Working on my ORP I’ve made some breakthroughs in definitions, particularly defining Dramatic vs Challenging occassion to roll.
Risk and Consequences
Both dramatic and challenging occassions to roll very similar because of the Risk and Consequences. if you look at GURPS, the DMG’s, or WOD or Fading Suns, etc… definition when to roll they focus on the scenarios. I wont dwell on this since most game systems say the same thing: TL:DR roll when its important.
Overall Story
Pacing and Logistics
Ask for a Roll during a Focal Point
Sweating the small stuff can change the flavor or direction of the story in interesting ways. We want unpredictability when we try to predict the characters and players, and that’s when we look at our dice rolls behind the screen and ask ourselves – is he not being challenged? Can his temperament take a few bad rolls? Can he creatively turn things around, in a scene that didn’t go the way he planed?
We really do is measure the Players temperament and energy level. We gauge it, and as they get better and as we get better we throw more mishaps their way now and then to keep things interesting. What if she doesnt draw the weapon fast enough, how does he improvise?
Timer and the Player’s Energy and Temperament Level – read them and see if they can take the challenge. If you have a GM tag team we have the advantage of having a better gauge of what they can do, and someone to think off other ways we can spin things based on their assessment of their improv-idea.
TL:DR roll during a Schelling Point.
SIFRP game by end of March
Since I’m GM-tag-teaming with Ziggy for SIFRP I’m excited to first dissect the Psychology of the Group and design the game for optimal Satisfaction, based on where they liked challenged.
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