I’ve been trying to solidify by questions and here are my first batch - mostly about the Hub and Spokes I believe, although I may have creeped to some Rim territory.
I want to make a quick few disclaimers. I clearly have never played (other than participating in an attempt at the Sword demo) and so I don’t understand a lot of things. I’m sure some things that I may be concerned about just end up “working” when you sit down to play the game but simply telling me “you need to play a session” (while you may be correct) aren’t terribly helpful.
I don’t expect BW to be an rpg holy grail but I do have faith based upon reading the book and these forums that it’s a good system with the right group. In order for me to be able to play a game I need to convince myself and a group of friends that it’s going to work, that the outside the box thinking will make sense and coalesce and the mechanics will make sense. I’m not trying to bash or criticise so please don’t get defensive, help me understand and love the game as much as you guys do!
Because of my lack of knowledge and experience I may use the wrong terminology or word for a skill or my example may be wrong semantically. Please feel free to correct the errors but also try to answer the spirit of the question. I tried to come up with some examples to show how I understand things to work and where I have questions, they may not be the best examples of encounters in a good BW game but I’m tyring to look big picture here, understand concepts so I can apply those concepts to actual game play situations.
Thanks in advance for your help =)
The Player states intent and task, then the GM sets the skill used and the Ob. right? I see people saying the GM needs to state a failure option but I couldn’t find (or didn’t see) that in the rules, if it’s there can you point me to it?
Does the player get to back down after hearing the failure? (if not seems a pointless step to add in)
If so, what if the potential failure consequences revealed information the character wouldn’t know until the failure happens?
In this case, can the player decide he’s going to bang on the door or do something different? Even if he succeeds and gets in to see the merchant before the Assassin arrives he knows that an assassin is en route and may attack, or may not since the merchant has company – which still gives up info.
I’m sure my example has flaws but you get the concept right? A failure consequence given by the GM might reveal conditional information that the characters and players wouldn’t normally have access to.
So when do I “say yes”? When the task is so easy I assume the character should just be able to do it? When I can’t think of an interesting consequence of failing? Either of the above? Both of the above? Some other situation I haven’t covered?
Do I ever “say no”?
In a straight up test vs an ob I can give the player extra dice if, due to external factors, they are “advantaged” or increase the Ob if they are “disadvantaged”, potentially doing both right?
Let it ride
How “different” do the conditions need to be? Is a change that would cause the addition (or subtraction) of an advantage die or disadvantage penalty a good guideline? In a versus test do both sides reroll or just the side whose roll would have been affected by the addition or subtraction of the advantage die?
Does the roll last for one intent or can the player, upon realizing they have rolled an amazing stealth roll to sneak past a guard decide they are going to make the most of the 10 successes they got and do a bunch of other stuff they wouldn’t have if their sneak roll had been poorer?
Thanks in advance for helping!