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General Tabletop Discussion
*TTRPGs General
Binary Success vs Multiple Levels of Success
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<blockquote data-quote="Breaking Star Games" data-source="post: 9630757" data-attributes="member: 7042067"><p>I really like multiple levels focused on generating complications because I think it maximizes player agency. The largest difference between rolls come up with complications vs binary is that by having player action create complications, you focus on that PbtA Play to Find Out rather than the traditional prepped obstacles/adventure. </p><p></p><p>To spell that out, when I run a PbtA game, my prep is very fluid to use as the players lead the story and really, it's those 7-9 results and misses that shape what kind of problems they deal with. Whereas when you have binary success/failure, you don't generate these new obstacles, it's just as a matter of how many resources you spend based on the luck of your rolls. Instead, you prep these obstacles ahead of the game in a more linear order like a published adventure or a dungeon. So, the prep guides the play, rather than player action. Obviously between sessions, you can take into account player action for your next prep, so it's hardly a railroad, but it's nowhere near as fluid as player action directly leading to what next they deal with, which I find diverts play in very exciting ways.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9630757, member: 7042067"] I really like multiple levels focused on generating complications because I think it maximizes player agency. The largest difference between rolls come up with complications vs binary is that by having player action create complications, you focus on that PbtA Play to Find Out rather than the traditional prepped obstacles/adventure. To spell that out, when I run a PbtA game, my prep is very fluid to use as the players lead the story and really, it's those 7-9 results and misses that shape what kind of problems they deal with. Whereas when you have binary success/failure, you don't generate these new obstacles, it's just as a matter of how many resources you spend based on the luck of your rolls. Instead, you prep these obstacles ahead of the game in a more linear order like a published adventure or a dungeon. So, the prep guides the play, rather than player action. Obviously between sessions, you can take into account player action for your next prep, so it's hardly a railroad, but it's nowhere near as fluid as player action directly leading to what next they deal with, which I find diverts play in very exciting ways. [/QUOTE]
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Binary Success vs Multiple Levels of Success
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