Quote from: jhkim on Today at 05:41:16 PMQuote from: FingerRod on Today at 06:54:37 AMI just checked my watch, it is still a story game. And that mechanic is a way for others to participate in the STORY. It 100% is not used as part of standard resolution.
And when 1 is barely a success, 2 is you do it but not well, 3 you do it adequately, etc. those are called DEGREES OF SUCCESS. And again, the failure story mechanic does not change that. It is only used as a way to introduce something "more interesting". The person doing the action can always reroll, using insight, until they get their way. Annnnnd....if the player doing the action doesn't think the failure is interesting for their character or the story, then most of the time people back it out. A table etiquette thing.
I cannot believe you keep digging deeper on this lol.
FingerRod: "My GM always let me succeed with no risk of failure, because at our table it's standard table etiquette not to allow anyone to fail if they don't want to."
Dude, that may be the etiquette at your table, but that's not the standard etiquette for all tables, and it's not what the Cthulhu Dark rules say. No, I haven't played Cthulhu Dark, but I was very involved with story games in 2010 and read it when it was released. I had been a participant on The Forge and administered the Indie RPG Awards, and played lots of its siblings and predecessors like Lady Blackbird, Blowback, etc.
In general, I find it is more fun to have the risk of failure. In my groups, it was normal for the GM and others to introduce risk of failure, even if the rules allowed for the GM to grant auto-success. If I were playing Cthulhu Dark, I'd be using the failure rules to their fullest as written - the same way that I have introduced failure and adversity in other story games like Lady Blackbird, Polaris, etc. For me, it's been more fun that way.
Quote from: FingerRod on Today at 06:54:37 AMI just checked my watch, it is still a story game. And that mechanic is a way for others to participate in the STORY. It 100% is not used as part of standard resolution.
And when 1 is barely a success, 2 is you do it but not well, 3 you do it adequately, etc. those are called DEGREES OF SUCCESS. And again, the failure story mechanic does not change that. It is only used as a way to introduce something "more interesting". The person doing the action can always reroll, using insight, until they get their way. Annnnnd....if the player doing the action doesn't think the failure is interesting for their character or the story, then most of the time people back it out. A table etiquette thing.
I cannot believe you keep digging deeper on this lol.