23. Fortune
23. An enjoyable moment of good or bad fortune.
Sometimes I want the system to add unpredictability to RPGs but quite often I don’t really. A statistically odd roll can derail a cool moment, and that’s why most of the games I run have limited pools that players can use to convert failure to success.
So my “and then I rolled a 1” stories are more about being annoyed. The only system where I really like the risk in every “roll” is Dread, the horror RPG with Jenga as the mechanic where the tower falling when you pull out a brick writes out your character.
But there are influences outside of the way the dice fall which can affect a game too. Like the perfectly timed crash of thunder when a player mentioned a cult threatening the city.
Autocratik
Runeslinger
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