10 Matching Annotations
  1. Mar 2026
    1. My point is that the property of associated/dissociated is completely unrelated to the property of realistic/unrealistic.

      Iwould argue that the issue here is that the term 'realism' is more like 'internal consistwncy' or 'verisimilitude'. When we have an event that happens and breaks verisimilitude it breaks us out of the game. Whereas accepting the initial premise of warp drive means that a ship warping into space next tk you isn't braking the expectation. Whereas dissassociated mechanics are breaking those expectations because there's no reason why the character ahould only make a one handed catch per game.

    1. *Caravan means that Marla will gets +1E and that she can travel 1 HEX for free with them. They also sell/buy as in towns.

      I like the idea of discovering something random that gives you a boon.

      On the other hand I also like the idea of a caravan saving you energy but making an encounter more likely. I suppose the most logical would be that the scale shifts and your're unlikely to ckme accross a smaller encounter bht quite likely to come accross a larger oneI wouldn't want to up the likelihood too much more the result if you do get an encounter.

  2. Feb 2026
  3. Jan 2026
    1. Niv Lova does include an encounter range table. The encounter might be very close, giving you little opportunity to hide. You might also see them from afar, giving you ample time to position yourself for an ambush or avoid the encounter entirely.

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  4. Dec 2025
    1. Opening Stuck Doors. 2-in-6 -> STR check with disadvantage.

      While I agree that rolling for things you want them to succeed at can unecessarily stunt the narrative, when combined with the idea in this article of rolling to see how well or poorly you do it could be used to give you narrative fodder. Like this example of the door. You don'tneed to roll but rolling might give you a nice connecting moment so you'renot skipping through the adventure to the 'good' stuff not having any fibre in amongst the sugar.

    2. When players are attempting something that you have already determined will succeed, it can happen that circumstances suggest there could be a cost to it. For example, climbing a very difficult surface. The cost could be lost time (always a precious resource when you track time with the random encounter die), broken tools, exhaustion, injury, etc. Or the inverse - even faster than expected, went up real quiet, etc.

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    1. The DM gives another +2 for the handsome tip and decides 18 is good enough to make a good impression.

      You could also make the roll a part of the solution. i.e. if they'retryong to do something hard it might tilt the balance ratger than it being the focus.