[DitV] Order of operations for applying fallout.

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lumpley:
James is right. Or even more to the point, Dogs in the Vineyard isn't about quibbling the players out of dice. It's a legit move; do your fallout in whatever order seems good to you, case by case.

-Vincent

Jim D.:
Heh, I kind of feel like that guy Vincent mentions in the Dogs rulebook, sitting in the corner and muttering, "that's weak".  :P

All things considered, Dogs is at its heart a collaborative game.  I'd say next time someone "pulls something like that", see if everyone at the table (GM included) can come to some kind of mutual agreement on how things are supposed to go down.  If I may, I'll blather for a bit on where my initial opinion resides, and how it may indeed change (I preface this entire diatribe with "to me", or "I think" implicit in each statement):

Like you probably already figured out, d4s are supposed to represent complications, for the very same reason that every gun in the game gets a d4; things just get complicated when some schmuck pulls out a piece.  That said, we're dealing with a game wherein the dice are reflective of the importance of a relationship and trait to a character.  Someone can very well have "I can't see without my glasses 2d10" and "I'm an expert marksman 1d4" on the same sheet.  To that end, I posit a way in which Esther's move does make sense -- she develops a complicated relationship with your NPC (1d4), but then molds it; her hatred or ire at this guy fuels her inner fire to succeed against him ( -> 1d10).  For a trait, say Esther realizes her old way of shooting (for example) doesn't work, maybe she likes one-handing her pistol but is limp-wristing it, and realizes a better way might be to brace against her other arm, which is more successful ( -> 1d10).

Short story long, Vince owns at foresight and critical thought a priori.  :P

Jim D.:
*sigh* Electronic communications being what they are, I wanted to put this out there:

I don't mean any sarcasm by praising DitV or Vince the way I did.  I'm legitimately impressed with the quality of work; sometimes I fear the humor I stretch for with comments like that comes across wrong.  The "dice just falling into place" as a consequence of story really is an amazing variation on "conventional" RPG design, particularly since "breaking the game", as it were, doesn't matter, as we've discussed.  The more I think about it, the more the system strikes me.

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