Ovinomancer
No flips for you!
Fast moving thread, didn't get to this, but your last response reminded me of it.
Let's cut to the chase on this. If I imagine a low stakes event, I'm likely to not roll at all and just let the player get their intent. After all, if nothing major will happen either way, I'd rather cut to actions that have heft, so to speak. So, I don't see anything useful that can come out of giving a low-stakes event -- no one particularly cares how it turns out, so let's not waste time in game or in this thread on it.
I do understand, however, how you can use die-rolls to inject the unexpected into a game by turning what appears to be a low-stakes event into something with heft. I just don't prefer that method -- I, personally, find it to be too random and arbitrary to be enjoyable. I also don't like Flux, so maybe I have a theme.
That isn't to say my games are predictable -- they aren't. I follow play rather than drive it, so outcomes are often very surprising to me. I do this by considering the player's stated goal and approach and, if a roll is called for, driving the situation towards the player's goal on a success, or away on a failure. Since I can't anticipate all goals, this means my game ends up being pretty fluid.
Maybe start here, what would you consider a low stakes event?
Let's cut to the chase on this. If I imagine a low stakes event, I'm likely to not roll at all and just let the player get their intent. After all, if nothing major will happen either way, I'd rather cut to actions that have heft, so to speak. So, I don't see anything useful that can come out of giving a low-stakes event -- no one particularly cares how it turns out, so let's not waste time in game or in this thread on it.
I do understand, however, how you can use die-rolls to inject the unexpected into a game by turning what appears to be a low-stakes event into something with heft. I just don't prefer that method -- I, personally, find it to be too random and arbitrary to be enjoyable. I also don't like Flux, so maybe I have a theme.
That isn't to say my games are predictable -- they aren't. I follow play rather than drive it, so outcomes are often very surprising to me. I do this by considering the player's stated goal and approach and, if a roll is called for, driving the situation towards the player's goal on a success, or away on a failure. Since I can't anticipate all goals, this means my game ends up being pretty fluid.