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    <title>Referee on Neverending Pretending</title>
    <link>https://neverendingpretending.net/categories/referee/</link>
    <description></description>
    
    <language>en</language>
    
    <lastBuildDate>Tue, 17 Sep 2024 14:54:00 -0400</lastBuildDate>
    
    <item>
      <title>Put It on My Tab</title>
      <link>https://neverendingpretending.net/2024/09/17/put-it-on-my-tab.html</link>
      <pubDate>Tue, 17 Sep 2024 14:54:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2024/09/17/put-it-on-my-tab.html</guid>
      <description>&lt;p&gt;Just had what I thought was an interesting insight in the difference between skill checks and saves:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;With skill checks, you pay cash to get the information or narrative advancement. No success, no info/advancement&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;With saves, you pay credit for it. You get the information, but need to determine whether you were seen, heard, left evidence of your own, dropped or broke a piece of equipment, &amp;amp;c&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
</description>
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    <item>
      <title>Just Use Luck</title>
      <link>https://neverendingpretending.net/2024/07/23/just-use-luck.html</link>
      <pubDate>Tue, 23 Jul 2024 08:40:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2024/07/23/just-use-luck.html</guid>
      <description>&lt;p&gt;Every game provides a mechanism to determine the success or failure of a
character’s actions. Whether testing abilities, skills, saves, attacks,
dodges, or senses, all these boil down to:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;ldquo;Do I have better, worse, or indifferent odds of accomplishing what I’m trying
to do here?&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;And so, every roll in a game is a Luck roll. All that changes from situation to
situation is the fictional positioning of the character &lt;em&gt;(Luck favors the
prepared, after all)&lt;/em&gt;. If no roll is being made, Luck isn’t being courted. The
action is either impossible or it’s a &lt;em&gt;fait accompli&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;I wanted this to be the heart of the way Journeyman works. The aspects of a
character neither offer an inherent benefit, nor impose an inherent penalty.
They merely describe the character and offer affordances for the referee in the
moment to determine whether or not they affect the situation. Fezzik&amp;rsquo;s gigantism
provides ample advantage when it comes to intimidating a portcullis guard, gives
him even odds when wrestling a white ape of Barsoom, but would work against him
if he were attempting to squeeze through a narrow cave fissure deep in the Great
Underground Empire.&lt;/p&gt;
&lt;p&gt;None of this removes the suspense of not knowing the outcome of an action, and
none of it removes player or referee agency. So the next time you&amp;rsquo;re in a
position to adjudicate a situation, see if you can’t reframe the action to
answer a simple question: &lt;em&gt;Who has Luck&amp;rsquo;s favor?&lt;/em&gt;&lt;/p&gt;
</description>
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