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The Weekly Scroll's avatar

I really enjoy this mechanic, and the game looks great. I do feel however that the initial premise is based on a common misperception of "partial success," which could be better labeled as "mixed success." A 10+ is a success and you get what you wanted with no issues. A 7-9 is still a success, you still get what you want, there's an added complication. So more of a "Yes, but" situation. And if the complication isn't pretty evident, with the risks clearly understood before the roll, then you probably didn't need to roll in the first place.

Again, really enjoy your buying success mechanic and very much excited to see where the game goes. It's always awesome to see someone taking a mechanic and making something innovative with it, and your games are always fantastic.

Bruno's avatar

There is a passage in Blades in the Dark that I find really helpful. It's specifically about attacking an enemy, and it says (p 163): "The enemy is trying to do stuff, too, and a partial success means they manage to do something".

In Deep Cuts, J Harper also introduced a variant rule, which is making everything a resistance roll (the threat roll): you roll your action to avoid danger. Very much like Odd games, in which everything is a save. Deep Cuts also adds a table of consequence examples (p 97), which seems to be a nod to the problems GM have with setting consequences on the fly.

I find that setting the stakes before you roll and thinking of a partial success as "you do what you want and the consequence triggers" is an easier way of thinking about this. That said, I do very much see the value of your approach. I think that Spire also brings something interesting to the table with the fallouts, essentially a codified set of consequences.

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