Gwion
11-30-2010, 10:31 AM
My players often fail their rolls, I come with interesting complications related to their BIT, but we are maybe starting to accumulate too much complications. The players feel buried under complications and now they are afraid to use their traits because they don’t want to add new complications.
I am starting to be tempted to just say yes to some of their intention to avoid adding a new complication, but I don’t like ignoring conflicts and I don’t want to rob them of tests for their advancements.
Maybe my players are just unlucky or bad at using their resources and skills to get what they want. Like in my last session, while being wounded at -2d, a player attempted to make a beginner roll in a scene related to one of his belief. Naturally he failed and complications added up.
What happened:
Ada the witch came back to visit her village. One of her belief is to learn about her past and to discover why she was abandoned as a child. Also after loosing a DoW, she agreed to steal some books hiden in the church for a chiroptera sorceror (a complication). She know that the villager are suspicious about her, but a young acolyte like her and want to bring her back to the faith (a other past complication). She use the acolyte invitation to visit the church as a occasion to look around for the books. She fail her inconspicuous test and the consequence is that the priest surprise her just before serving the mass. He want to talk with her, but only after the mass, folk are getting seated and leaving the church would look very bad since her already suspicious reputation (beeing a lone woman who dont frequent the church) (again a complication). People are already whispering about her presence.
During his sermont the priest talk about the vanishing of children (the work of Koscista Noga, this was already introduced), and the capture of a great wolf by the baron's men (a challenge to one of the other player belief). He say that the great wolf is a creature of God and that he should be released or his kind will come looking for him. But the villager are afraid and angry, the witch Koscista-Noga is stealing their children. The great wolf beeing a ally of the players, Ada stand up and talk in favour of the wolf and ask the villagers to listen to the priest, she say she can help them calm the wolfs (the player was hoping to help the other player with his belief).
So beginner luck of oratory (and she is wounded)… I say if you fail a woman stand up and accuse you of stealing the children, and the villagers vent their anger at you, some people will try to protect you, but it will get ugly. The player fail his roll and during the "riot" fail a speed roll to try to reach to priest to hide behind him to get his protection and Ada is taken by the villagers and kicked out of the church, only the presence of the young acolyte saved her of beeing lynched. It was kind of a let down for the player since he was trying to address one of his belief. After the scene I said, why you dint use one of your traits in the church, like a little crazy and believer in the old faith, it would have been great. The player answered:"but thing alway get complicated, I dont want to complicate them myself or I will never be able to do anything". And I was "yeah but look what you have tried, I was hoping that after the service you would have been able to have a good talk with the priest about your past".
A other (short) example: we said during our set-up that the forest is a old, immense, dark and dangerous forest. You really don't want to get lost in there, people are afraid of it. All the players have belief about peoples or locations deep in the forest. So I often test them with outdoor skills when they try to reach those people or locations to address their belief. They fail many of those tests. I come up with complications related to their BITs or the situation, but it may feel like it clog down the game with complications, I don't know anymore. I like it that the forest is a dangerous place haunted by ancient spirits. But the players fails a lot of test and they get a lot of complications so I am starting of just wanting to say ok you find the place.
I am starting to be tempted to just say yes to some of their intention to avoid adding a new complication, but I don’t like ignoring conflicts and I don’t want to rob them of tests for their advancements.
Maybe my players are just unlucky or bad at using their resources and skills to get what they want. Like in my last session, while being wounded at -2d, a player attempted to make a beginner roll in a scene related to one of his belief. Naturally he failed and complications added up.
What happened:
Ada the witch came back to visit her village. One of her belief is to learn about her past and to discover why she was abandoned as a child. Also after loosing a DoW, she agreed to steal some books hiden in the church for a chiroptera sorceror (a complication). She know that the villager are suspicious about her, but a young acolyte like her and want to bring her back to the faith (a other past complication). She use the acolyte invitation to visit the church as a occasion to look around for the books. She fail her inconspicuous test and the consequence is that the priest surprise her just before serving the mass. He want to talk with her, but only after the mass, folk are getting seated and leaving the church would look very bad since her already suspicious reputation (beeing a lone woman who dont frequent the church) (again a complication). People are already whispering about her presence.
During his sermont the priest talk about the vanishing of children (the work of Koscista Noga, this was already introduced), and the capture of a great wolf by the baron's men (a challenge to one of the other player belief). He say that the great wolf is a creature of God and that he should be released or his kind will come looking for him. But the villager are afraid and angry, the witch Koscista-Noga is stealing their children. The great wolf beeing a ally of the players, Ada stand up and talk in favour of the wolf and ask the villagers to listen to the priest, she say she can help them calm the wolfs (the player was hoping to help the other player with his belief).
So beginner luck of oratory (and she is wounded)… I say if you fail a woman stand up and accuse you of stealing the children, and the villagers vent their anger at you, some people will try to protect you, but it will get ugly. The player fail his roll and during the "riot" fail a speed roll to try to reach to priest to hide behind him to get his protection and Ada is taken by the villagers and kicked out of the church, only the presence of the young acolyte saved her of beeing lynched. It was kind of a let down for the player since he was trying to address one of his belief. After the scene I said, why you dint use one of your traits in the church, like a little crazy and believer in the old faith, it would have been great. The player answered:"but thing alway get complicated, I dont want to complicate them myself or I will never be able to do anything". And I was "yeah but look what you have tried, I was hoping that after the service you would have been able to have a good talk with the priest about your past".
A other (short) example: we said during our set-up that the forest is a old, immense, dark and dangerous forest. You really don't want to get lost in there, people are afraid of it. All the players have belief about peoples or locations deep in the forest. So I often test them with outdoor skills when they try to reach those people or locations to address their belief. They fail many of those tests. I come up with complications related to their BITs or the situation, but it may feel like it clog down the game with complications, I don't know anymore. I like it that the forest is a dangerous place haunted by ancient spirits. But the players fails a lot of test and they get a lot of complications so I am starting of just wanting to say ok you find the place.