So I appreciate you taking the time to write all that. I'm going to reply briefly due to limited time.
For the immediate context, I chose risky because the other players were already engaged with the gang and he was shooting a gun into the mix. If they hadn't already been engaged, I would have chosen controlled.
Effect seemed fairly straightforward - standard.
So I was struggling to pick the best consequence. I asked the player if he had any good ideas and he suggested dropping the gun off the roof. So I went with it.
My understanding has been that consequences don't even come up until the player rolls. Have I been doing that wrong?
This doesn't make sense to me. If the goal was to take out an enemy then not taking him out would always seem to be 'negating' that consequence.
I had set a clock for reinforcement! Almost on queue the clock was filled as the last enemy was dispatched.
To me this notion of picking the consequence or picking more than 1 consequence feels nearly identical to what I do in D&D 5e all the time.
The first few sessions i typically only did one consequence. This one was the first I'd started sometimes doing 2. Most often filling the clock + something direct to the players.
In my game the initial action was that, the player used one of his abilities to essentially become ghost like momentarily and used that to fly up to the 'sniper'. The player typically used a cleaver as his weapon of choice. He rolled badly a few times before the sniper was taken out. That's the moment he picked up the rifle and used it.
Dogs would have been a great inclusion IMO.
You're welcome! Thanks for posting your excerpt!
Not going to pick these out and respond in-line (I hate that format). Just going to create headers for each of these.
* ON INCOMPETENCE
So this is going to depend upon the table to a degree (based on genre tropes), but I definitely feel like there is an objective baseline. These are highly competent scoundrels (even a PC with a 0 rating in an Action) so they should look it in the fiction; no buffoonery or bumbling fools. You rarely hear of even Weekend Warriors in our world suffering a calamitous fumble of a weapon due to recoil, let alone highly trained professionals with a lot of experience in the field.
So I would wonder if your buddy that tossed out the Consequence (and therefore must be in fundamental agreement with the Consequence) was aware of this aspect of the system. Have they read through the book in full? I would put out the relevant parts here (its spelled out in GM Bad Habits 197-198 but there are other elements of this throughout the book). I would encourage your players to read Player Best Practices and understand the mechanics of the game intimately at a bare minimum. They should be helping you a fair bit and if they don't know the system very well it will make your job more difficult.
* ON TELEGRAPHING CONSEQUENCES
Its not wrong to sometimes not telegraph consequences because they're so implicit there need not be a decision-point aiding telegraph for the players, but in the significant majority of prospective actions try to get in the habit of telegraphing/having a conversation around consequences (GM Actions - Telegraph Trouble Before it Sttrikes, Ask Leading Questions, Tell Them The Consequences and Ask) which will help inform the player's decision-space. Do they still want to make this move? Do they want to try another approach for a different Consequence? Do they want to negotiate Effect for Position or vice versa? If they commit to an action and get that Consequence, what would throttling it back look like with Resistance?
Its not just important for compelling decision-point handling, but it also goes back to incompetence. Highly competent scoundrels should have very good working mental models for what prospective outcomes might be for something they commit themselves to. Put a suite of obstacles in front of a professional Free-Runner and they're going to know with a high degree of accuracy what their engagement with that obstacle array will look like. Same goes for a BJJ Black Belt engaging physically with virtually every aggressor. Same goes for a sniper in an overwatch position in a target-rich-environment. Fantasy genre fiction should at least look like that.
* ON EFFECT-GATED GOALS, REDUCED EFFECT, AND ACTION NEGATION
So there are some considerations here:
1) Your goal is to Break Baszo's Guard or cross the courtyard unseen (which you need Great Effect for due to Scale - its a typically large courtyard) or whatever. There are going to be cases where your goal can't be met by one Action Roll because you can't produce the Effect to get there. You need a Clock to resolve the situation or you can't get Great Effect because you're at Desperate (there isn't much cover/concealment and there are sentries posted) : Limited and you can't trade Position for Effect and you can't Push for Effect because you don't have the Stress and/or your ally isn't capable of/willing to make a Setup move for +Effect. The base reality is that your ability to accomplish things in Blades are "Effect/Clock Tick-gated." Its not a success negated when your goal is to Break Baszo's Guard or cross the long haul unseen but you can't muster the requisite Effect to resolve the Clock or cross the courtyard unseen in one go. Just like in any other game, sometimes a task is complex/linked and multiple moves will have to be made to resolve the obstacle (just like D&D combat and HP don't negate the goal "I want to defeat my enemy" after you've rolled a successful attack roll...or a Minion who has an Encounter Power to survive one hit - a "2-hit minion" or erect a Shield Spell for a huge armor bonus doesn't negate your goal...its just the way the mechanics work and how they produce fiction).
The other thing to consider here is the game doesn't want you to "Say No." Its better to start with "No Effect" on particularly spectacular action declarations and let players see how much +Effect they can muster and how much that Effect will be able to move the fiction forward positively toward their ultimate goal. The reality is, there is virtually no chance they're going to resolve the entirety of a "No Effect" gated obstacle in one action declaration. It will almost surely take multiple actions. But just because their goal is to "cast out the Magnitude 5 Demon from her friend" and you can't muster even close to the necessary Effect to resolve the possession in one Action Roll doesn't mean that a 6 result (or even a Crit if that isn't sufficient to resolve the 6 Tick Racing Clocks of "Exorcise" vs "Soulsteal") to get the Demon to relinquish its grasp on your friend = "success negated."
2) Reduced Effect is the other side of the Coin of Resistance. The players can throttle back Consequences and same goes for your obstacles (they can throttle back Action Roll Effect). If you're in a sword duel with Baszo and there is an active Tug of War 8 Clock to "Break Baszo's Guard" (after which, you can deal a mortal blow to him, but as long as he has any Guard, he can't be killed), I can throttle back your Great Effect for 3 Ticks forward just like you can throttle back my Desperate Consequence for 3 Ticks back. Same goes with any other fiction in the game.
3) There are both fiction concerns and meta concerns involved. Effectively what "don't negate an action" via Reduced Effect is saying is "don't take away the upperhand that has been gained AND the fiction should move forward positively in the direction of the goal evinced by the player." So take D&D. HP ablation moves enemies closer to defeat. Even if an enemy doesn't lose HP but they've used up a Shield Spell to prevent that damage, that is still "moving the enemy closer to defeat" in the meta.
Negating an action in TTRPG parlance is basically talking about the classic "block" that happens in metaplot-associated games (you can't kill this NPC - they will escape this conflict no matter what) or when GMs assume a Rock-Paper-Scissors arms race with spellcasters to keep their crazy power in check; eg "oh you're going to teleport up to the mountaintop lair...nope...the enemy has antimagic fields of course!").
4) Reduced Effect needs to be handled with care. Its very easy to resolve in a Clock scenario, but there needs to be more conscientiousness and finesse elsewhere. You need to know the macro goal of what is being attempted and complicate that in an interesting way that (a) affords clear movement toward that goal being met but (b) keeps things in the balance in an interesting way. If you don't accomplish both (a) and (b) to the satisfaction of the table (including yourself), then you need to walk it back and revise or go with another complication. Sometimes its easier just to go with something else if you're struggling to satisfy both (a) and (b).