unless you're gming a lovecraftian horror adventure ;D
using it as a tool might give you info about your games that you didn't have before. you might use it, or not.
but never let the tools tell you what to do :P
emi
On Fri, Nov 26, 2010 at 8:53 AM, Kenrae <kenrae_at_...> wrote:
>
>
> > Re: Question about Simple Contests
> > Posted by: "sarah.newton5_at_...<sarah.newton5%40btinternet.com>"
> sarah.newton_at_... <sarah.newton%40multex.com> sarahnewton111
>
> >
> > Hi Ash,
> >
> > Point taken about pass / fail being optional - and I think it's a good
> tool. I certainly don't have a problem with narrative factors determining or
> affecting resistance - but I would prefer the *nature* of things like
> creatures or challenges to be one of those narrative factors.
> > So, Kero Fin should *generally* be harder to climb than a garden wall -
> that's not some simulationist decision, it's a narrative factor.
> > If you're fighting a trollkin runt and a Zorak Zoran dark troll death
> lord, within the context of the narrative I'd expect the death lord to be
> generally tougher to *fight* (but not necessarily to chase, for example).
> > Both resistances can be subject to pass / fail, but I wouldn't want them
> to always be exactly equal in a given context (such as combat). I think that
> differentiation is implicit in the critter writeup "Significant Ability" vs
> "Exceptional Ability" distinction anyway...
>
> Hi Sarah,
>
> Keep in mind that not only is the pass/fail cycle optional, even when
> you use it it's only a fallback system. Your instincts, the world
> cohesion and the story needs are all more important than the cycle.
> I've run full sessions without resorting to the pass/fail cycle at all
> because I had a clear idea of what was needed at every moment, but
> when you're not sure what the difficulty should be it's a good tool to
> have. If anything, thinking about the ups and downs on a story is a
> good exercise, even if you don't use the pass/fail cycle per se.
>
> On your zorak zorani and trollkin example, of course a Zorak Zorani
> Death Lord would be more difficult to fight usually. But I wouldn't go
> at it that way. If you have decided that the next contest will be
> easy, and it's a fight, throw the trollkin against the PCs, not the
> zorak zorani, it's that simple. If the story demands that now it's the
> time for the zorak zorani no matter what, you have different options.
> The most simple is just having a high difficulty. You could also
> present them with an injured troll that has just beaten a rival Light
> Lord, who is unconscious at his mercy just when the PCs arrive. Maybe
> the zorak zorani has better things to do and just throws a bunch of
> trollkins against the PCs and escapes in pursuit of someone else more
> important to him. There are many options, but of course if it doesn't
> make sense for something to be easy, then have it as a difficult
> contest, no problem.
>
> Cheers,
> -Sergi Díaz
>
>
>
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