Running again this Wednesday. I have a whole bunch of faction clocks, and due to some… creative action on the part of my players, I’ve had to invent a new faction.
I’m going to have to start paying special attention to resistance rolls and outcomes. Here’s a question regarding resistance rolls: how do you time them out?
Example A:
1. Player rolls a mixed result.
2. GM picks a consequence.
3. Player decides to face the consequence or roll.
4. Player rolls to resist.
5. Player picks between stress or consequence.
Example B:
1. Player rolls a mixed result.
2. Player rolls to resist.
3. Player picks between stress or consequence.
4. If the player picks the consequence, the GM determines an appropriate consequence.
Example C:
1. Player rolls a mixed result.
2. Player rolls to resist.
3. GM picks a consequence.
4. Player picks between stress or consequence.
I’ve mostly been doing A, and I think C is the most “fair”, because the player has the most information when they choose. I think, though, that I’m going to start doing B, because it takes pressure off of me as GM to constantly be coming up with consequences. I only have to make up a consequence if all other courses of action have failed.
B + 5. Allow player to decline consequence for stress?
Christopher Rinderspacher, that makes sense! Basically allowing take-backs if my consequence is too harsh for the amount of stress they rolled.
Excuse me, but can you roll to resiste a consequance BEFORE the GM states it?
Diego Minuti your guess is as good as mine. I don’t have the rules in front of me. I have been playing it so that I always state the consequence before the resistance roll, but this generates a large amount of extra work for me as the GM, so it seems more efficient to do the roll first.
So! I basically ran with B + 5, as suggested by Christopher Rinderspacher, and it worked great. Often, what I would do is ask the player if they wanted to roll to resist and they would ask me to hear their possible consequences first, and I generally allowed that.
I’ve also taken to letting my players pick if there are multiple bad things, like allowing them to pick harm instead of a consequence. It seems to have sped things up tremendously.
Glad to hear it. I’ll keep it in mind myself 😉