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The Purpose of Complications In
our Discussion
Forum, Ed Heil asked: "One thing that seems vital
that is a little hard to get into is exactly what Complications are for
and how they work. They're clearly at or near the heart of the game,
but they have no exact parallel in any other RPG"
Complications are indeed a key facet of the game. Here are some
of the ways in which we've used them. If you've found some other
good uses for them, let
us know.
1) An idea starter: Sometimes
you have a scene with a lot of potential but you don't have a clear idea
what direction to take it, or how best to spice it up. One way of doing
this is by Originating a Complication. The act of Drawing upon Traits (and
which Traits get Drawn on) can provide a ot of interesting details to the
action when it comes time to resolve the Complication. Often whole new
branching story ideas can come from how players responded to an otherwise
innocuous Complication.
2) An alternative to Challenges: Complications can be used to guide a
story another player is telling in a desired direction without resorting
to Challenging that player or Interrupting them completely. Rather, a
Complication can be used to introduce elements into a scene and force
other players to react to those elements.
3) To introduce a certain degree of challenge or difficulty: Sometimes in
the course of a narrative a player may be having the hero perform all
kinds of high flying actions (or even not so high flying). At some point
you may want to interject a very traditional concept of "hey lets
make him roll to see if he succeeds at that). This is where the Obstacle
Complication comes in. When another player is narrating an Event and you
want to interject an element of uncertainty into the outcome you can
Originate an Obstacle Challenge. The twist is that the roll doesn't
determine success / failure of the Event directly. Rather it determines
which player (or combination of players) gets to decide how the Event
happens.
4) Another means of adding an element of suspense to the game: Which
player wins will often make a big difference in the direction the story
goes. That this is determined with a dice mechanic can add an element
of unknown and surprise.
5) As a way of generating new Coins: Complications are one of only
two ways to earn additional Coins in the game. The interesting
detail of how this works is that it encourages you to base Complications
off of elements that already exist in the story (which helps maintain
consistency). It does this because of the way Complications work. The more dice you roll, the more likely you are to get more
Coins out. Also the Winner statistically should average 1.5 times the Coin
output of the Loser and the more dice you roll, the more likely you are to
win. So obviously, more dice in should lead to more Coins out. There
are 2 ways of getting more dice. One way is to buy them at 1 Coin each. However, if
you are paying Coins for most of the Dice in your Pool, your net profits
will likely be slim (or even a loss if you wind up Losing the roll). So
the better way is to get most of your dice from Traits that are already
present in the scene. Someone else paid to put those Traits there (or you
Introduce a Component that has many useable Traits for just 1 Coin) and you
capitalize on their presence.
If you can arrange a situation where you are rolling a lot of dice for
which you paid very little: a) you are likely to reap great profits
allowing you to pocket those Coins you earn in excess of those you use to bring the
Complication to a satisfying resolution, and b) the Complication is likely
to be consistent with the story being told because it was built from elements that already
exist in the scene.
6) And, in point of fact, I find them to just be flat out fun.
----Ralph Mazza |
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