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#Actuallithos

Posted 08 May 2013 - 04:59 PM

The Fate system in pen and paper has this to an extent.  

 

When things go wrong you get fate points(get ambushed, miss a meeting, and similar), you also have the option to turn down getting a fate point by not going through the event(IE: GM tells you there is a chance for X fate points, skip or not).

 

Fate can be used to increase a dice roll, or to take a little control over the story(Of course I'd have a tool kit in a car, all the way to knowing an NPC in town)

 

EDIT:  So players are forced to gamble whether to take a risk for some potential game changing power later or end up weakened enough that later will be too hard to continue or do well.   Also means players have to choose when to use fate.

 

Players are also forced to take aspects that they or the GM can invoke.   For instance for Book-Collector the player is going to know/read some rare books about various topics(get dice bonus against something that they can draw that knowledge on),  where as the GM can invoke it to bait the player to chase after something or not destroy something that should be(they earn fate for following through).


#1lithos

Posted 08 May 2013 - 04:53 PM

The Fate system in pen and paper has this to an extent.  

 

When things go wrong you get fate points(get ambushed, miss a meeting, and similar), you also have the option to turn down getting a fate point by not going through the event(IE: GM tells you there is a chance for X fate points, skip or not).

 

Fate can be used to increase a dice roll, or to take a little control over the story(Of course I'd have a tool kit in a car, all the way to knowing an NPC in town)


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