User avatar
9littlebees
Posts: 416
Joined: Sat 18 Feb 2017, 14:22
Location: Rural Germany
Contact:

Adding a narrative die

Fri 09 Mar 2018, 13:53

Having played a lot of FFG Star Wars, I've been thinking of how to build in a narrative result to FBL (and my hack). Essentially, every roll should have the opportunity of saying "success, and...", "success, but...", "failure, and..." or "failure, but..." as well as a straightforward "success" and "failure"

I've come up with something which I think could work well, but does add another layer atop the existing mechanics which I'm not sure works as elegantly as I'd like.

Essentially, an extra D12 is rolled during every skill check as a "Degree Die" (name is horrid, I know). This is used for determining advantage / disadvantage, but does not grant successes or cause trauma. It is also not rerolled when a roll is pushed.

On a roll of 10-12, an advantage is granted to the roll, with a 12 being a "triumph". On a roll of 1-3, a disadvantage is suffered, with a 1 being a "despair". Triumph means something really benefitial occurs (outside of success or failure) while despair means the opposite.

Example: a PC rolls and gets 2 successes in his regular dice pool, but the Degree Die comes up with a 2. The PC spends the 2 successes as normal, but there is some additional complication that occurs.

I'm thinking that maybe only the PCs get this extra die.

Thoughts / Criticisms?
Last edited by 9littlebees on Fri 09 Mar 2018, 14:13, edited 1 time in total.
I'm an English game designer working on Nordsaga, a career-focused dark Viking game, powered by the Year Zero engine: https://9littlebees.com
 
User avatar
9littlebees
Posts: 416
Joined: Sat 18 Feb 2017, 14:22
Location: Rural Germany
Contact:

Re: Adding a narrative die

Fri 09 Mar 2018, 14:00

Another option is to provide a narrative effect based on the highest die in the pool.

More than 1 success = success with stunts (as RAW)
6 = success (as RAW)
5 = limited success, with a complication. In combat this could mean half damage and the target gets +1D vs the PC on their next go.
4 = failure, but with some benefit
3 = failure
1-2 = failure, with additional complications

I'm not a huge fan of this second method, though. I think the advantages / disadvantages should be a little more separated from the main pool.
I'm an English game designer working on Nordsaga, a career-focused dark Viking game, powered by the Year Zero engine: https://9littlebees.com
 
User avatar
utterkungen
Posts: 16
Joined: Tue 17 Oct 2017, 17:13

Re: Adding a narrative die

Fri 09 Mar 2018, 16:28

I haven't played FFG Star Wars, so I am not familiar with how that system works. That said, I'd say that adding a D12 to every roll as you describe may just overly complicate things. The MY0 system is already set up to handle success and failure with varying degrees of both. On a pushed roll that amounts to 2x6 and 1x1 dice showing the PC would end up succeeding but at a cost. I'm just not sure how adding another roll in there adds anything other than an extra means to succeed or fail.
 
User avatar
9littlebees
Posts: 416
Joined: Sat 18 Feb 2017, 14:22
Location: Rural Germany
Contact:

Re: Adding a narrative die

Fri 09 Mar 2018, 18:49

utterkungen wrote:
I haven't played FFG Star Wars, so I am not familiar with how that system works. That said, I'd say that adding a D12 to every roll as you describe may just overly complicate things. The MY0 system is already set up to handle success and failure with varying degrees of both. On a pushed roll that amounts to 2x6 and 1x1 dice showing the PC would end up succeeding but at a cost. I'm just not sure how adding another roll in there adds anything other than an extra means to succeed or fail.

Is not quite the same, since the cost comes after conscious player decision (deciding to push). This basically adds more flavour and meaning to the result, rather than just success or failure. Also, the disadvantages would never be to add Misery / Trauma.
I'm an English game designer working on Nordsaga, a career-focused dark Viking game, powered by the Year Zero engine: https://9littlebees.com
 
User avatar
King_Kull
Posts: 363
Joined: Wed 22 Feb 2017, 16:11

Re: Adding a narrative die

Fri 09 Mar 2018, 19:23

As I didn’t like FFGs SW and WFRP 3rd Edition with their narrative dice I can only say that I wouldn’t use them. I don’t need special dice to tell me what could happen in the story. But that’s only my opinion - but I don’t like FATE either ;)
I am king!
 
User avatar
9littlebees
Posts: 416
Joined: Sat 18 Feb 2017, 14:22
Location: Rural Germany
Contact:

Re: Adding a narrative die

Fri 09 Mar 2018, 20:08

King_Kull wrote:
As I didn’t like FFGs SW and WFRP 3rd Edition with their narrative dice I can only say that I wouldn’t use them. I don’t need special dice to tell me what could happen in the story. But that’s only my opinion - but I don’t like FATE either ;)

Fair enough, though the system in Star Wars is very popular (it's a lot better than WFRP3). Anyway, seems like a good candidate for an optional rule (I'll add a few like this to the end of the book).
I'm an English game designer working on Nordsaga, a career-focused dark Viking game, powered by the Year Zero engine: https://9littlebees.com
 
User avatar
King_Kull
Posts: 363
Joined: Wed 22 Feb 2017, 16:11

Re: Adding a narrative die

Sat 10 Mar 2018, 00:49

I really like the idea of optional rules and I think that there a not enough games that use this form of representation. Personally I’m very fond of this idea. You get the basic rules and they are enough to play the game. But hey, there are more rules if you like and use them if think they are useful.
I am king!
GZIP: Off