Narrating a Check’s Results
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A check is a mechanical activity, but it shouldn’t be devoid of roleplaying, as it presents excellent opportunity to describe what your character is doing in the story.
If the character succeeds on the check, their player gets to narrate the outcome of the success, within the confines of the intention described in Step 1: Declare Intention. For example, if a bushi (warrior) character succeeds at an Attack action their player declared and inflicts a lethal blow on their foe, the player can narrate how their character slashes upward with their katana, cutting through the robes of their adversary and into the soft flesh beneath.
By contrast, if they fail, the player can still describe their strike, but instead give a description of why they failed. The GM might offer a reason as well—perhaps the foe’s evasive footwork made them harder to hit than usual!
The player can also think about the emotions that any strife they incurred represents, and may narrate this if they desire. Depending on the circumstances, the they accumulated as part of the Attack action could represent their character’s grief at being forced to cut down a loved one at their lord’s order—or it might simply be the dull ache of killing yet another anonymous stranger in a world that does not seem to care how much blood is spilled. The narrative context of the check is key, and should define how players and GMs interpret a character’s strife.
Table 1–1: Dice Faces
NUMBER | RING DIE | SKILL DIE
1 | Blank | Blank
2 | | Blank
3 | |
4 | |
5 | |
6 | |
7 | – |
8 | – |
9 | – |
10 | – |
11 | – |
12 | – |
Finally, the player gets the chance to interpret the they spend as part of the check: they should indicate whether they want to spend it in a manner that steers the narrative in a direction interesting to them, in a way based on an example option appropriate to the ring used on the check, or in a manner provided by a special ability. Sometimes, the GM must approve or contribute to the interpretation of , such as if the character notices an important detail that might change the story or remember a relevant fact of the setting that their player does not know. Unspent simply goes unused and has no effect.
Table 8–1: Examples of , on page 328, provides a number of examples players can employ in a wide array of circumstances and use as guidelines for creating new ways to spend . The GM and players alike are encouraged to use these for inspiration, or when they simply want a quick option to keep play moving.
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Core Rulebook · Chapter 1: Playing the Game › Making a Check › Narrating A Check’s Results · p. 22 p. 25
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A check is a mechanical activity, but it shouldn’t be devoid of roleplaying, as it presents excellent opportunity to describe what your character is doing in the story.
If the character succeeds on the check, their player gets to narrate the outcome of the success, within the confines of the intention described in Step 1: Declare Intention. For example, if a bushi (warrior) character succeeds at an Attack action their player declared and inflicts a lethal blow on their foe, the player can narrate how their character slashes upward with their katana, cutting through the robes of their adversary and into the soft flesh beneath.
By contrast, if they fail, the player can still describe their strike, but instead give a description of why they failed. The GM might offer a reason as well—perhaps the foe’s evasive footwork made them harder to hit than usual!
The player can also think about the emotions that any strife they incurred represents, and may narrate this if they desire. Depending on the circumstances, the they accumulated as part of the Attack action could represent their character’s grief at being forced to cut down a loved one at their lord’s order—or it might simply be the dull ache of killing yet another anonymous stranger in a world that does not seem to care how much blood is spilled. The narrative context of the check is key, and should define how players and GMs interpret a character’s strife.
Table 1–1: Dice Faces
NUMBER | RING DIE | SKILL DIE
1 | Blank | Blank
2 | | Blank
3 | |
4 | |
5 | |
6 | |
7 | – |
8 | – |
9 | – |
10 | – |
11 | – |
12 | – |
Finally, the player gets the chance to interpret the they spend as part of the check: they should indicate whether they want to spend it in a manner that steers the narrative in a direction interesting to them, in a way based on an example option appropriate to the ring used on the check, or in a manner provided by a special ability. Sometimes, the GM must approve or contribute to the interpretation of , such as if the character notices an important detail that might change the story or remember a relevant fact of the setting that their player does not know. Unspent simply goes unused and has no effect.
Table 8–1: Examples of , on page 328, provides a number of examples players can employ in a wide array of circumstances and use as guidelines for creating new ways to spend . The GM and players alike are encouraged to use these for inspiration, or when they simply want a quick option to keep play moving.
