Re: Some questions about Simple Contests and Lingering Consequences

From: Nikodemus Siivola <nikodemus_at_...>
Date: Tue, 24 May 2011 21:56:09 +0300


On 24 May 2011 21:27, Aaron Stockser <nwn2.wow_at_...> wrote:

> Is this how you would run/interpret the situation in your own games?

I use lingering benefits and penalties when it seems that the direct consequences of the contest aren't sufficiently weighty -- not nearly always. That's a side issue, though. The main thing is that saying "the door stays closed, now you have a penalty" sucks.

Failure should /always/ have actual consequences. If you can't think of any, use a mock contest. Marginal failure might mean that there is a brief alarm, or something. They're not caught, but their target has been alerted.

If that isn't enough on it's own, apply the -3 and give it meaning external to the character -- "fingerprints in the enemy database", "enemy base alerted". Etc. If you use lingering penalties, don't make them too broad. "Doubting you abilities" is way too general.

Make the penalty something that applies only in specific situations. If you can't think of anything, forget the penalty and just go with the narrative consequences of the failure.

Cheers,

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