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Part 11: Narrative vs. Action Resolution
Part 12: Hidden vs. Open Difficulty Numbers

I'm occasionally surprised at how long the Art of Rulings series is running, but perhaps it's not that surprising: Rulings lie at the very heart of the RPG experience, so it makes sense that there's a lot to talk about with them.

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Anonymous

The thing about uncertain results I realised was poorly described in 2300. The output about truth, part truth etc isn't the way that mechanism should work. I considered it for diagnostic situations. e.g. Someone tries to fix the car. Is it really fixed or not? Their visible part of the roll may say its likely they did or didn't. The complete combination of rolls between player and GM needs to be the true result, not how to describe the true result. For Traveller where 2d6 are rolled to try and beat a difficulty number I do this by letting the player roll 1 dice, and I roll a secret dice. The truth is the sum of the two dice. The player may know with certainty they have failed if my rolling a 6 would not be enough given their roll.