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<blockquote data-quote="Quickleaf" data-source="post: 7112273" data-attributes="member: 20323"><p>There is a next part! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Awesome, I'll incorporate the charm stuff in my next post. Yeah, I wanted to break it up because, well, it's a lot of text to read in one go... and give folks a chance to digest, make some conversation if you want... and the backstory helps set up the "ghostly" part.</p><p></p><p></p><p>I actually started doing it in face-to-face games! Well, a rougher earlier form.</p><p></p><p>Basically, I quietly implemented a blanket rule to all skill checks: DC+5 or more, something really good happens. DC-5 or less, something extra bad (but interesting) complicates matters.</p><p></p><p>I wouldn't always present a choice. For quicker checks I'd often just have that principle operating in the back of my mind. For more involved checks – those with more player buy-in, more foreshadowing, more suspense built up – that's when I would declare stakes prior to the roll being made. Maybe once or twice a session I'd do that. For the really critical story-altering checks.</p><p></p><p>When I did it, I'd quickly determine where the most options for player choice lay – that is, whether for the particular check my imagination flourished on the +5 or -5 side. Given that I have (secret) rat bastard DM tendencies (which I keep in control), my imagination usually flourishes on the -5 side. I actually think, from a story-telling & player psychology standpoint, that it's more important to provide options for failure...but that's a more involved topic. So then I'd verbally say: </p><p></p><p><em>OK, Carl, you're using Arcana to try to control your mage hand against the kobold sorcerer's mage hand. Who will wrest control of the staff? If you succeed, you will.</em> And I don't mention that if he succeeds by 5+ he'll also be able to thwack the kobold sorcerer or mess with him in some way, like throw him off balance. The first time (or first few times) I did this, I might mention it, but after a while it becomes second nature, and, if a player really wants to know, they'll ask. <em>If you fail, the kobold gets the staff, but if you fail really bad, you'll have to pick one of three complications, ok?</em></p><p></p><p>In face-to-face I don't mention those 3 complications unless a failure comes up. Why? Because it interrupts the flow of conversation to present those, right at the point when the player is REALLY eager to roll. Also, it gives me a few moments to brainstorm potential complications. </p><p></p><p>And that's my face-to-face process!</p><p></p><p></p><p>Aww, thanks. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> But just wait until my imagination starts screwing over the party, you'll be wishing I was a bit less imaginative then. Hehehe.</p><p></p><p></p><p>She's either swooning or broken-hearted over his vow of chastity. I cannae tell. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7112273, member: 20323"] There is a next part! ;) Awesome, I'll incorporate the charm stuff in my next post. Yeah, I wanted to break it up because, well, it's a lot of text to read in one go... and give folks a chance to digest, make some conversation if you want... and the backstory helps set up the "ghostly" part. I actually started doing it in face-to-face games! Well, a rougher earlier form. Basically, I quietly implemented a blanket rule to all skill checks: DC+5 or more, something really good happens. DC-5 or less, something extra bad (but interesting) complicates matters. I wouldn't always present a choice. For quicker checks I'd often just have that principle operating in the back of my mind. For more involved checks – those with more player buy-in, more foreshadowing, more suspense built up – that's when I would declare stakes prior to the roll being made. Maybe once or twice a session I'd do that. For the really critical story-altering checks. When I did it, I'd quickly determine where the most options for player choice lay – that is, whether for the particular check my imagination flourished on the +5 or -5 side. Given that I have (secret) rat bastard DM tendencies (which I keep in control), my imagination usually flourishes on the -5 side. I actually think, from a story-telling & player psychology standpoint, that it's more important to provide options for failure...but that's a more involved topic. So then I'd verbally say: [I]OK, Carl, you're using Arcana to try to control your mage hand against the kobold sorcerer's mage hand. Who will wrest control of the staff? If you succeed, you will.[/I] And I don't mention that if he succeeds by 5+ he'll also be able to thwack the kobold sorcerer or mess with him in some way, like throw him off balance. The first time (or first few times) I did this, I might mention it, but after a while it becomes second nature, and, if a player really wants to know, they'll ask. [I]If you fail, the kobold gets the staff, but if you fail really bad, you'll have to pick one of three complications, ok?[/I] In face-to-face I don't mention those 3 complications unless a failure comes up. Why? Because it interrupts the flow of conversation to present those, right at the point when the player is REALLY eager to roll. Also, it gives me a few moments to brainstorm potential complications. And that's my face-to-face process! Aww, thanks. :o But just wait until my imagination starts screwing over the party, you'll be wishing I was a bit less imaginative then. Hehehe. She's either swooning or broken-hearted over his vow of chastity. I cannae tell. ;) [/QUOTE]
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