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May. 13th, 2002 | 11:25 pm

Just wanted to share, I've been playing Call of Cthulhu with some friends. There's a game mechanic for "spot hidden", and an "idea" role (to give some limits on passing information that a character might know when the player's having problem).

This led me to think of the "spot obvious" roll, or the "bad idea" roll.

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from: solri
date: May. 14th, 2002 12:35 am (UTC)

I used to run an RPG set in medieval China where characters could practice divination. I'd roll the dice, and if they got a particularly bad roll, I'd give them a bad idea phrased in suitably I Chingy language (e.g. "It is profitable to marry the young maiden" when they're just about to meet a fox demon in the form of a foxy chick). Taoist characters could also practice "non-action". If they got a good roll, I'd make something nice happen; if they failed, nothing happened; if they had a critical fail ... oh dear.

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