Crimson Longinus
Legend
Hey that's interesting! I'm a little confused at how you'd take stress without opting in and how the trauma could be resultant from a trivial matter since the triggering is in the player's hands,
I mean I of course chose to roll to resist a thing, but I rolled really badly and IIRC took five stress. And it was not "trivial" in a sense that the effect would have not been bad, it was physical harm, but it was not emotionally meaninful. The events after that however vey much were (and I wanted to resist the harm so I could get there) and it made perfect sense for my character to gain a trauma from that scene, not just at the exact moment the rules indicated.
The issue is that as resistance is the game's mechanic for avoiding basically any bad stuff and as the amount of stress you can potentially get from it is more than half of your stress track, it sorta creates situations where not every time you risk trauma by rolling is something super dramatic.
but interestingly Harper has provided some optional rules around Trauma in Deep Cuts that basically leave it more up to the player how that moment of overwhelming stress -> Trauma plays out.
Oh, true! I hadn't noticed that. Yes, so the Deep Cuts approach is closer to how we handled it and I think that really fixes my issue with it as it does not require awkwardly writing the character out of the scene if it doesn't make sense
I feel vindicated, apparently Harper felt it was an issue as well, as it has been changed. (He also made stress from resisting to cap to three, which makes it way less swingy.) So yeah, I like the Deep Cuts version a lot more.
I think that prioritizing "player agency over dramatic moments" is a totally valid thing to want, we see this show up in the rules of games like Fabula Ultima/Daggerheart around character death for instance.
Right! And my expectations here are not particularly high. With death I'm fine with just some last words (and I would allow a PC in D&D 5e to say such even though by RAW they're unconscious) and with trauma I just wanted my character to do something dramatically stupid before storming off.
As an aside, since the Flashback mechanic is intended to replace pre-planning ("oh we totally made a plan for just this occurrence, let me tell you how..." in teh same way Load is "oh I totally packed my lock picks before we left the lair..."), it generally errs on the side of 0-1 stress unless you're doing something that in another system might be a whole set of rolls and multiple scenes (an example given of a 2 Stress flashback is basically fundamentally changing the context of a Desperate engagement roll by talking about how you arranged for there to actually be a bomb in a delivery).
Well a flashback might require and action roll, which might have consequence and one might resit a consequence, roll badly , and somehow get trauma in the present where nothing happened...
