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<blockquote data-quote="kenada" data-source="post: 9240679" data-attributes="member: 70468"><p>Speaking of separation. My homebrew system mostly uses player rolls. I don’t do that in combat, and there’s an open question of how to handle non-combat “attacks” (for lack of a better way to put it). A game like Blades in the Dark makes this part of the scene framing. The GM makes a move, and you have to respond. If the threat is dangerous enough (master-level), you have to resist or take consequences immediately. Well, since I’m already systematizing discretion, maybe I should lean into that?</p><p></p><p>The process for making a skill check is the player articulates a goal (a change in the status quo, setting stakes). The referee is obligated to foreground consequences. There is some space for obvious consequences, but generally there should be something foregrounded. If none can be, the player gets what they wanted. Otherwise, they roll, and the roll determines what happens. Success? You get what you wanted. Consequences? Can occur alongside success, but they can’t negate the success in any way.</p><p></p><p>What does leaning into this look like? Replace “referee is obligate to foreground consequences” with “the opposition is obligated to foreground consequences”. That is often going to be the referee (due to the nature of most conflicts being driven by the players), but it’s not always. In two cases: when an NPC is proactively engaging a PC (e.g., Natalia wants to press Dingo being he might know more about who killed her minion), and when players engage each other in PvP.</p><p></p><p>It sounds good, anyway. I’ll have to try it and see how it goes. It doesn’t come up a lot, so it may be a little while. It would be nice if it actually worked as a solution because it’s just incorporating existing mechanics in a general way. That would be preferable to having special mechanics for this particular situation. <img class="smilie smilie--emoji" alt="🤔" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" title="Thinking face :thinking:" data-shortname=":thinking:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="kenada, post: 9240679, member: 70468"] Speaking of separation. My homebrew system mostly uses player rolls. I don’t do that in combat, and there’s an open question of how to handle non-combat “attacks” (for lack of a better way to put it). A game like Blades in the Dark makes this part of the scene framing. The GM makes a move, and you have to respond. If the threat is dangerous enough (master-level), you have to resist or take consequences immediately. Well, since I’m already systematizing discretion, maybe I should lean into that? The process for making a skill check is the player articulates a goal (a change in the status quo, setting stakes). The referee is obligated to foreground consequences. There is some space for obvious consequences, but generally there should be something foregrounded. If none can be, the player gets what they wanted. Otherwise, they roll, and the roll determines what happens. Success? You get what you wanted. Consequences? Can occur alongside success, but they can’t negate the success in any way. What does leaning into this look like? Replace “referee is obligate to foreground consequences” with “the opposition is obligated to foreground consequences”. That is often going to be the referee (due to the nature of most conflicts being driven by the players), but it’s not always. In two cases: when an NPC is proactively engaging a PC (e.g., Natalia wants to press Dingo being he might know more about who killed her minion), and when players engage each other in PvP. It sounds good, anyway. I’ll have to try it and see how it goes. It doesn’t come up a lot, so it may be a little while. It would be nice if it actually worked as a solution because it’s just incorporating existing mechanics in a general way. That would be preferable to having special mechanics for this particular situation. 🤔 [/QUOTE]
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