thread: 2009-07-13 : How About Some Q and A
On 2009-07-16, Bwian wrote:
Thanks again for your patience. I am feeling more comfortable with this.
You said:
The rule in Rock of Tahamaat is that you resolve when a character goes to do something that would bring her into conflict or expose her to danger.
In my example, in my imagination of the scene as GM (which is what we always go by in Rock of Tahamaat)...
OK. I guess that is pretty clear to me:
A) player says "my character does x", then
B) GM thinks "hmmm, sounds risky" or "hmmm, I think Diddums wouldn"t want that", and then
C) says "Stop! 1) Roll Craven"; then
D) the player rolls some dice etc.
So in Rock o'T how far a good die roll will take a character in terms of outcomes depends on the GM"s imagination of the danger(s).
So, in the example, if
A) the player says "She climbs the tower", and
B) GM imagines there are some hidden bad guys with orders to stop anyone approaching the tower, then
C) the GM's call for resolution might be about whether the character can reach the foot of the tower - even though the original "intent" was "climb the tower"?
Then if the character"s "effect" for that conflict was "OK, they take the silver you offer and leave you in peace" (for example), the GM might call for a separate IIEE for the actual climbing of the wall.
Interesting how the asymmetrical rules for Rock vs. the Others highlight two different kinds of potential player frustration.
Curious about different ways of dealing with "involuntary actions".
Cheers
Bwian