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<blockquote data-quote="nomotog" data-source="post: 6787616" data-attributes="member: 6691958"><p>Well I mean rain introduces a more diverse set of changes. If your picking a lock and brake your pick, well you can't pick other locks. Meanwhile rain dose a lot. You have all kinds of penalties in it, some bonuses attached to it.</p><p></p><p>Though the general idea wasn't bad lockpicks cause rain, it more that the failure penalty doesn't have to be instant and directly related to the action. That opens up a lot of options to the GM to use.</p><p></p><p>Actually you can make things more nebulous. Like if we jump back to the zombie game. Making noise didn't summon zombies. It raised the danger level. It didn't have any concrete and direct results. You knew was going to lead to something bad, but you didn't know how it would come around to bite you. It was like a chaos theory or karma thing.</p><p></p><p>Now this thought is kind of unrelated to the idea of direct connecting. With fail forward, you want to take care to make sure that things move forward. You need to add choices not just take them away. (One of the reason broken tools doesn't work as well.) Jumping back to the zombie game. I toyed with a scavenging system were you always found what you were looking for. (If it was possible.) If you failed, you had to roll an extra 1d6 and that added buts to what you found. Like you found what you wanted, but someone else already looted it, you found what you wanted but it's inside a safe, you found what you needed, but it's not exactly what you wanted (like you were looking for a gun and found a spear gun.) That last one was extra common because it fed into my crazy crafting idea.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6787616, member: 6691958"] Well I mean rain introduces a more diverse set of changes. If your picking a lock and brake your pick, well you can't pick other locks. Meanwhile rain dose a lot. You have all kinds of penalties in it, some bonuses attached to it. Though the general idea wasn't bad lockpicks cause rain, it more that the failure penalty doesn't have to be instant and directly related to the action. That opens up a lot of options to the GM to use. Actually you can make things more nebulous. Like if we jump back to the zombie game. Making noise didn't summon zombies. It raised the danger level. It didn't have any concrete and direct results. You knew was going to lead to something bad, but you didn't know how it would come around to bite you. It was like a chaos theory or karma thing. Now this thought is kind of unrelated to the idea of direct connecting. With fail forward, you want to take care to make sure that things move forward. You need to add choices not just take them away. (One of the reason broken tools doesn't work as well.) Jumping back to the zombie game. I toyed with a scavenging system were you always found what you were looking for. (If it was possible.) If you failed, you had to roll an extra 1d6 and that added buts to what you found. Like you found what you wanted, but someone else already looted it, you found what you wanted but it's inside a safe, you found what you needed, but it's not exactly what you wanted (like you were looking for a gun and found a spear gun.) That last one was extra common because it fed into my crazy crafting idea. [/QUOTE]
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