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<blockquote data-quote="Snarf Zagyg" data-source="post: 8419030" data-attributes="member: 7023840"><p>P. 4</p><p></p><p><em>Action, Risk and consequences...</em></p><p><em>The game master clearly describes the situation and environment to the players. The players use common sense <strong>and what they already know about the world to decide upon and then clearly describe their characters actions</strong>.</em></p><p><em>The gm will then decide if their suggested action is feasible and then apply the consequences.</em></p><p><em>If the outcome of the situation is unclear, is very risky or has a poor chance of success the player and gm both roll 2d6. If the player rolls higher than the gm they succeed! If the gm rolls higher, the player fails in some way or the action succeeds but at some cost.</em></p><p><em>The difference in the results indicates the degree of success or failure.</em></p><p><em></em></p><p><em>Playing the world not the rules...</em></p><p><em>Use what you know about the setting and fiction.</em></p><p><em>.....</em></p><p><em><strong>Trust each other, have fun!</strong></em></p><p></p><p></p><p>Based on the action resolution system and the principles, the game master should determine if there are any other factors (such as ones that the players do not know about) that would make the outcome unclear and require an opposed role; if not, narrate the consequences like to result in-fiction from the player's actions.</p><p></p><p>At a basic level, this trust works both ways. We are assuming good faith, and that the players are actively and happily engaged with the fiction! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>IMO, etc. But that's how I'd run it without knowing more details.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8419030, member: 7023840"] P. 4 [I]Action, Risk and consequences... The game master clearly describes the situation and environment to the players. The players use common sense [B]and what they already know about the world to decide upon and then clearly describe their characters actions[/B]. The gm will then decide if their suggested action is feasible and then apply the consequences. If the outcome of the situation is unclear, is very risky or has a poor chance of success the player and gm both roll 2d6. If the player rolls higher than the gm they succeed! If the gm rolls higher, the player fails in some way or the action succeeds but at some cost. The difference in the results indicates the degree of success or failure. Playing the world not the rules... Use what you know about the setting and fiction. ..... [B]Trust each other, have fun![/B][/I] Based on the action resolution system and the principles, the game master should determine if there are any other factors (such as ones that the players do not know about) that would make the outcome unclear and require an opposed role; if not, narrate the consequences like to result in-fiction from the player's actions. At a basic level, this trust works both ways. We are assuming good faith, and that the players are actively and happily engaged with the fiction! :) IMO, etc. But that's how I'd run it without knowing more details. [/QUOTE]
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