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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="pemerton" data-source="post: 8592895" data-attributes="member: 42582"><p><em>Reaching</em> is about the conformity of the player's narration with the group's understanding of the established fiction and its trajectory. The tied die roll is not part of that fiction. It is a mechanical trigger which grants a player permission to use a trait in a particular way. The player could, instead, have used the trait in advance of the roll ("I'm more cunning than any Gnoll trying to get the drop on us!") or have declined to use the trait, and gone to a tie-breaker roll instead.</p><p></p><p>That's what makes Torchbearer resolution <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">fortune-in-the-middle</a>: "the Fortune system is brought in partway through figuring out 'what happens,' to the extent that specific actions may be left completely unknown until after we see how they worked out." And until Fate points are spent, traitors re-rolled and sixes open-ended, and trait points spent to break ties, the fortune process is not resolved.</p><p></p><p>Here is how Edwards describes action declaration in the same paragraph: "The point is to announce the character's basic approach and intent, and then to roll." An attempted use of a trait will count as reaching if it doesn't conform to that declared approach and intent - in Dro's case, this is <em>that Husgar positions himself inside the mouth of this cave, so he can see down the tunnel, and shoots at any advancing Gnoll</em> As my post 196 points out, that is a constraint that leaves a great deal of latitude for trait narration.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8592895, member: 42582"] [i]Reaching[/i] is about the conformity of the player's narration with the group's understanding of the established fiction and its trajectory. The tied die roll is not part of that fiction. It is a mechanical trigger which grants a player permission to use a trait in a particular way. The player could, instead, have used the trait in advance of the roll ("I'm more cunning than any Gnoll trying to get the drop on us!") or have declined to use the trait, and gone to a tie-breaker roll instead. That's what makes Torchbearer resolution [url=http://www.indie-rpgs.com/_articles/narr_essay.html]fortune-in-the-middle[/url]: "the Fortune system is brought in partway through figuring out 'what happens,' to the extent that specific actions may be left completely unknown until after we see how they worked out." And until Fate points are spent, traitors re-rolled and sixes open-ended, and trait points spent to break ties, the fortune process is not resolved. Here is how Edwards describes action declaration in the same paragraph: "The point is to announce the character's basic approach and intent, and then to roll." An attempted use of a trait will count as reaching if it doesn't conform to that declared approach and intent - in Dro's case, this is [i]that Husgar positions himself inside the mouth of this cave, so he can see down the tunnel, and shoots at any advancing Gnoll[/i] As my post 196 points out, that is a constraint that leaves a great deal of latitude for trait narration. [/QUOTE]
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Torchbearer 2nd ed: first impressions
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