loverdrive
Prophet of the profane (She/Her)
At any given moment, anything you can do has the same chance of success, that's what I meant.Okay, first a quibble: In the system you describe, actions don't have the same chance of success. Every third action has 100% chance, others have a 0% chance.
Yes! And when backed against the wall, you can decide to fight, knowing full well that it'll create more problems than it will solve (or that this time, it'll actually work). Trying to apply your best stat is meaningless, so you might as well do something for drama.But people who are bad at fighting sometimes have to fight regardless - and there's drama in that, surely.
First, yeah, it will break if someone is trying to break it to make a point. But that applies to pretty much any RPG, and probably most other kinds of games as well.Also, I gotta say, I would find that system extremely unsatisfying. People would be gaming it left and right, coming up with factitious actions to fail, so that they could succeed in the stuff they considered important. In fact, I'm not sure just what playstyle would enjoy that system, except apparently yours?
Second, even if someone will try to game the system to always succeed (instead of utilizing it as an oracle to assist with creating a story), well, there's a GM who ultimately narrates what happens. And two thirds of the actions end up creating problems.
Third, most importantly, it's an example I made up in thirty seconds to illustrate a broader point. It can be replaced by a pure randomness (and that's more or less how PbtA games work), resource management (and that's more or less how Fate and Undying work), a game of poker (and that's more or less how Dogs in the Vineyard work), or anything else.
One of the reasons I started pondering this idea was a Scum&Villainy game I'm playing in. One day, I realized that everything I do — shooting people, lurking around, running surveillance and resort to things outside of my expertise when backed against the wall — I would do even if I didn't have more dice in Scrap, Skulk and Study than everywhere else. I'm reasonably sure that I, as a player, could sweet-talk the GM into accepting that fighting off 20 people isn't that big of a deal, but I, as a player, didn't want to see that on-screen, I wanted to see my gal struggle for a change.
This incentive structure with better chances at certain things depending on the fictional circumstances doesn't do anything for me. On the contrary, it creates plenty of situations where the thing I think is cool ends up being a suboptimal play, vastly outclassed by just drawing a gun for the umpteenth time.