One design aspect of games like Apocalypse
World, Warhammer 3rd
and FU: the Free, Universal Roleplaying
Game that I find amazingly cool are the non-binary results. Besides with
the traditional success/failure (or critical success/success/failure/critical
failure), you now have the “Yes, but…” and the “No, but…” results.
Basically, a “Yes, but…” result is a success
with a cost. For example, if you’re attacking the ogre, you manage to hit it,
but your sword is now stuck. If attempting to persuade an NPC, he agrees to
help you but only if you do a favor to him before.
A “No, but…” is still a failure, but one that
gives you some kind of compensation. For example, you spear charge fails but
the target loses his balance (he can either become flat-footed for 1 round or
be forced to spend a move action to prepare his weapon). In a diplomatic
meeting, you fail to convince the king to help your cause, but one of his
hot-headed generals will help you clandestinely (good luck leaving the palace
with the troops without be seen). “No, but…” results open new directions/goals.
You still fail, but you get new opportunities to win instead of just failing.
As you can see, these “half-results” are lot
more interesting than just a simple success or failure, especially from a
narrative point of view, because they force the players to make choices at
every turn (and the Gamemasters to think out of the box). They also present a
solution to break the boring routine of “I hit”, “I miss”, “I hit” etc during
combats.
Actually, as many other narrative tools, they aren’t strictly necessary. In fact, many Gamemasters already use these techniques ad hoc, by “eye-balling” the dice results. If a target succeeds a difficult 15 check by getting a 15 or 16, maybe that is a “Yes, but…” result. If he fails by rolling a 14 that could be a “No, but…” result. The Gamemaster’s style, the adventure’s circumstances and the campaign’s tone usually will dictate if these things will come or not. Some Gamemaster use “No, but…” for checks were it just doesn’t make sense for the PC to completely fail.
Now, a cool aspect of some modern RPGs is that
they place the choice of accepting these “half-results” at the hand of the
players.
An actual play example (from my friend Kazê, a Pathfinder
GM): When one of his players fails a check but he believes that success is
still an option (or its just more interesting), he offers that player a “Yes,
but…” result. If the player accepts, his check is a success, but he must drawn from
the Critical Fumble Deck and suffer its effects. The choice itself lends
tension and fun to the game.
If you want this kind of complication there’re
lots of ways of implementing it.
You could define that a positive margin of success
of 1-3 is a “Yes, but…” result, while a negative margin is a “No, but…” effect.
These margins could be bigger (-5 to +5) or could be somehow affected by a PC’s
Charisma modifier. Or maybe the PCs could have a number of daily Luck (positive
Charisma) and Complication (negative Charisma) points. Spending a Luck Point
allows you to turn a failure into a “No, but…”, while Complication Points would
be used by the Gamemaster to trigger “Yes, but…” results.
You can easily change the above “currency” to Hero
or Action Points. You could allow players to spend a Hero/Action point to
change failures to “No, but…” and offer such points in exchange for “Yes, but…”
results (almost like the game economy of FATE).
Or just let things run random. For example,
roll a 1d4 with each check. A “4” indicates a “half-result”. Or use Fudge
Dices, Warhammer Dices etc.
You could even use these “half-results” as a
sort of modifier. If things seen messy or very confused, don’t inflict a check
penalty (the universal -2 modifier), but declare a margin of complication (like
a critical threat range). Any success or failure by that margin generates a “Yes,
but…” or “No, but…” result.
Finally, you can go further and establish that
certain classes like Rogues (maybe through Talents) and Bards (alternate class
features) can activate/ignore “half-results” a few times per session (or daily).
It can also be used to represent skill mastery. Maybe such character simply can’t
fail at a check (unless impossible) and the worst he gets is a “No, but…” (it’s
a more interesting option than giving PCs bigger mathematical bonuses).
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