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Old 02-20-2016, 01:03 PM   #4
Join Date: Sep 2007
Default Re: [Action 2] Chases, Wipeouts, and Recovery

Originally Posted by Gigermann View Post
Maybe you just have to play it out and ignore the visuals and the terminology until after the mechanical results are determined.
Or just don't narrate through to the results until you know them. For the Quarry, it actually doesn't matter, as the sequence has them choosing a maneuver immediately after resolution of their previous choice, even if that does happen to be on the next turn. For the Pursuer, there's a gap between finding out they had a Close Call, where the Quarry has to make their choice without knowing what the Pursuer is going to do about their problem. (They can't be sure that P will Stop, so likely they just keep running, though Q can afford to be conservative. They do know P had a Close Call; they just don't know if they're going to give up.)

So you'd need to narrate the Pursuer not so much as "you crash into the fence" (suggesting a stop because that's a fairly closed-ended thing to describe) but "You jump for the fence after your quarry, but your foot slips...", leaving open some possibilities either way.

It's similar to the problems in narrating combat mechanics. "I try a very fancy attack I learned in France, which involves a beat, a feint in quarte, a feint in sixte, and a lunge veering off into an attack on his wrist" is a way to describe a Deceptive Attack, colorfully describing your mechanical choice before you roll the dice. But consider the difference if the sentence ended "... a lunge which nicked his wrist so that the blood flowed". The second one narrates too far, describing the result before it's known. But it would be perfectly acceptable if you'd already rolled the dice. Either style will work, as will both together. But you have to beware of verbally painting yourself into a corner too early.
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