Jun 20, 2022 10:26 am
OOC:
I split this by group but most of it is probably relevant to all of you :DAhah going for the bone already :D So, just as a clarification of how skeletons work.
They are basically used to create tension and conflict, but mechanically, they are your "healing potions".
So as you pursue them, talk about the little hints, look for clues, try to figure them out, you restore the dice you lost to "damage". This helps with blowing up the drama later on but kind of makes it difficult to justify fully exploring this early on :D
Also just clarifying that you did not trigger any bone, so you're safe ;)
@Cettish,@Squadfather44
Ahahah, yes it's a bit passive perception, though I'm not sure there is such a thing in this game. It's mostly an excuse to get some initial rolls :D
So you both suggest (in general terms) that something might go unnoticed (that looks like a regular fail) and that you could notice if there is something to be noticed. Just to clarify that these two are mutually exclusive: if you manage not to fail, you succeed. So we only really need to risk here. I said I'd make it a bit more difficult since there are two of you.
That means I'll go for 3 Stakes. I will also have some depend on others to introduce that concept
- You might not notice this person
- You might scare this person
- You could recognize the person (requires noticing them)
So, the importance of setting the stake before rolling is that you can gauge the difficulty of the situation. If you both do moderate efforts, you will have to live with one of those risks or give up your reward. Which is perfectly fine, but I think this is an extra level of planning that the authors added to the game :D
Well... actually, Claire got a 6 of the right color, so that count's as 2 success, so you can actually solve all the stakes. Just let me know if they look ok :D
@Dr_B
So... you suggest that old Roderick is going crazy... a bit distracted ;) I think the suggestions generally work, the reward being like a critical and the risk a fumble. However, this would make the action too difficult, since you can't know which books are missing and grill the staff if you were the one who forgot them. The way you put it implies some sequence: first you need to not have forgotten the books, then you can blame the staff (though technically, you can always blame the staff 🤣)
Since the default "you don't notice anything" is meaningless (you already did notice something), what about:
- You might remember you took some of the books recently.
- You could notice there is a theme connecting the missing books.
The important thing to keep in mind, if I interpreted the rules correctly, it that if you remove any risk saying you can't do it, you actually succeed automatically. In this case, Roderick is trying to remember which books are missing and there is no risk of failing. He remembers.
Though you failed, so... you get the risk but not the reward :D