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5e consequence-resolution
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<blockquote data-quote="iserith" data-source="post: 8649320" data-attributes="member: 97077"><p>In my games, you say what you're trying to recall with reasonable specificity and make the case for why the character might have access to that information. The player is thus giving meaning to <em>not </em>recalling since, presumably, they want access to the information for a good reason. Usually they need the information to have sufficient context to make a decision to do something they want to do (or to do something well). Then I just have to evaluate the case they made to determine uncertainty. If there is a roll and they fail it, it means they don't get that information, which is a meaningful consequence that they themselves established. However, often, I will at least give them <em>some </em>information, usually something interesting but not exactly what they want. Something akin to progress combined with a setback.</p><p></p><p>A side effect of this interaction is that they get to reveal some backstory on their character to everyone as they make their case. Over time, this builds upon itself, adding more details about the characters even as I'm building on the setting lore.</p></blockquote><p></p>
[QUOTE="iserith, post: 8649320, member: 97077"] In my games, you say what you're trying to recall with reasonable specificity and make the case for why the character might have access to that information. The player is thus giving meaning to [I]not [/I]recalling since, presumably, they want access to the information for a good reason. Usually they need the information to have sufficient context to make a decision to do something they want to do (or to do something well). Then I just have to evaluate the case they made to determine uncertainty. If there is a roll and they fail it, it means they don't get that information, which is a meaningful consequence that they themselves established. However, often, I will at least give them [I]some [/I]information, usually something interesting but not exactly what they want. Something akin to progress combined with a setback. A side effect of this interaction is that they get to reveal some backstory on their character to everyone as they make their case. Over time, this builds upon itself, adding more details about the characters even as I'm building on the setting lore. [/QUOTE]
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