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There's A New Edition Of The Cypher System Coming
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<blockquote data-quote="RenleyRenfield" data-source="post: 9735184" data-attributes="member: 7044197"><p>Instead of taxing a player's XP =<strong> we got rid of ALL XP spends except for Advancement. </strong></p><p><strong></strong></p><p><strong>For re-rolls we did "Devil's Bargain"</strong> which I feel is much better than a XP spend to hope you roll better. </p><p></p><p>This was so much better than a re-roll for us. It was what the GM wanted "some added drama or plot hook" and it was what the player wanted "success" on the task at hand. </p><p></p><p><strong>Fate’s Bargain</strong></p><p>When a player rolls a Miss on any roll, they may request a Fate’s</p><p>Bargain. This turns the result into a Success—but with a</p><p>complication chosen by the Storyteller based on the current scene</p><p>and plot. The complication must fit the fiction, enrich the story,</p><p>and complicate things without invalidating the player’s agency.</p><p>The impact of the Complication is guided by the TN the player</p><p>reduced down to with any spends.</p><p></p><p></p><p>The ST may impose:</p><p><em>A social complication (an NPC is offended and acts against you, raises</em></p><p><em>suspicion, a rival gains advantage over you).</em></p><p><em>A delay or resource cost (it takes longer, or costs them extra)</em></p><p><em>A future promise (owe a debt, or someone now expects something from you)</em></p><p><em>A hidden consequence (draws unwanted attention, advances a</em></p><p><em>problem elsewhere in the world, or triggers a trap)</em></p><p></p><p>The ST may not:</p><p><em>Inflict pool loss or Wounds (those are combat results, not narrative costs)</em></p><p><em>Cause outright failure or partial failure (the action does succeed)</em></p><p><em>Retcon or invalidate the player's success later ("gotcha" twists)</em></p><p><em>Force other character to suffer the consequence</em></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9735184, member: 7044197"] Instead of taxing a player's XP =[B] we got rid of ALL XP spends except for Advancement. For re-rolls we did "Devil's Bargain"[/B] which I feel is much better than a XP spend to hope you roll better. This was so much better than a re-roll for us. It was what the GM wanted "some added drama or plot hook" and it was what the player wanted "success" on the task at hand. [B]Fate’s Bargain[/B] When a player rolls a Miss on any roll, they may request a Fate’s Bargain. This turns the result into a Success—but with a complication chosen by the Storyteller based on the current scene and plot. The complication must fit the fiction, enrich the story, and complicate things without invalidating the player’s agency. The impact of the Complication is guided by the TN the player reduced down to with any spends. The ST may impose: [I]A social complication (an NPC is offended and acts against you, raises suspicion, a rival gains advantage over you). A delay or resource cost (it takes longer, or costs them extra) A future promise (owe a debt, or someone now expects something from you) A hidden consequence (draws unwanted attention, advances a problem elsewhere in the world, or triggers a trap)[/I] The ST may not: [I]Inflict pool loss or Wounds (those are combat results, not narrative costs) Cause outright failure or partial failure (the action does succeed) Retcon or invalidate the player's success later ("gotcha" twists) Force other character to suffer the consequence[/I] [/QUOTE]
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