Complication

From AF wiki
Revision as of 03:24, 6 July 2015 by Frameworker (Talk | contribs)

Jump to: navigation, search

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 with cards. 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 grouping of opponents. 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 number card represents the highest reflex, and all individuals in that group take their turns for the round. At the end of the exchange of 5 rounds all cards are returned and shuffled, conditions change, and each player is dealt a new hand of 5 cards if a new exchange begins. Conditions changing may end the complication, or add new modifiers or consequences for continuing. The higher reflex card wins ties in a contest, so leave your card in place in case this comes up, and next round place your new card on top of your previous one.

  • Optional Rule: If you don't have a number deck, you may use a deck of standard playing cards in the same manner.

Round

Each round, characters act in order of reflex and make one check. If you are attacked you may screen (see encounters), which costs your next check, but allows you to roll a contest against any attack until the next time you get to make a regular check.

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 wits
  • Losing success margin
  • 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 succeed. The first individual to reach this threshold wins any reward and usually ends the complication. Special complications may require each participant to either succeed or yield. It is also possible for a complication to have a duration (in exchanges) in place of a threshold. If a complication is duration based you may not yield and you must participate or suffer the consequences.

Cooperation

You may cooperate with another individual during a complication, normally. If you fail you suffer consequences even if the cooperation succeeds. You may choose to split success margin between anyone cooperating with the check. You may also opt to contest an opponent. You gain no success if you win, but the opponent suffers consequences equal to the difference when you win, and you suffer the difference if you lose, plus any consequences for normal failure margin either of you earned.

Stage

Although a complication has a single threshold, it may be composed of multiple stages towards reaching that threshold. Each stage is an exchange, and has at least one unique property such as a special penalty, a different skill option, or a different consequence from the previous stages. At the end of a stage you check the total margins generated. The character with the highest margin (reflex wins a tie) is called the pole and makes any choices about the next stage allowed. Any participant with a success total less than half the pole automatically yields.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!