Ask questions - Cues, tips and tools

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Re: Ask questions - Cues, tips and tools
« Reply #15 on: November 19, 2012, 03:55:32 PM »
Here's my idea for Spout Lore and reverse narrative roles between player and GM. When you spout lore, cite a source of your information and what this source says on the subject. On a full success, the GM will tell you precisely what is true or wrong about what you explained. On a partial success, the GM will only tell you how far off you were about the truth. On a miss, you are on your own . To make the miss hurt even more, encourage the player to act on it by providing a bonus. If the fact then turns out to be wrong, it is even more embarassing.

What's important is that the GM only refers to the facts introduced by the player. He doesn't have to add anything else to it, if he doesn't want to. This encourages players to elaborate on their ideas and give the GM more to work on. Also, the risk of a miss or partial succes are greater because the more facts introduced the more points may remain uncertain.

Example: A player wants to find out what his character knows about vampires. He says: According to a tome written by vampire slayer Thorun Stirving, I remember that vampires must avoid sunlight or die in a matter of minutes as the sunlight burns them. Garlic and crosses help to keep vampires away, but only out of reach. The only way to kill vampires is driving a stake through the heart.
On a 10+ the GM may say something like: Yes, that's true. But you also remember the commentary of another scholar who explained that if the stake is removed from the heart, the vampire will revive and the only way to kill a vampire is to remove the head from the body. Now that you think of it you also remember distinctly that sunlight burns their exposed flesh only, so if they walk outside completely veiled, it doesn't hurt them. And besides garlic and holy crosses (and mind you that they need to be consecrated to be considered holy) to keep vampires away, you've also once met a priest who claimed that vampires cannot set foot on holy ground.
On a 7-9, the GM may say: Yes, you are about right. You are quite confident about how to keep vampires away from you, but there were some peculiar conditions on killing vampires that have slipped your mind.
On a 6-, the GM may say: Yes, it seems all very plausible. When you act on this information, take +1 forward to your move.

If the character later makes the mistake to use an unconsecrated cross, you may either have him roll Defend/Defy Danger with the bonus (to take him in the illusion) or immediately announce that his Defend/Defy Danger move was a complete failure. Actually, it is no move at all but rather a Golden Opportunity.