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For any game of Sorcerer, it's worth noting the opening text of Chaper Six from Sorcerer & Sword.

The dice system in Sorcerer is intended to resolve conflicts, not tasks. This means that a failed roll does not have to be interpreted in-game as a 'whiffed' attempt. The task being attempted by the character may actually be successful, but the outcome of that task -- based on what was at stake in the larger, story sense -- will be disadvantageous, either immediately or in the future.

This philosophy of conflict resolution vs task resolution and the idea that your character can fail to achieve their goal for the conflict without forcing them to 'whiff' tasks at which they are obviously quite skilled is a central precept of the conflict system of Sorcerer.


See also: Failed Rituals

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Page last modified on August 02, 2005, at 01:25 PM by DoyceTesterman

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