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Three Rules When Rolling

JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
RPT GM Charles Floray responded to my Musing about not fudging rolls with a great three-step approach:

I've struggled with this too and I came to the conclusion rolling should meet three things.
  1. Don't make a roll unless there is a chance the character has a different outcome. Otherwise, like in Harmonquest, you just say "you do that".
  2. The player should be told there is a possibility of a different outcome. They don't need to know specifics just that they may fail. Let them imagine what failure might mean.
  3. You should be able to describe the result if the outcome isn't what the player described. Saying simply "you failed" is not cool.
All of this gives you the ability to roll in full view. The roll becomes exciting.

They decide based on law and the success or failure becomes lore.

Thanks Charles!
 
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