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The Gloves Are Off?
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<blockquote data-quote="Celebrim" data-source="post: 8871050" data-attributes="member: 4937"><p>No. There is no style in which "the player decides" after the fortune test to retcon the fiction. </p><p></p><p>In the Narrative style one of two things happen. Either we set stakes and roll the fortune at the beginning and if the player wins the fortune, then they can narrate how they bypassed the contact poison however they think is appropriate to their character - including inventing hitherto unmentioned gloves. Or else set stakes and the player can spend some sort of narrative currency to gain control of the scene, which could include inventing hitherto unmentioned gloves. Or maybe both, in that narrative currency influences the fortune at the beginning. In fact, the narrative style probably invents the contact poison trap on the fly as the means of explaining why the door isn't opened despite the players intent to do so. But by the time we are establishing the fiction, we already know whether or not the player is going to win or lose, we are just playing out the results of the fortune.</p><p></p><p>But it's not Narrative style to play procedurally with fortune at the end and then introduce player narrative control of the fiction after the fortune is tested. If we are playing in the procedural style, then it's up to the player to clearly communicate what the player is doing to the GM so that the fortune can be determined by the established fiction. The player either was or was not wearing gloves. They don't get to decide that after they learn the consequences.</p><p></p><p>Either style is fine, but the player can't decide what style we are playing in moment to moment to fulfil a Fantasy aesthetic because then why are we even bothering to roll the dice?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8871050, member: 4937"] No. There is no style in which "the player decides" after the fortune test to retcon the fiction. In the Narrative style one of two things happen. Either we set stakes and roll the fortune at the beginning and if the player wins the fortune, then they can narrate how they bypassed the contact poison however they think is appropriate to their character - including inventing hitherto unmentioned gloves. Or else set stakes and the player can spend some sort of narrative currency to gain control of the scene, which could include inventing hitherto unmentioned gloves. Or maybe both, in that narrative currency influences the fortune at the beginning. In fact, the narrative style probably invents the contact poison trap on the fly as the means of explaining why the door isn't opened despite the players intent to do so. But by the time we are establishing the fiction, we already know whether or not the player is going to win or lose, we are just playing out the results of the fortune. But it's not Narrative style to play procedurally with fortune at the end and then introduce player narrative control of the fiction after the fortune is tested. If we are playing in the procedural style, then it's up to the player to clearly communicate what the player is doing to the GM so that the fortune can be determined by the established fiction. The player either was or was not wearing gloves. They don't get to decide that after they learn the consequences. Either style is fine, but the player can't decide what style we are playing in moment to moment to fulfil a Fantasy aesthetic because then why are we even bothering to roll the dice? [/QUOTE]
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