They complimented each other. It was traditional scene framing, so I was rolling to see if I was good enough to do it, not to control the story so it happened. As such, the impetus (and in turn, the color) came from player imagination, but the system then supported the cool outcome through the handling of difficulties and the nature of bonuses in the game (which is one of the most elegant pieces of the PDQ core.)
This actually did a good job of illustrating why I'm fond of traditional resolution. If I had been rolling based off story power to get narration of this sort it would have been fun, but it would not have had the very primal "Damn, I'm awesome" that, paradoxically, comes out of the character being the source of success.
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Dude, I'ma gonna quote/link to this from the design blog, but wait to see if anyone else posts stuff about the playtest sessions tonight/tomorrow.
Is cool?
CU
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This actually did a good job of illustrating why I'm fond of traditional resolution. If I had been rolling based off story power to get narration of this sort it would have been fun, but it would not have had the very primal "Damn, I'm awesome" that, paradoxically, comes out of the character being the source of success.
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