When to Apply Advantages and Disadvantages to Checks
Texto
There are essentially two extremes for how GMs can go about using advantages and disadvantages, and neither is intrinsically right or wrong. The GM should consider their group’s preferred mode of play (creative flexibility or speed of play) in deciding whether to choose one of the extremes or use elements of both models.
Creative Application: Advantages and disadvantages apply whenever it makes sense that they’d apply or when they would make for a cool story moment; the listed example checks are just examples, and shouldn’t be considered a comprehensive list. If a player can come up with a good reason that one should apply, then the GM should allow it. Similarly, if the GM feels one should apply and offers a good reason, the player should accept it without protest. This style of play gives GMs and players a lot of room to apply “common sense.” In this play style, things run most smoothly if the GM and player are both willing to move on to rolling dice after anything more than a brief bit of haggling. This is the assumed play style throughout the rest of the book, but some groups may find it too contentious at the table, as it requires a certain willingness to trust that the GM (and players) won’t take the story out of scope. It also works best for groups in which the GM and players operate with a fundamentally collaborative dynamic rather than an adversarial one.
Discrete Application: Advantages and disadvantages only apply to the listed example checks and closely related checks from skills in the same skill groups (Artisan, Social, Scholar, Martial, Trade) as the listed checks. This method allows GMs and players to speed up checks and minimize discussion of whether or not advantages and disadvantages should apply in a given set of circumstances. The downsides of this method are that it can create odd moments of dissonance when advantages or disadvantages that seem like they should be relevant do not apply by the letter of the law, and that it leaves certain storytelling moments out of reach. As a general guideline, no advantage or disadvantage should apply more than once per scene in this model except at the GM’s discretion. GMs who go this route should also consider being much more sparing with custom advantages and disadvantages, as they are likely to be much more powerful than the sample ones provided.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Specific Disadvantages › Specific Anxieties › Superstition (Void) · p. 100 p. 137
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There are essentially two extremes for how GMs can go about using advantages and disadvantages, and neither is intrinsically right or wrong. The GM should consider their group’s preferred mode of play (creative flexibility or speed of play) in deciding whether to choose one of the extremes or use elements of both models.
Creative Application: Advantages and disadvantages apply whenever it makes sense that they’d apply or when they would make for a cool story moment; the listed example checks are just examples, and shouldn’t be considered a comprehensive list. If a player can come up with a good reason that one should apply, then the GM should allow it. Similarly, if the GM feels one should apply and offers a good reason, the player should accept it without protest. This style of play gives GMs and players a lot of room to apply “common sense.” In this play style, things run most smoothly if the GM and player are both willing to move on to rolling dice after anything more than a brief bit of haggling. This is the assumed play style throughout the rest of the book, but some groups may find it too contentious at the table, as it requires a certain willingness to trust that the GM (and players) won’t take the story out of scope. It also works best for groups in which the GM and players operate with a fundamentally collaborative dynamic rather than an adversarial one.
Discrete Application: Advantages and disadvantages only apply to the listed example checks and closely related checks from skills in the same skill groups (Artisan, Social, Scholar, Martial, Trade) as the listed checks. This method allows GMs and players to speed up checks and minimize discussion of whether or not advantages and disadvantages should apply in a given set of circumstances. The downsides of this method are that it can create odd moments of dissonance when advantages or disadvantages that seem like they should be relevant do not apply by the letter of the law, and that it leaves certain storytelling moments out of reach. As a general guideline, no advantage or disadvantage should apply more than once per scene in this model except at the GM’s discretion. GMs who go this route should also consider being much more sparing with custom advantages and disadvantages, as they are likely to be much more powerful than the sample ones provided.
