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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9008303" data-attributes="member: 82106"><p>Here's an example of what I find to be an interesting type of 'twist' (and not to say this is the ONLY sort of thing, just A thing): Meda talked to the girl, Jenfir, that Tober found, and discovered that she was trying to find help for her mother, and warned that there were plainsfolk raiders who had taken some of their group. Meda did some research, and I rolled a 'know things' check result of 6, meaning I learned 2 things that are true, but make the situation more difficult. One was that these raiders can only be distracted by an easier target (than our rescue party) and two was that the raiders goal is to ritually murder whomever they find (due to some sort of religious rite or something). We subsequently raised a rescue party of several villagers to go get the girl's mother and help her. To guard against the raiders, Meda convinced a foolish townsman, Ifrhys, to go distract the raiders by playing on his vanity and flirting a little. </p><p></p><p>This is a twist, we have learned something about Meda, precipitated by an outcome of the dice, that she's not above a little manipulation in the service of making her plans work. Who knows what the eventual outcome will be. Ifrhys could get killed or injured, which would presumably weigh on Meda's conscience (I guess it might create some other sort of strife too, I'm not sure who Ifrhys' family are). Ifrhys might survive, and might be successful in his part of the mission. Given his foolish nature this could lead to various complications. My guess is any of these outcomes will be mostly explored to whatever degree based on my own input, though the GM might pose them as moves of one sort or another.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9008303, member: 82106"] Here's an example of what I find to be an interesting type of 'twist' (and not to say this is the ONLY sort of thing, just A thing): Meda talked to the girl, Jenfir, that Tober found, and discovered that she was trying to find help for her mother, and warned that there were plainsfolk raiders who had taken some of their group. Meda did some research, and I rolled a 'know things' check result of 6, meaning I learned 2 things that are true, but make the situation more difficult. One was that these raiders can only be distracted by an easier target (than our rescue party) and two was that the raiders goal is to ritually murder whomever they find (due to some sort of religious rite or something). We subsequently raised a rescue party of several villagers to go get the girl's mother and help her. To guard against the raiders, Meda convinced a foolish townsman, Ifrhys, to go distract the raiders by playing on his vanity and flirting a little. This is a twist, we have learned something about Meda, precipitated by an outcome of the dice, that she's not above a little manipulation in the service of making her plans work. Who knows what the eventual outcome will be. Ifrhys could get killed or injured, which would presumably weigh on Meda's conscience (I guess it might create some other sort of strife too, I'm not sure who Ifrhys' family are). Ifrhys might survive, and might be successful in his part of the mission. Given his foolish nature this could lead to various complications. My guess is any of these outcomes will be mostly explored to whatever degree based on my own input, though the GM might pose them as moves of one sort or another. [/QUOTE]
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