Bill Zebub
“It’s probably Matt Mercer’s fault.”
This is the crux of my issue with the system. Depending on the GM’s interpretation, that success with complications can feel either like a minor success or it can feel like a failure. In other words, the minor success can feel more punishing than if the player chose not to take the action at all. That all depends upon the GM, though. Two different GMs may have a different complication, and I think that’s why some people walk away from the game feel good about it and others kinda bummed.
Huh. Yeah, I can see that.
Although I wonder if "some people walk away from the game" specifically because the partial successes feel like a lie, or because more generally the vaguely-defined interpretations of dice rolls...of which those non-successes are an example...are just too loosey-goosey for people used to more deterministic games.
Which I suggest because that absolutely describes my experience with BitD. (And even PbyA.). I love the idea of those games, but when I actually play them so much just seems so...arbitrary. Again, it's not specifically that my partial successes feel like failures, but that...god it's hard to put my finger on it.
Here's a theory:
- In more traditional, D&D-like games the rules tell you what happens, which you can then embellish with narration, but no narration is required. It's optional color.
- In BitD (and, again to a lesser extent, PbtA) some of the rules require some kind of narration. If the GM can't think of a complication, there's no basic mechanic ("You lose one Luck point") to fall back upon.
It totally makes sense for me that it's not going to be everybody's cup o' tea.







