This was exactly the thing I was looking for to fix a hole in my game.
I like my games to have a constant feeling of forward motion, and drawing on some of the suggestions from this book means that a failed roll now adds an interesting new wrinkle to the story.
My favourite example is if the player fails a history roll by one or two, they can succeed but only if: "You share an embarrassing incident from your past, which in turn reminds you of the lore you
want to remember."
What a gift! I can give the player the bit of history they need to move forward, they get to add a little bit to their backstory, and perhaps create a fun interaction with the rest of the party.
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