• OneCardboardBox@lemmy.sdf.org
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    11 months ago

    I’ve been trying to include failure techniques from DungeonWorld’s suddenly ogres in my game. It proposes a few neat ideas for consequences of failure that are broadly applicable to many RPG systems.

    Eg, in the example above, maybe the Rogue (truthfully or not) blabs that their source was [ancient evil tome forbidden by the paladin’s order]. Now the complication is not that the Paladin disbelieves the rogue’s claim, but that they might question the rogue’s true intentions.

    Edit: Or in the example given about landing a plane. An experienced pilot won’t crash 1/20 times, but what if Air Traffic Control did a bad job managing things today? It will take 1h for the plane to be assigned to a gate, but you need to catch the train to Borovia in 1h15.

    An award winning surgeon rolls a 1 while giving a routine lecture? The presentation is so fucking boring that half the students fall asleep. Now the surgeon has to deal with the extra office hours of students who don’t understand this part of the curriculum.

    • abraxas@sh.itjust.works
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      11 months ago

      Yeah, I really like the “success with complications” category (Fate system does something like this, too) to keep things moving when a bad roll would otherwise make 1-in-a-million tragedy happen.

      Doubly so if that bad roll would be a session- or campaign-ender.

    • psud
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      11 months ago

      Surely 1 when landing a plane indicates a go around