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#12 |
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Join Date: Oct 2005
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I'll handle it a variety of ways: sometimes I'll roll (and I'm a fan of GM phantom rolling. I like the clatter noise.) Sometimes I'll ask for a roll. Often the players will ask for a roll.
One thing I like to do is offer some information, but not draw any conclusions unless there's a notable or critical success. For example, the PCs meet a woman sitting on a porch swing. Anyone close enough to speak to her can see she has a pistol. Critical failure: "Gun!" failure: The gun is disassembled and not a threat. success: She's reassembling it, when she's done it may be a threat. success by four or more: She's assembling it very quickly, by rote. success by six or more: She's not even looking at it. Her eyes haven't left yours the whole time. critical success: It's not standard U.S. issue, but it is a common European military or LEO sidearm. But I leave the conclusions up to the players: she's very good with a gun, she's had her speed and reflexes augmented, she's had military or law enforcement training, and that training was not in the U.S.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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