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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9853366" data-attributes="member: 7025508"><p>Thinking more about FitD mechanics, I don't like the flow of the basic action rolls. Like once it is established what we are rolling (which is not always straightforward due the skill overlap) we then ponder whether to spend stress to help or push yourself. Then we see whether good stuff or bad stuff or both happen. Oh no, bad stuff! GM tells about th bad stuff. Except maybe the bad stuff doesn't happen, as we can spend stress to resist it!</p><p></p><p>To me this is too finicky and too many steps for one thing. We already had an opportunity to spend stress to get more dice, thus lessen the odds of bad stuff, the resistance step where we can <em>again </em>use stress to lessen bad stuff seems superfluous. It also sometimes creates annoyingly stuttering fiction when the bad thing happens, but then it actually doesn't happen.</p><p></p><p>And I think Harper felt the same, as In Deep Cuts pushing oneself and resistance are combined. I think I would prefer that version of the system.</p><p></p><p>Looking at Apocalypse World, and if I understand it correctly, the process there is even more straightforward: determine what move it is and roll.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9853366, member: 7025508"] Thinking more about FitD mechanics, I don't like the flow of the basic action rolls. Like once it is established what we are rolling (which is not always straightforward due the skill overlap) we then ponder whether to spend stress to help or push yourself. Then we see whether good stuff or bad stuff or both happen. Oh no, bad stuff! GM tells about th bad stuff. Except maybe the bad stuff doesn't happen, as we can spend stress to resist it! To me this is too finicky and too many steps for one thing. We already had an opportunity to spend stress to get more dice, thus lessen the odds of bad stuff, the resistance step where we can [I]again [/I]use stress to lessen bad stuff seems superfluous. It also sometimes creates annoyingly stuttering fiction when the bad thing happens, but then it actually doesn't happen. And I think Harper felt the same, as In Deep Cuts pushing oneself and resistance are combined. I think I would prefer that version of the system. Looking at Apocalypse World, and if I understand it correctly, the process there is even more straightforward: determine what move it is and roll. [/QUOTE]
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