Complication

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Checks, Complications, and Encounters
When is it best to use a check instead of a complication or an encounter? It depends on the level of emphasis you want to place on the events that are unfolding. Checks matter, but the tension of a check is resolved almost immediately. Complications are fast paced but draw that tension out a little more. Encounters offer detail and options, but also must be engaging to justify the extra time they take to resolve.

A check is best when the action attempted is simple, and the results are straightforward. If there isn't a consequence for failure, don't even bother with a check, just allow the success. Otherwise call out the effects of a success and failure, any modifiers that apply, and let the player choose whether or not to roll the check. Always try to allow an informed decision. If there could be unexpected consequences you don't have to detail what they are, but you should alert the player that a failure could have hidden risks.

A complication is best when the effort and attention warrants more than a simple check, but should still unfold and resolve relatively quickly to keep the game from slowing down. Complications don't offer many decision points beyond whether to participate or yield unless they have stages. Like with the check, make it clear what skills appropriate, if there are modifiers, and what the consequences are when you have failure margin.

An Encounter is an emphasized set piece for the adventure. It allows many tactical options, and your character's abilities have the greatest effect on encounters. Encounters also take the most real time, and if the outcome is no longer in doubt you may switch down to a complication or even a check to quickly finish an encounter is starting to drag on.

Use the resolution mechanism that has the right level of emphasis and drama for the situation. And remember that each type can transition into the others as situations escalate or defuse. A bar room brawl could be played as an encounter to give the band a chance to show off a bit or practice a battle encounter. A second random bar room brawl in the same game session though probably doesn't warrant an encounter, and could be resolved as a complication or even a single fight check. Likewise a chase that started off as a complication might quickly turn into a battle encounter if one side decides to stop running and fight.

A complication is more involved than a Check, but not as elaborate as an Encounter. A complication uses checks, and your success margin accumulates between each round until you either achieve a total or yield. At the same time failure margin will deal a consequence. Like an encounter, a complication is split into rounds. During each round each participant may attempt one check, and the order in which participants attempt checks is determined by reflex.

Reflex

During a complication or an encounter each individual acts in order of reflex. Reflex is determined using a standard deck of playing cards with the jokers removed. All players are dealt a hand of 5 cards at the start of each exchange of 5 rounds. The referee does not draw a hand, but instead draws individual cards face down for each group of opponents each round. At the beginning of each round, a player will choose a card to play face down, and then all face down cards are revealed. The highest value card represents the highest reflex, and all individuals in that group take their turns for the round. Card values are determined like poker, with aces being high and suits counting as spades, hearts, diamonds, then clubs. At the end of the exchange of 5 rounds each player is dealt a new hand of 5 cards for the next exchange. Reflex is also used to settle ties in a contest. When your reflex comes up, you may choose to hesitate by picking your card up and replacing it with a lower value card from your hand. If you have no lower value card you must act (or take no action at all.)

Consequence

A complication always has a default effect for a failure margin, usually losing hits if lasting damage is involved or grit if failure will merely make you yield. If you fail a check, you suffer the effect equal to your failure margin. If you are knocked out during a complication you yield and may not participate further. If participation is forced (see below) but you are out you suffer a failure margin of 10 each round and the consequence changes to hits. Common consequences include (but are not limited to):

  • Losing grit
  • Losing hits
  • Losing sway
  • Losing victory
  • Losing allies
  • Adding opponents

Participation

When your reflex is reached you must decide if you are participating or yielding. If you are participating you roll a check. How you attempt to resolve the complication determines which check you use. If you switch approaches and end up checking against different skills your success margin continues to accumulate toward a single total. Different approaches may have unique modifiers. By default, you do not have to participate in a complication, and you may yield at any point. Once you yield any accumulated success margin is lost. Certain dangerous complications (such as a storm) may force your participation for a set number of exchanges. If you are unable to check at all then you suffer a 10 failure margin (but not interference).

Threshold

A complication has a threshold number, which is the total success margin needed to win the complication. The first individual to reach this threshold wins any reward and usually ends the complication. Special complications may require each participant to either win or yield. It is also possible for a complication to have a duration in place of a threshold. Duration is the number of checks you must attempt (whether you succeed or fail), and after that number of checks you count as though you reached threshold regardless of your total margin.

Cooperation

You may cooperate with another individual during a complication, but you suffer a penalty (-2) for doing so. If you fail you suffer consequences normally. If you succeed you may contribute any amount of your success margin to the individual you cooperated with. You may also take the same penalty to 'cooperate' with an opponent, in which case you subtract your contributed success margin from that opponent's total instead of adding it.

Stage

Although a complication has a single threshold, it may be composed of multiple stages in reaching that threshold. Each stage always requires 12 success margin, and has at least one unique property such as a penalty, a different skill option, or a different consequence from the previous stages. Once you gain 12 success margin you transition to the next stage, but any excess success margin is lost. A series of stages is called a track, and some tracks may offer you choices between parallel stages with different properties. You may also be eliminated from a complication if you fail to clear a stage within an exchange.

See Also


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