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What does it mean to "Challenge the Character"?
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<blockquote data-quote="Ovinomancer" data-source="post: 7599796" data-attributes="member: 16814"><p>No, you're a bit off, here. The GM has to be open about how and why he's picking position and effect, and the Tier level is selected by the players as part of their choice of who to run their Score against, so it's not a freely set kind of thing. Also, I'm not sure that "difficulty" is the right term, because we were discussing probability of success -- which is fixed in Blades. The other things I mentioned to give a full accounting of how the stakes of the action are set, largely to address your claims of Czerge principle violations. I don't view those as 'difficulty' but rather explicit stakes mechanisms. </p><p></p><p></p><p>Only if you're okay defining the 5e Fighter's Action Surge as narrative currency. It's a broad mechanic in Blades that represents a pool of 'extra effort' and doubles as a rough hit point mechanism (rough because it's not used as a damage mechanic, but is often expended to mitigate things like damage).</p><p></p><p></p><p>Well, success is 50% of the possible outcomes of a single d6, and they'll usually roll 2-3 at a time. The thing is that the fixed success rates makes judging success chances for the players very clear -- it never really changes, actually. This puts the focus of play less on determining the success/failure breakpoints (a la DC setting) and more on the stakes of the action -- what's risked for what may be gained.</p><p></p><p></p><p>Um, huh? Where did you get this from my example? The GM can frame the scene, yes, but that's constrained by what the players have chosen for their Score -- they have a lot of leeway to determine the overall conditions of the session. From there, the GM is obligated to follow the fiction and not veer off into whatever they want -- the game is about a criminal gang conducting criminal escapades, so there's some fairly tight constraints on the GM. PbtA games have pretty good principles for play, and they aren't "The GM is empowered to introduce whatever they want."</p><p></p><p></p><p>Oh, I highly recommend it. If you do, the key piece of player advice for Blades is "play your character like a stolen car." Actually, this works for all the PbtA games.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7599796, member: 16814"] No, you're a bit off, here. The GM has to be open about how and why he's picking position and effect, and the Tier level is selected by the players as part of their choice of who to run their Score against, so it's not a freely set kind of thing. Also, I'm not sure that "difficulty" is the right term, because we were discussing probability of success -- which is fixed in Blades. The other things I mentioned to give a full accounting of how the stakes of the action are set, largely to address your claims of Czerge principle violations. I don't view those as 'difficulty' but rather explicit stakes mechanisms. Only if you're okay defining the 5e Fighter's Action Surge as narrative currency. It's a broad mechanic in Blades that represents a pool of 'extra effort' and doubles as a rough hit point mechanism (rough because it's not used as a damage mechanic, but is often expended to mitigate things like damage). Well, success is 50% of the possible outcomes of a single d6, and they'll usually roll 2-3 at a time. The thing is that the fixed success rates makes judging success chances for the players very clear -- it never really changes, actually. This puts the focus of play less on determining the success/failure breakpoints (a la DC setting) and more on the stakes of the action -- what's risked for what may be gained. Um, huh? Where did you get this from my example? The GM can frame the scene, yes, but that's constrained by what the players have chosen for their Score -- they have a lot of leeway to determine the overall conditions of the session. From there, the GM is obligated to follow the fiction and not veer off into whatever they want -- the game is about a criminal gang conducting criminal escapades, so there's some fairly tight constraints on the GM. PbtA games have pretty good principles for play, and they aren't "The GM is empowered to introduce whatever they want." Oh, I highly recommend it. If you do, the key piece of player advice for Blades is "play your character like a stolen car." Actually, this works for all the PbtA games. [/QUOTE]
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What does it mean to "Challenge the Character"?
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