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Monte Cook On Fumble Mechanics
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<blockquote data-quote="aka_pg" data-source="post: 7694385" data-attributes="member: 6791762"><p>Reminds me of "6x - One Page RPG." For each roll of the die, the positive result is described by the player and a proportionate negative result is decided on by the GM. 4 levels of varying success/failure are agreed upon and the die is rolled. The example given: </p><p></p><p>Zuabi the thief wants to steal the purse of a particularly ostentatious gentleman in the crowd.</p><p>1. Success! Zuabi gets away clean with money for a year.</p><p>2. Success, but the purse is lighter than expected.</p><p>3. Success, but there’s a hole in the bag and a trail of gold leading to Zuabi, could be trouble later.</p><p>4. Slippery hands mean no gold, but at least he’s safe.</p><p>5. Failure and the constable has taken notice.</p><p>6. Failure! The man’s bodyguards seize the boy and drag him into an alley for his due punishment.</p><p></p><p>Might get tedious, but it really incorporates cooperative story telling. Perhaps for key plot points, a GM and players might use a similar approach.</p></blockquote><p></p>
[QUOTE="aka_pg, post: 7694385, member: 6791762"] Reminds me of "6x - One Page RPG." For each roll of the die, the positive result is described by the player and a proportionate negative result is decided on by the GM. 4 levels of varying success/failure are agreed upon and the die is rolled. The example given: Zuabi the thief wants to steal the purse of a particularly ostentatious gentleman in the crowd. 1. Success! Zuabi gets away clean with money for a year. 2. Success, but the purse is lighter than expected. 3. Success, but there’s a hole in the bag and a trail of gold leading to Zuabi, could be trouble later. 4. Slippery hands mean no gold, but at least he’s safe. 5. Failure and the constable has taken notice. 6. Failure! The man’s bodyguards seize the boy and drag him into an alley for his due punishment. Might get tedious, but it really incorporates cooperative story telling. Perhaps for key plot points, a GM and players might use a similar approach. [/QUOTE]
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