Re: Out of Character Chat
Posted: Mon May 18, 2009 10:32 pm
TSGS is very freeform. In other words, I make it up as I go along. BUT, it's also old-school, in that we let the dice decide what happens from among the possible results.
This was a case where the rules didn't cover the situation... see, he had successfully made the stealth roll to hide from Simon, so Simon had no warning, and therefore really didn't "deserve" a defensive roll. If we had a "luck" attribute, maybe. (Possibly TSGS needs such an attribute.) So I cut to the chase, making the attack roll vs. the Tough attribute (which Simon lacks, so he has a single die) but discounting the normal bonus.
This is also why I asked the players to trust me going into this. If we were playing BFRPG, I'd show every die roll; but this is more like interactive fiction than it is like a wargame, so I decided to hide the mechanics most of the time. Since you commented on the situation, I thought I should show the rolls for that combat sequence.
The fight with Brandon in the lounge (when Simon was being played by Rosisha) is a good example of what happens when the die rolls go nuts. Brandon took a mess of hits, but just kept making the Tough rolls, and stayed upright much longer than one would have expected. There are a couple of other places where the die rolls changed the results I would have "expected."
As your characters have already surmised, this is a bit of a railroad. But it's not a story railroad, where you are all just puppets for my shadow-play; rather, it's a mechanical railroad, where you must do certain things to move forward, but there is no "plot" per se that you must play out. I know the "initial conditions" of each stop on the railroad; what you do once you arrive at a stop is entirely up to you.
And the dice.

This was a case where the rules didn't cover the situation... see, he had successfully made the stealth roll to hide from Simon, so Simon had no warning, and therefore really didn't "deserve" a defensive roll. If we had a "luck" attribute, maybe. (Possibly TSGS needs such an attribute.) So I cut to the chase, making the attack roll vs. the Tough attribute (which Simon lacks, so he has a single die) but discounting the normal bonus.
This is also why I asked the players to trust me going into this. If we were playing BFRPG, I'd show every die roll; but this is more like interactive fiction than it is like a wargame, so I decided to hide the mechanics most of the time. Since you commented on the situation, I thought I should show the rolls for that combat sequence.
The fight with Brandon in the lounge (when Simon was being played by Rosisha) is a good example of what happens when the die rolls go nuts. Brandon took a mess of hits, but just kept making the Tough rolls, and stayed upright much longer than one would have expected. There are a couple of other places where the die rolls changed the results I would have "expected."
As your characters have already surmised, this is a bit of a railroad. But it's not a story railroad, where you are all just puppets for my shadow-play; rather, it's a mechanical railroad, where you must do certain things to move forward, but there is no "plot" per se that you must play out. I know the "initial conditions" of each stop on the railroad; what you do once you arrive at a stop is entirely up to you.
And the dice.