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Swords under the Sun — Blades in the Dark meets Dungeon World
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<blockquote data-quote="loverdrive" data-source="post: 8241814" data-attributes="member: 7027139"><p>Well, that's something I don't think can be reliably predicted or decided beforehand.</p><p>I mean, killing a dragon can be broken up into three pretty straightforward steps:</p><p>1) Find its weak spot</p><p>2) Get into position to attack that weak spot</p><p>3) Actually wound the thing</p><p></p><p>At least step 2 can take anywhere from 1 to a dozen of rolls -- if the dragon sends you flying with his tail, or flies away, or prevents you from getting close in any other way, then step 2 would need to be broken down into substeps...</p><p></p><p>My recommendation is to gauge and describe the immediate situation and let everything else flow from it, both from the GM and the player side -- after all, a couple of really bad rolls can turn what looked like a piece of cake into a very sticky situation.</p><p></p><p></p><p>Mostly, yes. The GM tells the player what will happen on a fail and what will happen on a success and the player then goes like "ok, that's a risk I'm willing to take" or "nope, I really need to reconsider life choices".</p><p></p><p></p><p>Yeah, I respect that. I will respond to previous point anyway, but it's fine if you don't want to engage. It's more of a reflection on "how should I explain stuff".</p><p></p><p></p><p>I think it boils down to a paradigm shift. A default assumption in games with DC or difficulty modifiers is that success is a success -- you do it, and you do it cleanly. Some, like Dark Heresy, also throw in degrees of success and failure, but the default assumption still stays the same -- in that example, speed of the vehicle determines the probability of success, but rolling success still means "you got there on time, you didn't destroy your car and you are in one piece".</p><p></p><p>SutS (and other Forged in the Dark games) assume that what exactly success means changes depending on the situation, and in tandem with assessing risk, it represents difficulty. So, the difference between riding through snow and ice at 35, 60, and 90mph is:</p><ul> <li data-xf-list-type="ul"><strong>35mph</strong>: you can get there, but you risk getting stuck</li> <li data-xf-list-type="ul"><strong>60mph</strong>: you'll crash regardless of what you roll, but the result will determine <em>how bad</em> did you crash</li> <li data-xf-list-type="ul"><strong>90mph</strong>: ain't gonna work. If you do it, you are dead. Try something else.</li> </ul></blockquote><p></p>
[QUOTE="loverdrive, post: 8241814, member: 7027139"] Well, that's something I don't think can be reliably predicted or decided beforehand. I mean, killing a dragon can be broken up into three pretty straightforward steps: 1) Find its weak spot 2) Get into position to attack that weak spot 3) Actually wound the thing At least step 2 can take anywhere from 1 to a dozen of rolls -- if the dragon sends you flying with his tail, or flies away, or prevents you from getting close in any other way, then step 2 would need to be broken down into substeps... My recommendation is to gauge and describe the immediate situation and let everything else flow from it, both from the GM and the player side -- after all, a couple of really bad rolls can turn what looked like a piece of cake into a very sticky situation. Mostly, yes. The GM tells the player what will happen on a fail and what will happen on a success and the player then goes like "ok, that's a risk I'm willing to take" or "nope, I really need to reconsider life choices". Yeah, I respect that. I will respond to previous point anyway, but it's fine if you don't want to engage. It's more of a reflection on "how should I explain stuff". I think it boils down to a paradigm shift. A default assumption in games with DC or difficulty modifiers is that success is a success -- you do it, and you do it cleanly. Some, like Dark Heresy, also throw in degrees of success and failure, but the default assumption still stays the same -- in that example, speed of the vehicle determines the probability of success, but rolling success still means "you got there on time, you didn't destroy your car and you are in one piece". SutS (and other Forged in the Dark games) assume that what exactly success means changes depending on the situation, and in tandem with assessing risk, it represents difficulty. So, the difference between riding through snow and ice at 35, 60, and 90mph is: [LIST] [*][B]35mph[/B]: you can get there, but you risk getting stuck [*][B]60mph[/B]: you'll crash regardless of what you roll, but the result will determine [I]how bad[/I] did you crash [*][B]90mph[/B]: ain't gonna work. If you do it, you are dead. Try something else. [/LIST] [/QUOTE]
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