I'm reading Public Access and I absolutely love the "turn a Key" mechanic.
A frequent issue in TTRPGs is the sequence of events for rolling / narrating / using bonuses. By having the GM narrate the first result, THEN turning the Key to a better result, you solve this issue and provide player agency
A frequent issue in TTRPGs is the sequence of events for rolling / narrating / using bonuses. By having the GM narrate the first result, THEN turning the Key to a better result, you solve this issue and provide player agency
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The player then "turns the Key" to make their roll a tier better. The GM re-narrates the scene, saying the PC avoids the monster but it now has their scent.
Not my cup of tea by a long shot, but quite interesting on a narrative level.
A truth revealed in a harsh consequence doesn't remain true when time rewinds and that scene disappears.