spaceseeker19, it's because the advantage and whatnot don't necessarily have to impact your character as like a punishment. They are a way to bring in more story elements even when failing or passing a roll. Like if you fail, but have 3 advantages, you just get a failure that works out in your favor, which is more interesting then just failing.
It would be like in D&D if I failed to pick the lock on a chest. That sucks. But it also gives me little to go off of narratively. Now in this game I could fail it, but wind up with a few advantages. So instead of just not picking a lock I could say I was trying to open this space chest (this is Star Wars after all), and I couldn't get into it. I was so pissed I kicked the chest off the ledge we were on and it fell, breaking open a portion of the wall we didn't know had a secret passage behind it, and inside there we also found 50 space bucks! Boom. Narrative hooks.
The best part is that we are supposed to work with the GM to decide these narrative benefits. It creates a really interesting table dynamic if you list to playthroughs. I recommend the Campaign podcast. It's the other half of the One Shot podcast. Highly recommend.
Last edited October 13, 2015 2:42 am