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Following the general "nothing never happens" policy, when a player fails a sorcery roll, the ritual shouldn't simply fizzle out. A failed contact gets the wrong demon; a failed summon draws through two of the bad guys, and so on. How does this look in actual play; how it worked out?

  1. Sorcerous rituals should have a look and feel for a particular game, and the details should themselves be full of logistic implications.
  2. Those implications set standards for what happens in successful and failed roll situations.

By adopting this philosophy of failed rolls, suddenly all rolls further the story. A failed roll brings dramatic effects, just not the effect the character was looking for. [1]


See also: Failed Rolls

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Page last modified on August 02, 2005, at 05:25 PM by DoyceTesterman

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