Re: Assembling a Tricky Situations List

From: Ian Cooper <ian_hammond_cooper_at_...>
Date: Fri, 09 Mar 2007 12:06:07 -0000

I would tend to use the level of victory to determine to what extent the opponent succeeds. So if Alice wins a complete victory she frees the orphans, and if Bob wins a complete victory he kills Alice. But on a lesser victory for Bob he might only injure Alice, or some of the orphans might escape (though he might still kill Alice). On a lesser victory for Alice she might not get all of the orphans, or she might be injured. The story, and the priorities of the players help choose amidst the outcomes; you want to go with the option that drives the most new story. The numbers -1, -10%, -50% give you a guide. They might represent the number of orphans that escape or the level that Alice is injured at, or a combination of the two. The narrator's function is selecting between these options because he has the context to do this; a table can't be built with contextual information so it can't tell you what will create MGF.

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