Story points allow you to buy an additional success in a contest or change the fiction in your favor. The player characters (PCs) have a pool of story points to spend. That pool refreshes between quests or when the PCs take some downtime.
Normally, your gamemaster (GM) should ensure that defeat takes your PC’s story in an interesting new direction. Unlike some games, where your goal is to win against challenges set by the GM, in a storytelling game, your goal is to tell a good story together. Just as in fiction, the protagonist can suffer all sorts of reversals, so in a storytelling game, your PC should suffer adversities before they triumph (or meet their tragic end). As a result, we recommend against the tendency to buy off defeat with story points in the middle of the story. Instead, use story points when defeat would damage the concept of the character that you have been building or lead to an unsatisfactory climax to the story.
Your GM should push the story in an interesting new direction on defeat, not send it to a dead end. If there is no interesting branch from defeat, they should consider an assured contest instead.
In other genres, it may feel less appropriate that you can cheat certain death. For those genres, you can simply drop story points without impacting the game.
In games with a strong player vs. player element, your GM should dispense with story points, as they become disruptive if used against each other.
What's an example of an untipped hand?Gonna see if I can get in a few posts while waiting on news about family stuff. First up, the kind of thing I wish more RPGs told us about their intents. Some OSR games do, Onyx Path has gotten better and better at it, and like that, but there are far too many un-tipped hands out there.
Are you really not familiar with these ideas in the context of RPGing?What's an "interesting new direction?" What does "change the fiction" look like? Is that a retcon? I've never seen a GM say, "you fail the contest. Welp, game over!"
I've heard the ideas. That doesn't mean that I know how QW is using them. "Interesting new direction" never made sense. "Change the fiction" could mean altering the expected outcome, changing an historical element, or even taking a big detour going forward.Are you really not familiar with these ideas in the context of RPGing?
Specifics of narrative tools aside, I agree that it is good when a game tells you what it wants you to do with it. Too many even modern games seem to believe that playing coy makes them more desireable. Don't hide your rules behind walls of questionable prose, and don't hide your design intent behind walls of rules.Gonna see if I can get in a few posts while waiting on news about family stuff. First up, the kind of thing I wish more RPGs told us about their intents. Some OSR games do, Onyx Path has gotten better and better at it, and like that, but there are far too many un-tipped hands out there.
The contrast is with nothing happens - which is a fairly frequent outcome of a whole host of common D&D-esque action declarations (I look for a secret door; I try and open the door; I pick the lock; I look inside the cupboard to see if there's anything interesting in it; I shoot at the deer as it runs through the woods; etc, etc)."Interesting new direction" never made sense.