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<blockquote data-quote="AbdulAlhazred" data-source="post: 8962975" data-attributes="member: 82106"><p>Well, yes, you would be responsible for constructing your own vision of what the character was both good at and interested in doing (goals/drives/needs). In the above described process it would also require cooperation by the GM to produce outcomes you both found consistent with the vision. That would mean you'd want some sort of document which describes the character in a way you can both understand. Maybe it might involve some 'ability scores' that measure your most core strengths and weaknesses, and some sort of statements about your motives, personality, and areas of expertise! The GM can now use that to decide which actions get the 1-in-3 success treatment, and which don't, and what sort of consequences might be appropriate given the character's nature. </p><p></p><p>I mean, you are treading very very close to narrative style games here, but I don't see any reason to NOT include some sort of mechanics that give the GM a more objective assist in declaring the favorable and not favorable outcomes. Or maybe even some meta-game currency that lets the player assert "Hey, this time is one of the one in three!" or something like that. But I'm not sure where you really want to go with this, as what you describe above doesn't quite seem interesting without some more development.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8962975, member: 82106"] Well, yes, you would be responsible for constructing your own vision of what the character was both good at and interested in doing (goals/drives/needs). In the above described process it would also require cooperation by the GM to produce outcomes you both found consistent with the vision. That would mean you'd want some sort of document which describes the character in a way you can both understand. Maybe it might involve some 'ability scores' that measure your most core strengths and weaknesses, and some sort of statements about your motives, personality, and areas of expertise! The GM can now use that to decide which actions get the 1-in-3 success treatment, and which don't, and what sort of consequences might be appropriate given the character's nature. I mean, you are treading very very close to narrative style games here, but I don't see any reason to NOT include some sort of mechanics that give the GM a more objective assist in declaring the favorable and not favorable outcomes. Or maybe even some meta-game currency that lets the player assert "Hey, this time is one of the one in three!" or something like that. But I'm not sure where you really want to go with this, as what you describe above doesn't quite seem interesting without some more development. [/QUOTE]
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