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Started by Temple, November 16, 2006, 06:19:08 PM
Quotethe system was biased towards failiure, and that the huge punishments for failiure (loosing gambled dice) were not offset by the rewards for success (gaining a die or an MoV).
Quote from: Darren Hill on November 21, 2006, 02:43:00 PM[snip] in The Pool, a failed roll is an opportunity - it's a good thing, not a bad thing.
Quote from: Andrew Cooper on November 22, 2006, 12:43:08 PMSkalg,When I played The Pool with my group (all of whom are pretty serious D&D fans), here's what tended to happen. When the game first started, they would roll and risk few or no dice. If they won, they almost always took another die and let me narrate the outcomes. As the game went on two things happened. 1.) The situation developed more and more and the players became more invested in it. 2.) The players saw that winning a Conflict really wasn't difficult but that they almost never got exactly what they wanted from the resolution when I narrated. Thus, during the last half of the game my players tended to risk all but 1 or 2 of their pool of dice and then opted for MoV instead of more dice. This tended to make them almost always win and they added cool stuff to the narration. However, the one or two failures made for some pretty spectacular results too. Losing 9 dice should be significant after all.The key thing to remember about The Pool is that the dice don't really indicate anything about how powerful or skilled a character is or is not. They indicate how important a given character is in determining the direction of the story at any given time. This is a departure from most traditional games and requires and change in how the player thinks about his resources (dice).