The Twist: “Buying” Success
Riffing on the previous concept is a twist that complements the idea of MoS from the opposite direction: If I fail the roll, or if I succeeded but want extra MoS, I can “buy” extra dice to succeed (or succeed better) at cost.
While this doesn’t preclude the recommendation of using a “fail-forward” concept in scenario design, there are still times where I might want my character to succeed in this moment, right now. And so I have a choice… let things continue as I rolled them, or am I willing to put my character into some narrative (backed by mechanics) peril in order to get the win?
If I choose the latter, <devilish voice>excellent</devil>. Much like the ladder of options for MoS, each extra die bought in this manner raises the magnitude of the potential trouble. The number of dice to be bought doesn’t need to be stated up front, allowing them to be bought one at a time, rolling and adding to my total and gradually raising the stakes until either my character succeeds or I reach my limit of peril.
Note that the narrative/perilous cost of the extra dice is paid whether they lead to success or not! Continue reading