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What is your "Sweet Spot" of Success? (poll)
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<blockquote data-quote="Reynard" data-source="post: 8769160" data-attributes="member: 467"><p>I voted "greater than 90%" by which I meant "100%" but let me explain what I mean:</p><p></p><p>When a PC is going to perform a difficult and important task, they want to succeed. Their preferred chance of success is, therefore, 100%. However, there's no dramatic tension if the outcome is certain -- especially if it just means success without a cost -- so players often want to FEEL like there is only a slim chance of success. It's a disconnect that is responsible for a lot of problems for both players and designers/GMs.</p><p></p><p>This is where I think meta-currencies shine: with enough bennies or drama points or hero points or whatever, you can succeed at that vital thing your character is good at -- but it might cost you if luck goes against you. It's especially helpful if the met-currency is also used for things like character advancement because it means the cost is real.</p><p></p><p>A failed roll being succeeding at a cost is important to, especially for tasks that would otherwise derail the game if outright failed. This can be used to good effect in combination with meta-currency use, but doesn't have to be.</p><p></p><p>Of course, this all assumes that the task is actually consequential, and not just an illusionary wall.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8769160, member: 467"] I voted "greater than 90%" by which I meant "100%" but let me explain what I mean: When a PC is going to perform a difficult and important task, they want to succeed. Their preferred chance of success is, therefore, 100%. However, there's no dramatic tension if the outcome is certain -- especially if it just means success without a cost -- so players often want to FEEL like there is only a slim chance of success. It's a disconnect that is responsible for a lot of problems for both players and designers/GMs. This is where I think meta-currencies shine: with enough bennies or drama points or hero points or whatever, you can succeed at that vital thing your character is good at -- but it might cost you if luck goes against you. It's especially helpful if the met-currency is also used for things like character advancement because it means the cost is real. A failed roll being succeeding at a cost is important to, especially for tasks that would otherwise derail the game if outright failed. This can be used to good effect in combination with meta-currency use, but doesn't have to be. Of course, this all assumes that the task is actually consequential, and not just an illusionary wall. [/QUOTE]
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