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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="pemerton" data-source="post: 9202309" data-attributes="member: 42582"><p>Here is the actual play report:</p><p></p><p>I did not state the twist in advance; I hadn't decided on it in advance.</p><p></p><p>The players knew that they were close to the Moathouse: they had seen it in the distance; they knew the Dire Wolf had come from there; they had conversed with the Dire Wolf about some of its occupants, whom they knew not to be friendly; they knew that their proximity to the Moathouse, and having been found by the Wolf, raised the danger level when rolling for camp events.</p><p></p><p>The players chose not to spend a turn on the Grind, or a camp check, to find shelter or concealment; so they did not get that benefit to the camp event roll, nor did the fiction establish that they were in a concealed or sheltered place.</p><p></p><p>As I recall, both Fea-bella and Telemere helped Golin with this Cooking: Fea-bella with Alchemy (ie she knows how to handle pots over fires), and Telemere with Hunting (he knows something about the handling of game). Had Scout been used to help (eg reducing the smoke from the fire) and succeeded, that might have coloured the twist. But it wasn't.</p><p></p><p>The player spent some time deciding whether to go for Ob 3 (2 portions, improvised tools) or Ob 4 (4 portions, improvised tools) and opted for the latter. And he has played plenty of Burning Wheel, Torchbearer and Prince Valiant, and so is pretty familiar with the "twist" approach to narrating consequences.</p><p></p><p>When the roll failed, his response wasn't "Darn, I burned the frogs legs!" It was "Uh-oh, what is pemerton going to spring on us now?" Being familiar with the game procedure, and being immersed in the fiction, he was able to draw the <em>logical</em> conclusion that there might be some sort of swamp- and/or moathouse related interruption to camp.</p><p></p><p>This is not correct: see the actual play report above.</p><p></p><p>This is almost correct, as per the actual play report above. But it is not completely correct, because no bandits appeared at the table. We were not interrupted by anyone. What happened at the table was that the player rolled badly on a cooking check, and I (the GM) narrated the camping and cooking PCs being interrupted by the appearance of bandits at their camp.</p><p></p><p>At the table, the failed roll prompted me to narrate a twist that follows from the fiction - which I did.</p><p></p><p>In the fiction, the characters - camping in a swamp, not too far from the Moathouse, having little sense of their bearings, and trying to preserve frog meat with improvised gear (Golin's cooking gear having been cast off by him, with his satchel, while escaping a Troll Haunt) - were interrupted in their endeavours by bandits from the Moathouse.</p><p></p><p>The gameplay logic is quite straightforward - I've set it out in some detail.</p><p></p><p>The sequence of events in the fiction is quite straightforward - I've set it out in some detail.</p><p></p><p>The suggestion that this episode of play is illogical or incoherent is nonsense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9202309, member: 42582"] Here is the actual play report: I did not state the twist in advance; I hadn't decided on it in advance. The players knew that they were close to the Moathouse: they had seen it in the distance; they knew the Dire Wolf had come from there; they had conversed with the Dire Wolf about some of its occupants, whom they knew not to be friendly; they knew that their proximity to the Moathouse, and having been found by the Wolf, raised the danger level when rolling for camp events. The players chose not to spend a turn on the Grind, or a camp check, to find shelter or concealment; so they did not get that benefit to the camp event roll, nor did the fiction establish that they were in a concealed or sheltered place. As I recall, both Fea-bella and Telemere helped Golin with this Cooking: Fea-bella with Alchemy (ie she knows how to handle pots over fires), and Telemere with Hunting (he knows something about the handling of game). Had Scout been used to help (eg reducing the smoke from the fire) and succeeded, that might have coloured the twist. But it wasn't. The player spent some time deciding whether to go for Ob 3 (2 portions, improvised tools) or Ob 4 (4 portions, improvised tools) and opted for the latter. And he has played plenty of Burning Wheel, Torchbearer and Prince Valiant, and so is pretty familiar with the "twist" approach to narrating consequences. When the roll failed, his response wasn't "Darn, I burned the frogs legs!" It was "Uh-oh, what is pemerton going to spring on us now?" Being familiar with the game procedure, and being immersed in the fiction, he was able to draw the [I]logical[/I] conclusion that there might be some sort of swamp- and/or moathouse related interruption to camp. This is not correct: see the actual play report above. This is almost correct, as per the actual play report above. But it is not completely correct, because no bandits appeared at the table. We were not interrupted by anyone. What happened at the table was that the player rolled badly on a cooking check, and I (the GM) narrated the camping and cooking PCs being interrupted by the appearance of bandits at their camp. At the table, the failed roll prompted me to narrate a twist that follows from the fiction - which I did. In the fiction, the characters - camping in a swamp, not too far from the Moathouse, having little sense of their bearings, and trying to preserve frog meat with improvised gear (Golin's cooking gear having been cast off by him, with his satchel, while escaping a Troll Haunt) - were interrupted in their endeavours by bandits from the Moathouse. The gameplay logic is quite straightforward - I've set it out in some detail. The sequence of events in the fiction is quite straightforward - I've set it out in some detail. The suggestion that this episode of play is illogical or incoherent is nonsense. [/QUOTE]
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