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<blockquote data-quote="Manbearcat" data-source="post: 6772936" data-attributes="member: 6696971"><p>The primary way this is done is with the activation of opportunities (1s rolled in an opponent's dice pool) by The Watcher (GM) or one of the players. Players get Plot Points when the GM activates an opportunity to grow their doom pool (or step up current dice). Players can spend Plot Points to activate opportunities from GM dice pools. </p><p></p><p>Obviously, the more dice being rolled, the more opportunities for 1s there will be. This is especially so when players or GMs decide to make sub-optimal decisions (when the fiction triggers an opening) and deploy weaker resources with lower dice values (d4s are outright weaknesses). This will present the other side with more opportunities for accruing Plot Points or growing/augmenting the Doom Pool.</p><p></p><p>The whole of it puts players and the GM in a position where they must prioritize conflict escalation and values/relationships/the importance of specific outcomes. Doom Pool growth means the future becomes more ominous. Doom Pool expenditure means the stakes are getting raised big time right now. Plot Point expenditure means "this is important enough to go all out." Plot Point hoarding means "I'm willing to gamble and possibly take this on the chin because I'm not as invested in this as I am in that...or that potential thing down the line."</p><p></p><p>And the Reward Cycle of Milestones plays into this because you're inevitably going to have (assuming proper/deft GMing) going to have more opportunities to trigger your big Milestones (10 xp) with major fictional consequences at stake - incentivizing allowing the GM to grow the Doom Pool (such as Collossus's "When you either sacrifice yourself for your allies or find yourself to be the last hero standing.").</p><p></p><p>Dogs in the Vineyard has this sort of game tech (Cortex+'s engine is a modernized Dogs in certain ways). Burning Wheel and PBtA (Dungeon World of course!) has it with xp on failures (which encourages the deployment of suboptimal resource deployment thereby putting relentless gamist optimization at tension with the basic reward cycle).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6772936, member: 6696971"] The primary way this is done is with the activation of opportunities (1s rolled in an opponent's dice pool) by The Watcher (GM) or one of the players. Players get Plot Points when the GM activates an opportunity to grow their doom pool (or step up current dice). Players can spend Plot Points to activate opportunities from GM dice pools. Obviously, the more dice being rolled, the more opportunities for 1s there will be. This is especially so when players or GMs decide to make sub-optimal decisions (when the fiction triggers an opening) and deploy weaker resources with lower dice values (d4s are outright weaknesses). This will present the other side with more opportunities for accruing Plot Points or growing/augmenting the Doom Pool. The whole of it puts players and the GM in a position where they must prioritize conflict escalation and values/relationships/the importance of specific outcomes. Doom Pool growth means the future becomes more ominous. Doom Pool expenditure means the stakes are getting raised big time right now. Plot Point expenditure means "this is important enough to go all out." Plot Point hoarding means "I'm willing to gamble and possibly take this on the chin because I'm not as invested in this as I am in that...or that potential thing down the line." And the Reward Cycle of Milestones plays into this because you're inevitably going to have (assuming proper/deft GMing) going to have more opportunities to trigger your big Milestones (10 xp) with major fictional consequences at stake - incentivizing allowing the GM to grow the Doom Pool (such as Collossus's "When you either sacrifice yourself for your allies or find yourself to be the last hero standing."). Dogs in the Vineyard has this sort of game tech (Cortex+'s engine is a modernized Dogs in certain ways). Burning Wheel and PBtA (Dungeon World of course!) has it with xp on failures (which encourages the deployment of suboptimal resource deployment thereby putting relentless gamist optimization at tension with the basic reward cycle). [/QUOTE]
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