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"I'm no good at that" and Inspiration
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<blockquote data-quote="GMMichael" data-source="post: 7345542" data-attributes="member: 6685730"><p>It doesn't look like it rewards character growth so much as character exploration. Have you ever met someone who's good at everything? Seems to never fail? Those people suck. This system rewards you for not being one of those people.</p><p></p><p>Failure, then, is exactly the idea! However, "you fail" is a big, fat, dead-end. Something interesting must come from the failure...like making things worse for the party.</p><p></p><p>The tricky part is to change the reward system from "roll a disadvantaged skill check to gain an advantage." Players will gladly roll those left and right. As [MENTION=6775031]Saelorn[/MENTION] mentioned, it does point to the Fate system of "accept this consequence, and get a reward." I don't like that either, because I don't want the GM and players to haggle with each other over story outcomes.</p><p></p><p>You could try a modified Fate system. The GM picks a failure condition that's worth Inspiration, then the player decides if he wants to attempt it with a (poor) chance of success. Better yet, a player can Lack the Knack at any time, and just know that rolling the Fail is going to be horrible...but worth Inspiration.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7345542, member: 6685730"] It doesn't look like it rewards character growth so much as character exploration. Have you ever met someone who's good at everything? Seems to never fail? Those people suck. This system rewards you for not being one of those people. Failure, then, is exactly the idea! However, "you fail" is a big, fat, dead-end. Something interesting must come from the failure...like making things worse for the party. The tricky part is to change the reward system from "roll a disadvantaged skill check to gain an advantage." Players will gladly roll those left and right. As [MENTION=6775031]Saelorn[/MENTION] mentioned, it does point to the Fate system of "accept this consequence, and get a reward." I don't like that either, because I don't want the GM and players to haggle with each other over story outcomes. You could try a modified Fate system. The GM picks a failure condition that's worth Inspiration, then the player decides if he wants to attempt it with a (poor) chance of success. Better yet, a player can Lack the Knack at any time, and just know that rolling the Fail is going to be horrible...but worth Inspiration. [/QUOTE]
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