> I had previously understood the Pass/Fail cycle and relative
> resistances to be an optional tool that enabled you to ensure that
> players were very unlikely to either walk through a scenario without
> breaking into a sweat or be unable to progress beyound the first
> scene, not as the only we of ever generating a resistance
It *is* an optional tool. It's just the only one described in the (preview draft of) the rules - unless you count "use your own creative instincts" as a tool, that is.
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/ Not a Dead Communist: http://jrevell.blogspot.com/
Powered by hypermail