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Burned Circle - OOC Thread
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<blockquote data-quote="ThirdWizard" data-source="post: 6020899" data-attributes="member: 12037"><p>That's pretty much it. I'd probably add 4b) If the roll failed, you can spend a FATE point to make that failure a success. </p><p></p><p>If the roll for the window doesn't work, you could also try something like "Sandra keeps a spare key hidden somewhere by the back door" if you don't want to spend your few FATE points. Those things are precious. </p><p></p><p>Here are some examples declarations:</p><p></p><ul> <li data-xf-list-type="ul">The elevator in an apartment complex is out of order.</li> <li data-xf-list-type="ul">You have a flashlight on you.</li> <li data-xf-list-type="ul">You have silver bullets on you.</li> <li data-xf-list-type="ul">The streetlights come on at just the right moment.</li> <li data-xf-list-type="ul">The alley has loose bricks in the walls.</li> </ul><p></p><p>These should always make sense.</p><p></p><ul> <li data-xf-list-type="ul">If you're in a nice apartment building, the elevators probably won't be out. This makes sense in an old run down part of town, though.</li> <li data-xf-list-type="ul">If you were captured and naked, you won't be carrying anything. If you succeed, it won't be a big Maglight, it would be a small keychain flashlight or the like.</li> <li data-xf-list-type="ul">If you don't use guns, it makes no sense to have silver bullets. It has to be a reasonable thing that you and the other players would expect to be true.</li> <li data-xf-list-type="ul">If its daytime, the street lights aren't going to suddenly turn on. You aren't making things happen: declarations are co-operative storytelling, not magic.</li> <li data-xf-list-type="ul">A nice neighborhood probably won't be falling apart, however the roll would probably just go up instead of denying this outright as it is still within reason to happen.</li> </ul><p></p><p>Declarations are a player's chance to say "this is how the world is" and those declarations should be based on what you've seen so far in the game and what you know about the world. They're a chance for good fortune in a sea of troubles.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6020899, member: 12037"] That's pretty much it. I'd probably add 4b) If the roll failed, you can spend a FATE point to make that failure a success. If the roll for the window doesn't work, you could also try something like "Sandra keeps a spare key hidden somewhere by the back door" if you don't want to spend your few FATE points. Those things are precious. Here are some examples declarations: [LIST] [*]The elevator in an apartment complex is out of order. [*]You have a flashlight on you. [*]You have silver bullets on you. [*]The streetlights come on at just the right moment. [*]The alley has loose bricks in the walls. [/LIST] These should always make sense. [LIST] [*]If you're in a nice apartment building, the elevators probably won't be out. This makes sense in an old run down part of town, though. [*]If you were captured and naked, you won't be carrying anything. If you succeed, it won't be a big Maglight, it would be a small keychain flashlight or the like. [*]If you don't use guns, it makes no sense to have silver bullets. It has to be a reasonable thing that you and the other players would expect to be true. [*]If its daytime, the street lights aren't going to suddenly turn on. You aren't making things happen: declarations are co-operative storytelling, not magic. [*]A nice neighborhood probably won't be falling apart, however the roll would probably just go up instead of denying this outright as it is still within reason to happen. [/LIST] Declarations are a player's chance to say "this is how the world is" and those declarations should be based on what you've seen so far in the game and what you know about the world. They're a chance for good fortune in a sea of troubles. [/QUOTE]
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