Just a mechanic that might work out very well on PB3, what I call glimpse.
How does that work?
Someone posts two separate actions. GM or everyone responds to both, then that someone follows up with a post that selects the one of the two actions.
Example:
Player A:
Action 1: Give 500 gp, a deer sirlion, and lots of gifts to a Goblin Chief.
Action 2: Call chief's mother a hamster and something about elderberries.
GM:
Action 1: chief is insulted by miniscule amount of gifts, orders his swarm to attack
Action 2: chief laughs uproariously at what appears to be wholly unclever joke, and rewards the jokester handsomely for lifting his mood.
Player A:
Action 2: Thanks chief profusely for his blessings.
See how that goes? What is probably interesting is the one using the glimpse only can get the information, and all others must forget what did not take the place.
What could make this interesting is if multiple players have glimpses. We could get branches of glimpses, but if the action chosen did not include glimpses, then they never happened.
Just a thought. Opinions?
[PB3 mechanics] Glimpsing
- FlameBlade
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[PB3 mechanics] Glimpsing
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- Stan
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Re: [PB3 mechanics] Glimpsing
Cool idea. It takes a bit more effort for the DM, so I'd maybe limit to by costing a token or other payment. It'd be especially appropriate for a game involving time travel, dreams, or mental powers.
- FlameBlade
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Re: [PB3 mechanics] Glimpsing
Yes. Was thinking that the cost might be once a session or so. It's intensive, with potential of altering the story significantly. But also potentially an interesting experiment.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- Stan
- Ninja Carpenter
- Posts: 753
- Joined: Tue Apr 12, 2016 5:06 am [phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1236: count(): Parameter must be an array or an object that implements Countable
Re: [PB3 mechanics] Glimpsing
It also allows the character to be smarter than the player. The player doesn't have to know which of two options is better, but (post gm input) the character picks the right one.
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