The Firebird
Commoner
I used lock picking because that was what we were discussing at the time. We could recast it as something else. It wouldn't change the important elements.Secondly, as as I may have said before, you were, quite frankly, running BitD wrong. You don't have someone roll to pick a lock. You find out what their goal is and they roll to see how well or how poorly they achieve that goal. Here's this example from the book: “You’re punching him in the face, right? Okay... what do want to get out of this? Do you want to take him out, or just rough him up so he’ll do what you want?” The GM is asking what the end results will be: unconsciousness/death or intimidation? Thus, what's actually rolled will change depending on what the goal is. The PCs want to get in cleanly? That's probably Prowl. They cleanly picked the lock and got in. If the lock itself is important--maybe it's the only thing between the PCs and the ruby that they broke in for--then you'd have them roll Tinker to pick it. Unless they don't care about leaving things neat and want to break the safe's door, in which case they'd roll Wreck.
This is the only part of this post that gets at the core issue. And I don't think the main claim--that you don't consider success or failure until it happens--is true. When we set stakes for the roll by figuring out what the PC is doing, what that looks like in the fiction, what the position is, what the effect is, we are discussing what that looks like.Secondly, you don't worry about what will happen on a success or failure until it happens, and there the dice will tell you. Was it a Controlled situation but their highest die was a 4? 4/5: You hesitate. Withdraw and try a different approach, or else do it with a minor consequence: a minor complication occurs, you have reduced effect, you suffer lesser harm, you end up in a risky position.
For example, consider the GM principle: "Tell them the consequences and ask". The book's example:
"Yeah, you can run the whole way but you might be exhausted when you get there. Want to roll for it and take the risk, or go slower?" explicitly sets out what success and failure entail.
Or again, in the GM Bad habits section: "The consequences you inflict on a 1-3 or 4/5 roll will usually be obvious". Maybe you are not considering it actively, but if it is that obvious...we know what would have happened on those results.
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