupt Change of Events -- something happens that changes the current situation in an unexpected way. [/LIST] The game is post-apocalyptic. The characters are cautiously exploring the upper floor of a multi-storey building shell. Abrupt Change of Events is played and a deer comes crashing through the roof. Characters scramble to figure out what's going on. Much later in the campaign, the group finds an enclave of high tech that has been collecting local fauna via air raft for genetic study and use as lab animals. Inside a mission log they find that one of the air raft lost a deer over the city leading to the original encounter. 3) Strands of Fate Declaration Players may use their character's Knowledge Ability to state facts about things, or Reasoning to draw logical conclusions, to introduce entirely new facts into play. The chances of a successful Declaration depend on the character's abilities, but the effect effectively adds or substracts from the game world without the character's input. Here is one of the examples from the game Later in the session any player of the GM can invoke the [I]Prone to Cave-in[/I] aspect to have one happen immediately. Further cave-ins can also be invoked through the use of Fate points as the players desire. I think all the situations are realistic within the genre/game world, concrete during play, and disassociative involving player choice and no input from character voice and no way for the environment or characters to perceive or react to the use of the mechanic at the table. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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