hawkeyefan
Legend
That, in fact, is still random. That you can gauge the odds doesn't mean it is not random.
I am going to proceed with the expectation that you know what I was saying that it's not totally random, and that even if you didn't, the remainder of the post explained why I was saying that.
There is an unknown element involved... the actual result of the dice roll... but there are many known factors involved. That the process involves one randomizing element doesn't mean it's totally random.
This nevertheless results trauma happening in completely random situations, unless you just stop resisting anything once you have spent just four of your nine stress. And I think they realised that this is an issue, as they made stress from resistance less random in Deep Cuts, though it just lessens the occurrence of the timing issue rather than actually fixing it.
And of course "important to resist" and "dramatically appropriate time to take trauma" are completely different things.
Trauma doesn't happen in "completely random situations". It can't happen unless you as a player put it on the line.
When you pick up the dice to make the resistance roll, you know it's a potential outcome. You can choose to not roll. If you do so, you will never get a trauma. It is not something the GM can choose to inflict on you or make you take. It is entirely up to the player.
If a player chooses to make a resistance roll and that roll results in them taking a trauma, then in my opinion, player agency dictates that they're out of the scene. Setting that aside... allowing the player to bypass the clear consequences of play? That's where play has become about something else... a dramatically appropriate moment" I suppose.
But given your aversion to rules and insistence that play is a storytelling exercise, I don't think this is that surprising.
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