stonehead
Explorer
What are these differenct consequences? That's the part I haven't seen. It's one thing to say they will have appropriate consequences, and it's another to illustrate how those consequences are meaningfully different. If you described the differences, then I missed it.Not sure where in all that i suggested the kind of gameplay you seened so worried about, so now i am even more preplexed by your earlier statements.
Different aspects, as i said in one of the posts you quoted IIRC, have different appropriate consequences.
I think the comparison to social checks is apt. A character could mechanically fail a diplomacy check because in the narrative they stuttered, or because their fly was down, or because they accidentally claimed to be a jelly donut. Most games don't differentiate mechanically between them though, because the end result is the same: your audience is unconvinced. Some crunchy games do differentiate between "making an impression" and "making a request" so diplomacy involves two different checks. That's because the end results are different (eg. they agree to your request but don't like you, and they like you but don't agree to your request)
I apologize that I came across as rude. That was not my intention. I think it would help to give examples of how failing at the components step would differ from failing at the focus step. That's the part that I don't understand.

