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<blockquote data-quote="pemerton" data-source="post: 8303519" data-attributes="member: 42582"><p>I didn't know this was Kickstarted recently, but I guess that makes sense.</p><p></p><p></p><p>From watching that, do you have any thoughts on the interplay between <em>the declaration of approach and goal </em>going into a contest, and <em>the recitation of deeds </em>after the dice are rolled?</p><p></p><p>I was reminded of <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">this, from Ron Edwards</a>:</p><p></p><p style="margin-left: 20px">Fortune-at-the-End: all variables, descriptions, and in-game actions are known, accounted for, and fixed before the Fortune system is brought into action. It acts as a "closer" of whatever deal was struck that called for resolution. A "miss" in such a system indicates, literally, a miss. The announced blow <em>was</em> attempted, which is to say, it was also perceived to have had a chance to hit by the character, was aimed, and was put into motion. It just didn't connect at the last micro-second.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fortune-in-the-Middle: the Fortune system is brought in partway through figuring out "what happens," to the extent that specific actions may be left completely unknown until after we see how they worked out. Let's say a character with a sword attacks some guy with a spear. The point is to announce the character's basic approach and intent, and then to roll. A missed roll in this situation tells us the goal failed. Now the group is open to discussing just how it happened from the beginning of the action being initiated. Usually, instead of the typical description that you "swing and miss," because the "swing" was assumed to be in action before the dice could be rolled at all, the narration now can be anything from "the guy holds you off from striking range with the spearpoint" to "your swing is dead-on but you slip a bit." Or it could be a plain vanilla miss because the guy's better than you. The point is that the narration of what happens "reaches back" to the initiation of the action, not just the action's final micro-second. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Is there such a thing as Fortune-at-the-beginning? Playtesting so far indicates that it's not very satisfying for Narrativist play; see discussions at the Forge of <em>Human Wreckage</em> and <em>The World the Flesh and the Devil</em>.</p><p></p><p>And <a href="http://www.halfmeme.com/WFDrules.html" target="_blank">here</a>'s the statement of action resolution from <em>The World, the Flesh, and the Devil</em>, by Paul Czege:</p><p></p><p style="margin-left: 20px">When a player has stated intent for the character to do something where the outcome is in question, the GM will give the player one of the conflict resolution dice with the plus and minus symbols on them. Which one depends on his assessment of the difficulty of the situation and the character's ability to accomplish what the player intends. "Average" difficulty is represented by the 2+/4- die.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The player rolls both his W/F/D die and the one the GM gave him. If the result is a Devil+, it means the victory was one in which the character transcended some aspect of the Devil, and the player narrates the outcome. If the result is Flesh-, it's a failure of the flesh and the player narrates the outcome. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There are no opposed rolls, and the GM never rolls. However, if a player rolls a red plus or red minus it means the GM narrates the outcome, rather than the player. This give the GM power to introduce bittersweet victories and dramatic, crippling failures.</p><p></p><p>Not quite the Recitation of Deeds, but I hope it makes sense why I was reminded of it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8303519, member: 42582"] I didn't know this was Kickstarted recently, but I guess that makes sense. From watching that, do you have any thoughts on the interplay between [I]the declaration of approach and goal [/I]going into a contest, and [I]the recitation of deeds [/I]after the dice are rolled? I was reminded of [url=http://www.indie-rpgs.com/_articles/narr_essay.html]this, from Ron Edwards[/url]: [indent]Fortune-at-the-End: all variables, descriptions, and in-game actions are known, accounted for, and fixed before the Fortune system is brought into action. It acts as a "closer" of whatever deal was struck that called for resolution. A "miss" in such a system indicates, literally, a miss. The announced blow [I]was[/I] attempted, which is to say, it was also perceived to have had a chance to hit by the character, was aimed, and was put into motion. It just didn't connect at the last micro-second. Fortune-in-the-Middle: the Fortune system is brought in partway through figuring out "what happens," to the extent that specific actions may be left completely unknown until after we see how they worked out. Let's say a character with a sword attacks some guy with a spear. The point is to announce the character's basic approach and intent, and then to roll. A missed roll in this situation tells us the goal failed. Now the group is open to discussing just how it happened from the beginning of the action being initiated. Usually, instead of the typical description that you "swing and miss," because the "swing" was assumed to be in action before the dice could be rolled at all, the narration now can be anything from "the guy holds you off from striking range with the spearpoint" to "your swing is dead-on but you slip a bit." Or it could be a plain vanilla miss because the guy's better than you. The point is that the narration of what happens "reaches back" to the initiation of the action, not just the action's final micro-second. . . . Is there such a thing as Fortune-at-the-beginning? Playtesting so far indicates that it's not very satisfying for Narrativist play; see discussions at the Forge of [I]Human Wreckage[/I] and [I]The World the Flesh and the Devil[/I].[/indent] And [url=http://www.halfmeme.com/WFDrules.html]here[/url]'s the statement of action resolution from [I]The World, the Flesh, and the Devil[/I], by Paul Czege: [indent]When a player has stated intent for the character to do something where the outcome is in question, the GM will give the player one of the conflict resolution dice with the plus and minus symbols on them. Which one depends on his assessment of the difficulty of the situation and the character's ability to accomplish what the player intends. "Average" difficulty is represented by the 2+/4- die. The player rolls both his W/F/D die and the one the GM gave him. If the result is a Devil+, it means the victory was one in which the character transcended some aspect of the Devil, and the player narrates the outcome. If the result is Flesh-, it's a failure of the flesh and the player narrates the outcome. . . . There are no opposed rolls, and the GM never rolls. However, if a player rolls a red plus or red minus it means the GM narrates the outcome, rather than the player. This give the GM power to introduce bittersweet victories and dramatic, crippling failures.[/indent] Not quite the Recitation of Deeds, but I hope it makes sense why I was reminded of it. [/QUOTE]
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