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Consequences of Failure
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<blockquote data-quote="Ratskinner" data-source="post: 7797461" data-attributes="member: 6688937"><p>Wow, sorry I missed to much of the discussion on this already.</p><p></p><p>Going back to the OP, and not having read all the posts in between....just tossing in my $.02</p><p></p><p>Other games have "solved" some of what you're talking about.</p><p></p><p>The important thing is that everyone knows what is at stake with a roll.</p><p></p><p>One game that seems to be designed almost entirely along the lines you are talking about is Schema. When a player is about to take an action, the GM lays out the stakes. (The game actually has little cards you can print out to place on the table with a good selection of general risks.) These include both risks and rewards. The player rolls an appropriate dice pool and can use the results to buy rewards or buy off risks (each die will come up either useless, good for buying a reward, or good for buying off a risk). You can even specify your attitude toward the action where acting boldly will let you buy more rewards, but being cautious lets you buy off more risks. (Each makes it less likely that you can get the other results.) </p><p></p><p>Thinking about: "Waking the Dragon". Games like Blades in the Dark, and even ICRPG use "clocks" or "countdowns" to make impending consequences mechanically evident and clear. In fact, the ur-example in the BitD book is "Alerting the Guards".</p><p></p><p>As ICRPG might indicate, adding clocks to D&D is relatively easy: Good rolls either mark a box on a positive clock (get help from the witch) and failures mark boxes on negative clocks (the guards have found us). When the clock has counted down, that thing happens.</p><p></p><p>I hope that's helpful.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7797461, member: 6688937"] Wow, sorry I missed to much of the discussion on this already. Going back to the OP, and not having read all the posts in between....just tossing in my $.02 Other games have "solved" some of what you're talking about. The important thing is that everyone knows what is at stake with a roll. One game that seems to be designed almost entirely along the lines you are talking about is Schema. When a player is about to take an action, the GM lays out the stakes. (The game actually has little cards you can print out to place on the table with a good selection of general risks.) These include both risks and rewards. The player rolls an appropriate dice pool and can use the results to buy rewards or buy off risks (each die will come up either useless, good for buying a reward, or good for buying off a risk). You can even specify your attitude toward the action where acting boldly will let you buy more rewards, but being cautious lets you buy off more risks. (Each makes it less likely that you can get the other results.) Thinking about: "Waking the Dragon". Games like Blades in the Dark, and even ICRPG use "clocks" or "countdowns" to make impending consequences mechanically evident and clear. In fact, the ur-example in the BitD book is "Alerting the Guards". As ICRPG might indicate, adding clocks to D&D is relatively easy: Good rolls either mark a box on a positive clock (get help from the witch) and failures mark boxes on negative clocks (the guards have found us). When the clock has counted down, that thing happens. I hope that's helpful. [/QUOTE]
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