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[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
 
[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
  
Stories, and games, happen because characters ''do'' things. Not just everyday, mundane things, but exciting, dangerous, ''interesting'' things. The things characters do in a game are represented by Actions. The mechanical resolution of an action is a Check (simple or complex).
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=Foreword=
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The West That Wasn't (''TWTW'') is a game with a mission. The mechanics are crafted to deliver a particular type of action. What type is that? With ''TWTW'', we, the designers, attempt to achieve the optimal intersection of speed and detail. We want a game that plays fast, but also has interesting underlying mechanics, with plenty of detail. The goal is tactical verisimilitude over realism.
  
=Actions=
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In terms of detail, we knew we could not use charts or tables, because not only are they inherently slow, they also require referencing a book. We wanted a delivery system that is both extensible and fun, and not hundreds of pages like a rulebook, or even a stack of pages like a collection of charts. Thumbing through a book or looking for a chart is tedious; flipping a card and finding results is tense and exciting. One card flip should have all the information necessary to resolve any action, and it should take no more than 15 seconds.
In the real world, as well as in great fiction (and games), some things are pretty simple, while others are more complicated undertakings. To this end, Past Participle provides two resolution types to be used as necessary to simulate the game world. Simple situations, like loading a .44 caliber shell or climbing a cliff face (simple from a success or failure point of view, not necessarily simple to ''do''), are simple Checks. For more complicated endeavors, where multiple external or personal factors could be at play, the complex Check system is here to help you bring these situations to life.
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==Simple Checks==
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To achieve tactical verisimilitude, we wanted to provide the player with interesting, meaningful decisions during many types of action. The underlying mechanics are simple and consistent across physical, social and psychological combat. Care was taken to ensure that there is no optimal path for all situations. As the scenario evolves, the player will be faced with new choices, providing a rich depth of game play.
Simple Checks include any action that produces a single, binary result (such as pass/fail, hit/miss, etc.). Simple checks are straight-forward actions in the abstract. They may not be simple in action, but the outcome is a binary result, and other external factors are unlikely (critical failures - see below-  are still potentially possible). After the check is described, the Judge assigns a Target Number (TN) and the action is resolved. If the result meets or exceeds the TN, the check is successful. That is it.  
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<I>Reuben McRotch wishes to reload his shotgun using his speed load skill so that he still has an action to blast the bandit accosting him straight to tarnation. The possible results are: he succeeds in reloading the gun with his action remaining (a success); he successfully reloads, but it takes his action (a failure); or he is unable to load the shells at all (a critical failure). Because it is basically a binary result (outside of the critical failure possibility), this is a simple check.</I>
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Finally, we knew the cards and character sheet had to be uniquely crafted to facilitate these goals. They needed to simultaneously have enough information to resolve any task and be simple enough to understand without getting in the way of the speed of the action. The card design is unlike any used in roleplaying games today, and because of that they require some exposition. The first chapter provides that.
  
==Complex Checks==
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In summary, our design goals are:
Complex checks are the foundation of exciting scenes. When a Hero needs to do something great, likely that is a complex check. In most cases checks are much more than a binary result. There are potential complications, deviations and unintended results. By utilizing the complex check system you can draw one card and resolve a series of events without needing anything further.
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Complex checks involve both success and magnitude. They may also persist from one action round to the next. To achieve this, complex checks have both a TN for successful progress, but also some number of victories for completion.  
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1. Maximize speed with exceptional detail.<br>
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2. Leave the rulebook on the shelf. Everything necessary to resolve any check should be on either the Action Card or character sheet.<br>
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3. One card, one resolution. A single Action Card has everything necessary to resolve any action in 15 seconds or less.
  
After declaring your action to the Judge, he may inform you that it is a complex check. The Judge will provide both a TN as well as a number of victories necessary to complete the check.
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Lastly, in ''TWTW'', differences matter. There is a discernible difference between single and double action revolvers. A saber is more than just extra damage versus a knife. These details allow players to make interesting tactical decisions. And decisions are what make the game.
  
==Results and Effect==
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=How to Play The West That Wasn't=
If a complex check generates a value equal to or greater than the given TN, there is some measure of success. To see how much, check the effects section of the Action Card. For each multiple of the victory threshold, 6 (see below for optional rules on adjusting the victory threshold), in the magnitude, one victory is generated. Partial victories are not possible, any amount above a multiple of the victory threshold is truncated.
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''TWTW'' is a tabletop roleplaying game. It is played by a group of friends with one player taking the role of game master, what we call the ''Judge'', and the other players each taking the role of a character they have created. The Judge narrates a scene and the other players interact with their characters. Together a story is crafted, and these stories continue from session to session, often linked into campaigns (a series of connected stories).
  
All necessary successes need not be accrued in a single action, and multiple characters may collaborate to produce greater effect (see cooperation XX) or more victories.
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This chapter and those that follow describe how to perform actions, engage in combat, and socialize using character traits and Action Cards. Chapter 8 describes how the Judge oversees and narrates the action.
  
<I>Reuben McRotch wishes to prepare a dynamite device as quickly as possible, so he can evacuate the premises. The Judge informs him this will be a TN 7 Dexterity and Demolitions check, with 3 victories required. He flips his card and generates an 8. This is a success, but no bump. Referencing the effect grid, he finds a 13. Two victories are generated, leaving one more necessary. He is partially done, but will need at least one more action (or help) to complete the device. </i>
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==Action Cards==
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''TWTW'' uses Action Cards to determine results as needed. These cards are described fully in the sections that follow. The cards are organized into 54 card decks.  
  
===Setting Victory Threshold: Optional===
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===How Many Decks?===
In some cases, the Judge may wish to alter the victory threshold from the standard 6. Varying the victory threshold is useful when there is a discrepancy that cannot be easily or sensibly accounted for with skill/difficulty adjustments, especially when multiple participants are involved. There are many potential reasons for this, and it would be impossible to cover them all. Some examples are provided to illustrate the breadth of the provided functionality.
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The first decision to be made is how many decks to use. The game comes with 5 identical decks. We suggest choosing one of the following options:
  
If multiple characters are competing for a goal, adjusting the victory threshold between the characters can create a simple mechanism to grant some participants an advantage. Adjusting the victory threshold imbues an advantage outside of differences in skill or trait. If two characters were attempting to leap and grab a high tree branch, the athleticism of the two participants would be the deciding trait (Dexterity trait check). However, a substantial height difference could provide a significant advantage to the taller character. In a case like this, it doesnt make sense to adjust the Dexterity result, because height is not a factor in athleticism. Instead, the taller character could compete against a victory threshold of 5, while the shorter participant uses the standard 6.
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One deck. All players and the Judge draw from the same deck.<br>
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Two decks. The players use one deck, and the Judge uses the other.<br>
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Individual decks. Each player and the Judge have their own deck.
  
Another possibility is if a series of actions are being performed with time constraints, and it is important to know which subtasks are completed. If a character needs to barricade multiple doors to prevent an oncoming bandit horde from entering his hacienda, the Judge may assign a victory threshold of 6 for each door, and 8 for each double door.
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This decision need not be consistent from session to session. The decks are designed to be effective in any situation, including those which are outside the suggested options.
  
Variable victory threshold allows the size of the task increments to vary, while maintaining the number of increments constant. A task with 3 standard victories required is easier to complete than one with 2 victories required at threshold 9, even though the required magnitude is equal. Those two tasks have a different feel to the players. A simple illustration is it is easier to lift 3 50 kg rocks and place them on a hill, than it is to lift 2 75 kg rocks and perform the same manipulation*.
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==Learning the Game==
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''TWTW'' introduces an Action Deck that is unique among tabletop RPGs. As such, the first section of the book is dedicated to explaining how to use the cards in detail. There are times during this explanation where knowledge of the rules is necessary to understand the examples and instructions presented. In these cases, a shortened rules text is included to provide the necessary context for the instructions. These brief rules introductions are not intended to be complete. Please reference the appropriate section of the rulebook for complete rules text.
  
Use variable victory threshold when:
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And now we present to you, The West That Wasn't.
  
Some participants have an advantage over others. <br>
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=Actions=
Multiple tasks within a greater project have varying magnitudes. <br>
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Stories, and games, happen because characters ''do'' things. Not just everyday, mundane things, but exciting, dangerous, ''interesting'' things. The things characters do in a game are represented by Actions. The mechanical resolution of an action is a Check (simple or complex).
A task is bigger (or smaller) than normal, for some reason, but it still has the same number of steps. <br>
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Do not use variable victory threshold if:
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In the real world, as well as in great fiction (and games), some things are pretty simple, while others are more complicated undertakings. To this end, ''The West That Wasnt'' provides two resolution types to be used as necessary to simulate the game world. Simple situations, like loading a .45 caliber shell or climbing a cliff face (simple from a success or failure point of view, not necessarily simple to ''do''), are simple checks. For more complicated endeavors, where multiple external or personal factors could be at play, the complex check system is here to help you bring these situations to life. 
  
External factors make a task more (or less) difficult to complete (use adjustments to TN instead).<br>
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==Simple Checks==
Equipment is of a non-standard quality (adjust the number or size of dice instead). <br>
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Simple checks include any action that produces a single, binary result (such as pass/fail, hit/miss, etc.). Simple checks are straight-forward actions in the abstract. They may not be simple in action, but the outcome is a binary result (critical failures - see below -  are still potentially possible), and there is no gradation of success. After the check is described, the Judge assigns a Target Number (TN) and the action is resolved. If the result meets or exceeds the TN, the check is successful. That is it.
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<I>Hank Daggett wishes to reload his shotgun using his speed load skill so that he still has an action to blast the bandit accosting him straight to tarnation. The possible results are: he succeeds in reloading the gun with his action remaining (a success); he successfully reloads, but it takes his action (a failure). The results are binary, this is a simple check. A critical failure can also occur, causing no shell to be loaded and possible for it to be dropped or lost, but this is still a simple check because there is no variability in success.</I>
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==Complex Checks==
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Complex checks are the foundation of exciting scenes. When a Hero needs to do something great, likely that is a complex check. In most cases complex checks are much more than a binary result. There are potential complications, deviations and unintended results. By utilizing the complex check system one card is drawn to resolve a series of events.
 +
 
 +
Complex checks involve both success and magnitude. They may also persist from one action round to the next. To achieve this, complex checks have both a TN for successful progress, but also some number of victories for completion.
 +
 
 +
After declaring your action to the Judge, they may inform you that it is a complex check. The Judge will provide both a TN as well as a number of victories necessary to complete the check.
 +
 
 +
==Results and Effect==
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If a complex check generates a value equal to or greater than the given TN, there is some measure of success. To see how much, check the effects section of the Action Card. For each multiple of the victory threshold, 6 (see the advance rules section for optional rules on adjusting the victory threshold), in the magnitude, one victory is generated. Partial victories are not possible, any amount above a multiple of the victory threshold is truncated.
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All necessary successes need not be accrued in a single action, and multiple characters may collaborate to produce greater effect or more victories. 
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<I>Hank Daggett wishes to prepare a dynamite device as quickly as possible, so he can evacuate the premises. The Judge informs him this will be a TN 7 Coordination and Demolitions check, with 3 victories required. He flips his card and generates an 8. This is a success, but no bump. Referencing the effect grid, he finds a 13. Two victories are generated, leaving one more necessary. He is partially done, but will need at least one more action (or help) to complete the device. </i>
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==Unskilled Checks==
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There comes a time in the life of a Hero where something just has to be done, and yet, the Hero has never done it before. In ''TWTW'', a Hero can attempt any task the player can devise, but without the appropriate skill, success is much less likely.
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When attempting a task where the Hero lacks the appropriate skill, the leftmost column, 4, is used. The row is equal to the rank of the associated Trait skill.
  
<nowiki>*</nowiki>This example assumes that 75 kg is within the lift value of the character, so that a Strength check is not required. If this is not true, adjusting the TN may be more appropriate.
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''Miranda Valentine is covering Hank while he sets an explosive charge. Before he can complete the task, Felicia Laroq uses her whip to grab him by the ankle, and pull him down from the ledge. Everything in Miranda says to draw her trusty irons and handle Felicia now, while she is vulnerable, but she knows they only have one chance to set the dynamite. Miranda has never worked with explosives, so she will use the 4 column. The associated Trait is Knowledge, where her training is a measly 1. She will draw an Action card and consult the 1-4 cell. This could get ugly...''
  
 
=Resolving Checks=
 
=Resolving Checks=
In Past Participle, checks of all types are resolved using action cards. The cards are designed for fast, yet detailed, resolution to checks. Keep the game moving, keep the action foremost and let the players play. The mechanics stay out of the way, facilitating a fast paced game.
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In TWTW, checks of all types are resolved using Action Cards. The following section describes how to read and use the cards.
  
 
==Setting Difficulty==
 
==Setting Difficulty==
Line 70: Line 94:
  
 
==Using Action Cards==
 
==Using Action Cards==
[[Past_and_Future:_Action_Cards|How to resolve checks with action cards.]]
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Action Cards are at the heart of [[The West That Wasnt - Rulebook|The West That Wasnt]]. Whenever success is in doubt, Action Cards will help you determine the result. In this section Action Card usage will be explained in a step by step manner. For further information about card anatomy, card creation or alternative card usages, see [[The West That Wasnt: Appendix - 1, Action Cards]].
  
=Escalating Success: Bumps=
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This chapter is intended to provide an overview of how to use the Action Cards, not a full rules explanation. Some elements of the rules need to be explained to provide the necessary context for understanding card usage. Consult the appropriate rulebook chapters for comprehensive rules explanations.
Heroes are achievers. During any check, when the TN is exceeded by 4, another success level is generated. This is called a "bump". Bumps are in-game currency the player can use to tailor the results to the situation at hand to enrich the story.
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==Accumulating and Generating Bumps==
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=Reading Cards=
Unless noted otherwise in the appropriate rules section, any check in Past Participle can generate bumps. Bumps are ephemeral, and must be used on the current check. They can never be saved for future use.  
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The Action Cards included with the game are loaded with data. The sheer volume of information may seem daunting at first, yet once their usage is mastered they become simple and quick to utilize. Note that even in the most detailed of actions only a subset of the information contained will be referenced. In most cases only one or two sections will be necessary.  
  
Bumps can be generated by checks that exceed the TN by a set amount, usually 4, but sometimes 3 with impetus (see the Crafting Stories chapter for more on Impetus). Bumps can also be granted based on edges or other character attributes.  
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[[Action Card Concepts|Action card concept]] 1: Use what you need, ''ignore everything else''.
  
==Bump Types==
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As an example, assume your character has a 3d8 in Firearms: Pistol, and is using a .45 Peacemaker. When attempting to shoot a villain, the following card is drawn.
Past Participle uses two types of bumps: conditional and standard. Conditional bumps may only be used for a limited scope of spends within a resolution type, while general bumps can be used for any bump normally eligible to that resolution.
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For example, in combat, any bump generated on an attempted shot at an opponent is a standard bump. It can be used for any eligible bump, such as hit location, damage or penetration. Bumps generated based on using a skill such as fan-firing are conditional, and may only be used on a subset of possibilities, in this case damage or penetration.
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[[image:34cut.JPG|250px]]
  
Bumps generated based on exceeding the TN of an action are standard bumps (unless specified otherwise in the appropriate section). Conditional bumps appear based on skills, edges, environment or situations.  
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Only the information needed is present, and it is easy to find. The action card geography is consistent from card to card, so the information needed is always found in the same spot. It is easy to see that the result set is 11, 3 and 2, and the shot hits the right leg for 13 damage.
  
===Conditional Bumps===
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However, to ensure that the card has all the information needed for <i>any</i> check, it needs to have more raw data. This means that the card face has significant amounts of information that is not used. That's ok. If you don't need it, ignore it.
There are many types of conditional bumps. Some of the most common are:
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Damage bumps: Each Damage bump may be used to increase the damage row by one. When the row reaches 7, each additional damage bump adds +1 to the result. <br>
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Here is how that card looks with all of its information, next to how it looks with just what is needed from the previous example.
Penetration bumps: Spent Penetration bumps increment the penetration value of the weapon by 1 each.<br>
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Burst bumps: A burst bump acts like either a damage bump or a penetration bump, as chosen by the player. <br>
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==Spending Bumps==
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[[image:34distilled.JPG|500px]]
Players may spend bumps on their actions in any order they choose. Conditional and standard bumps may be combined as long as both are eligible for the given spend. Some common bump spends are listed in the following chart.
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[[image:bumpchart.JPG]]
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The card face looks a lot more daunting with everything there, but knowing where to look is 90% of using the card, and the information is consistent on every card. Yet it is still clear that with 3d8 in the result set, the results are 11, 3 and 2. The hit location is the right leg, and the damage is 13. Nothing has changed, it is all about knowing where to look.
  
'''Pen/Ablate:''' This bump spend increases the penetration value of the weapon being used by 1.<br>
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To learn how to read a card, begin with card 34, from above.  
'''Hit Location:''' This spend allows changing the hit location up or down one row.<br>
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'''Bonus Counter:''' Allows the player to take a bonus counter, if available. <br>
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'''Stray shot:''' May add or subtract one to/from the unintended target number on any figure on the card. This may be used to cause one target to be hit more than once.<br>
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'''Burst Effect:''' This is currently unused.<br>
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'''Damage:''' Allows the player to add one to the effect row for the current action. Can be used on combat actions as well as those that generate victory instead.
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===The Bonus Counter===
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[[image:Example-TWTW.JPG|250px]]
At the beginning of each session the Judge will provide a bonus pool, which generally consists of a number of bonus counters equal to one less than the number of players. These counters are shared by the group. Players may earn or spend them as the game progresses. The following rules govern bonus counters.
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1. No player may ever hold more than one bonus counter at any time. <br>
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Consider the entry in the upper left corner of the card, only. The cards have enough entries to resolve any kind of action, in any situation. To avoid information overload, concentrate only on the entries needed for the action you are currently resolving. This step-by-step guide will show you how to use each section in turn, and provide concrete examples to bring the knowledge together into a useful form.
2. Spent bonus counters are immediately placed back in the pool, and are available to be earned.<br>
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3. Unspent bonus counters are lost at the end of any session of play. <br>
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====Spending the Counter====
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The example card is number 34. When cards are referenced, the large number in the upper left is the unique identifying number. Anytime the rulebook refers to a card, it will reference this number. These numbers range from 0-53, as discussed [[The West That Wasnt:_Appendix_-_1,_Action_Cards#The_Four_Corners|here]].
Bonus counters can be spent in a number of ways. Usually, the counter is spent on values in the effect grid. A bonus counter generally has a value of +2, but can be worth up to +3 in some situations involving impetus.  
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'''Right on!''' This spend adds +2 to a value in the cause grid. This spend can only be used to increase the number of bumps. It can never change a failure into a success. This is the only legal spend on the cause grid.<br>
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Each card is divided into three sections,  
'''Aces!''' This spend adds +2 to an effect grid result. <br>
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'''As I planned!''' This spend adds +3 to an effect grid result. The player must be invoking one of his Impetuses on this action.<br>
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'''I've got your back!''' This spend is special. Instead of taking an action, the player declares how he is helping another player achieve their action better. The bonus counter may be spent by the target player. The target player may not be already holding a bonus counter, unless he is also spending it on this action. Multiple players may perform the same action simultaneously. This spend resolves as a Fast action.<br>
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=Continuous Actions=
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[[image:Outeredge5-3.jpg|250px]]
Normal actions last one phase, starting when they resolve (based on the initiative rules). Continuous Actions are special cases where an action is occurring continuously from round to round, for a minimum of one full round. Some examples of continuous actions are riding (mounted movement), covering fire and involuntary movement (such as falling). In some cases, other actions may be performed in tandem with continuous actions as described below. Continuous Actions may be either simple or complex.
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==Continuous Action Phases==
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The '''outer edge''', containing the following information:
During each turn there are 4 continuous action phases. Each Phase during the round concludes with a continuous action phase, after any characters with d4 Reflex. All continuous actions resolve during each continuous action phase. This may occur with or without interaction from characters.
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How is a continuous action resolved without character interaction? Consider the following example.  
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1. Unintended targets (ancillary effects, [[The West That Wasnt - Action_Cards#Ancillary_Effects|below]])<br>
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2. Corner results ([[Future_Imperfect:_Appendix_-_1,_Action_Cards#The_Four_Corners|appendix]]).<br>
  
Miranda Valentine is astride her Appaloosa galloping alongside a hijacked train. Bandits inside are holding Reuben hostage, and it is her aim to neutralize them. However, the situation is complicated by the speed of the horse, the speed of the train, the terrain near the track and the windows on the train car. The train moves independently of any action taken by any character. The horse moves based on the actions Miranda takes. The bandits aboard the train move on their own, but also as the train moves. 
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[[image:upperresults5-3.JPG|250px]]
  
Movement of the train is a continuous action. Movement of the horse is a continuous action. The movement of the train is performed in each continuous action phase in all cases, no character inputs are necessary or relevant. The movement of the horse also occurs each continuous action phase, but it may vary depending on Miranda and her skill. Depending on her riding skill she may only be able to maneuver the horse on some, but not all, continuous action phases. See the skill section for more on how this is handled.
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The '''upper results''', containing:
  
A continuous action is resolved when the effects of the action occur with or without any interaction from characters. In this case, the action resolves in exactly the same way as the previous round: no change in direction or speed is allowed.<br>
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1. Cause grid (next section, [[The West That Wasnt - Action Cards#Performing_Skill_Checks|skill checks]])<br>
A continuous action can also be resolved due to interaction from character(s). In this case, the character makes the appropriate choices regarding speed and direction.<br>
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2. Equipment Failure (ancillary effects, [[The West That Wasnt - Action Cards#Ancillary_Effects|below]])<br>
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3. Scatter (ancillary effects, [[The West That Wasnt - Action Cards#Ancillary_Effects|below]])<br>
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4. Burst results (combat, [[The West That Wasnt - Action Cards#Burst_Fire|below]])<br>
  
==Handling==
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[[image:lowerresults5-3.JPG|250px]]
Each continuous action has a handling rating, which is used to determine the order of actions within a continuous action phase. Each type of mount has a handling rating, as does any vehicle such as a cart or stagecoach. If multiple actions occur during the same continuous action phase, order the actions according to the initiative rules, substituting handling for Reflex.
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==What Happens?==
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And the '''lower results''', consisting of:
During a continuous action phase the stated action occurs. This means that if you are riding, the mount moves during the continuous action phase. Each character performing a continuous action may attempt a maneuver during a continuous action phase, if eligible. See the Vehicles and Mounts section of movement for more on continuous actions.
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===Continuous Action Example: Covering Fire===
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1. Effect grid (complex skill checks, [[The West That Wasnt - Action Cards#Complex_Skill_Checks:_More_Than_a_Binary_Result|below]])<br>
Covering fire is an action where a character attempts to prevent enemies from putting effective fire on friendly individuals by sending shots in the direction of the enemy position. The shots are not well-aimed; their intent is fear and disruption more than actual damage infliction. Covering fire takes place over the course of a full round, therefore it is a continuous action.  
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2. Hit locations (combat, [[The West That Wasnt - Action Cards#Hit_Location|below]]).<br>
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3. Armor penetration (combat, [[The West That Wasnt - Action Cards#Armor_Penetration.2FAblation|below]]).
  
There are multiple ways to achieve covering fire. A character might fire in the direction of any movement seen. Instead, that character might fire shots in the general direction without regard to movement. Either can be effective when properly implemented and in the correct situation. The rules for TWTW attempt to make covering fire a viable action, while avoiding overly complex minutiae. The following rules govern the covering fire action.
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==Nomenclature==
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When speaking of a single given cell in the cause grid, the convention is row-column, such as 3-8, for the 8 cell that has an 11 result (third row, above). When speaking of a result set, where multiple dice of a given type are rolled, the standard RPG convention of [row]d[column] is used, so for 3d8, the results of 2, 3 and 11 would be included (again, using the above image). In the effect grid the convention is the same, except the row labels are enclosed in parentheses, so the 4th entry in the d8 column is (4)8.
  
Covering fire is a Fast action. To effectively utilize covering fire the weapon being used must have 4 or more rounds loaded at the time the action is begun. Covering fire uses firing arcs (if applicable).  
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Now that you are oriented and informed on card notation, the first step is learning the simplest task: a basic skill check.
  
Procedure: Once the action has begun, take four counters to be used as target markers. During each subsequent continuous action phase, declare an intended covering fire location (this can be a character or location on the tactical map). Draw a card and check for weapon malfunction. If the weapon does not malfunction, place the target marker on the desired location. That location has been successfully "covered". Characters in this area are targets for all purposes. Decrement the ammo by one.
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=Performing Skill and Attribute Checks=
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Roleplaying games are predicated on characters doing interesting things. Many times, those things may fail. When success is not guaranteed, action cards are used to determine the outcome. The process is detailed below.
  
If the weapon malfunctions, resolve that normally. This may happen before or after the shot, at Judge discretion. If it happens after, the area is successfully covered, as above.  
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==The Cause Grid: Simple Skill Checks==
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Skill checks can be performed using only a single result from the card. In the upper section of the card is a 5x5 grid, with rows numbered from 1-5, and columns with 4, 6, 8, 10 and 12, along with symbols matching the shape of dice with the given number of sides.
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Do not worry, dice <i>never</i> need to be rolled in conjunction with action cards.
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Then why are the dice symbols present? As a player of roleplaying games, you are likely familiar with polyhedral dice. If this is your first roleplaying game, you may have seen the 6 sided cube that is used in table games such as craps to board and roleplaying games like ''Monopoly'' and ''Dungeons & Dragons''. The dice symbols help to set expectations for players on what results are likely to occur in a given column<nowiki>*</nowiki>. The 6 column, for example, acts like the six sided cube. Most results in the 6 column will fall within the range of 1-6, while the results in the 10 column will fall mostly from 1-10. A full explanation for how the results are distributed is available in the [[The West That Wasnt:_Appendix_-_1,_Action_Cards#Cell_Values|appendix]].
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Simple skill checks use ''only'' the cause grid. This means, according to Concept 1, everything else on the card should be ignored. All you need is a number of rows equal to the skill level of the skill being used and a column representing the die type of the appropriate trait (illustrated below).
 +
 
 +
Each row is an additional die of the appropriate type. When a skill level is greater than one, the player resolving the action may choose any result from a row equal to or less than the level of the skill, in the appropriate column based on the governing trait. The only exception to this is calamities, discussed in the special section below. For example, if a character has an Essence of 6, and a Bravery of 3, they may choose either 4, 7 (why is this result highlighted? See exceptional results, [[The West That Wasnt - Action Cards#Exceptional_Results|below]]) or 1 (assuming card 34, above, as the card drawn).
 +
 
 +
[[image:3d6-2.JPG]]
 +
 
 +
Skill checks are that simple. Draw a card, cross-reference the die type of the appropriate trait with the skill level of the skill being used, and choose the result. In general, the highest result present will be chosen, though there may be reasons why another result is selected. Except in the case of calamities the active player (the one that drew the card and is resolving the check) may always choose which result to use.
 +
 
 +
After completing the check, place the card in the discard pile. Even though only a small amount of the information on the card was used, each card is utilized for a single action only. In the case of a simple skill check, between 1-5 rows in a single column will be consulted, nothing more.
 +
 
 +
<nowiki>*</nowiki>You may notice a 7 in cell 2-6, and an 11 in 3-8. The results are open ended, discussed in exceptional results, below (immediately after the following examples). For more on how the results are generated and distributed, see the [[The West That Wasnt:_Appendix_-_1,_Action_Cards#Cell_Values|appendix]].
 +
===Further Examples===
 +
Miranda Valentine is posing as a lady of the evening in a local brothel; an activity she detests. While maintaining cover and dodging customers she injures her arm in a fall. She attempts to use Streetwise to locate a local doc.
 +
 
 +
The Judge declares a TN of 7, and she has a skill of 1d8.
 +
 
 +
[[image:5d8.JPG]]
 +
 
 +
Success!
 +
 
 +
Cyril Wellington enters a high stakes gambling event in Tombstone. Certain of his ability, he enters a card game he has never played.
 +
 
 +
"No problem, Im an accomplished gambler. Cards is cards."
 +
 
 +
He has 1d10 in gambling. The opponents are skilled players, which normally sets the TN at 7, but because he does not even know the rules the Judge increases the TN to 9.
 +
 
 +
[[image:4d10.JPG]]
 +
 
 +
Uh oh, an 8 will not do it. Noticing his table cash getting uncomfortably low, Cyril looks for a way out. The pit boss and bouncer have other ideas.
 +
 
 +
===Simple Check Overview===
 +
To perform a simple check:
 +
 
 +
1. Draw a card.<br>
 +
2. Compare the result set to the TN.
 +
 
 +
That's it! If the highest value in the result set is equal to or greater than the TN, the check is successful. Otherwise, it is not. Either way, the action is over. Discard the card and work with the Judge to narrate the resolution in game.
 +
 
 +
==Exceptional Results==
 +
Great stories are filled with instances of characters performing extraordinary actions. ''The West That Wasnt'' simulates this with extraordinary results. Previously, it was mentioned that most results will be less than or equal to the number atop the column. In some cases, results that are equal to or greater than that number will be shaded in yellow, bold and italicized<nowiki>*</nowiki>. These are exceptional results.
 +
 
 +
Exceptional results allow results to be open ended. When one of the cells in the result set meet the criteria above, immediately draw another card and add the value from the corresponding cell to the previous result. If another exceptional result is drawn, repeat the procedure until a standard result is drawn. Only the necessary cells are used, everything else on these additionally drawn cards is ignored, so they may be immediately discarded after combining the results.
 +
 
 +
Unlike standard skill checks, exceptional results use ''the exact cell only'', other results may not be selected. In other words if the exceptional result is in 3-10 (as in 34, above), then only the 3-10 result in the next (and subsequent) card(s) may be chosen. If multiple cells within the result set display exceptional results, either may be selected after drawing the new card, but the same rules apply. See example 3, below, for more on this possibility.
 +
 
 +
Exceptional results are optional.
 +
 
 +
<nowiki>*</nowiki>See the [[The West That Wasnt:_Appendix_-_1,_Action_Cards|Appendix]] for the rationale behind the symbology.
 +
===Exceptional Results, Example 1: Hank Skedaddles===
 +
Hank Daggett is attempting to elude 3 vaqueros from the Laroq hacienda who wish to question him about why he was hanging around their gold mine. Having sprinted from the mineshaft, he is looking for the fastest route to anywhere but here. With the cowboys hot on his trail, he knows that every action counts. He runs along the mountainside and leaps out onto a passing wagon. After tossing the driver out the side, he attempts to elude mounted pursuers.
 +
 
 +
The Judge declares this to be an incredibly difficult task, since an unencumbered horse is much faster than one pulling a load, and assigns a TN of 11. Hank quips, "Aw hell," and draws a card.
 +
 
 +
[[image:exceptional.JPG|500px]]
 +
 
 +
Hank has a Drive of 2d10; he is well suited to this task. Consulting the card drawn, 14, he finds 9 and 12, the latter denoting an exceptional result. "Giddy-up!", says Hank, and he draws another card, 5. Cross referencing the 2-10 result he finds a 9, making his total 21.
 +
 
 +
"Be seein' ya!" Hank grabs the reins, looks back at the hombres, smiles and winks. "Too-da-loo, gents."
 +
 
 +
Note: If optional rules for bumps were used, he would have achieved 2. See the section on bumps, [[The West That Wasnt - Action Cards#Optional_Results:_Bumps|below]].
 +
 
 +
===Exceptional Results, Example 2: Cyril Saves the Day===
 +
Back on the prairie, Cyril spies Hank through his field glasses, just in time to see him abscond with the wagon. "Unbelievable," he says to himself. "Those vaqueros know Hank, and that he works with both Miranda and me." Quickly, he hatches a plan.
 +
 
 +
The cowboys are raising the alarm, so security is extra vigilant, but no other choice makes sense. Cyril declares he will sneak in and detonate the TNT Hank just placed. The Judge declares the TN a near-impossible 13. The card: 16.
 +
 
 +
[[image:exceptional-2.JPG|750px]]
 +
 
 +
He has 2d10 in Sneak. Glancing over the results, he is pleased to find 8 and 10, including an exceptional result. "This just might work", he thinks and draws another card, 0. Fortuitously, another exceptional result! Drawing again, he reveals the 50 card. Adding the results gives a 21. Smoothly, and without making a scene, Cyril slips past the guards just as they assemble.
 +
 
 +
Note that even though Cyril has a 2d10 in Stealth, he cannot choose the 11 result on the 0 card, or the 8 result on the 50, because only the 2-10 cell can be used in this draw. Finally, if the optional bump rules (see [[The West That Wasnt - Action Cards#Optional_Results:_Bumps|below]]) were being used, Cyril would have generated 2 bumps.
 +
 
 +
===Exceptional Results, Example 3: Miranda Delivers===
 +
Finding herself thigh-deep in muck while waiting for Hank to blow the mineshaft, Miranda has certainly had better days. She wants to help Hank by picking off a horseman that is gaining on him and his rumbling wagon, but she is stuck without a rifle, and the range is way too far for her Peacemaker. Knowing she has little time, because the horseman is gaining rapidly, she hatches a plan. She is certain Angus Laroq has a rifle above his mantel, so she decides to pick the lock on his front door so she can grab it.
 +
 
 +
The Judge declares the TN 5, since it is a relatively normal lock. The issue is Miranda does not know how to pick locks! The situation is truly desperate, so she is willing to attempt to use the skill untrained, with her 3 in Athletics and the 4 column.
 +
 
 +
Having no other option, she draws.
 +
 
 +
[[image:exceptional-3.JPG|500px]]
 +
 
 +
Hmm, not bad. Card 7 has two exceptional results! Drawing another, she spies the two corresponding cells and chooses a result of 10 (7+2 vs 6+4). Success (and a bump, if [[The West That Wasnt - Action Cards#Optional_Results:_Bumps|those rules]] are used).
 +
 
 +
In this case, two cells in the original result set were exceptional results. She did not have to choose which cell to resolve until the second card is drawn. Since both are exceptional, they are both checked and the highest one chosen.
 +
 
 +
==Calamities==
 +
As with exceptional successes, entertaining stories often include spectacular failures. At times even the most skilled individual encounters a set of circumstances that cannot be resolved satisfactorily. Calamities are results that lead to failure no matter the situation, and often can lead to the most dramatic result possible. Adjudicating calamities is covered in [[section]], this paragraph is solely concerned with how to read the results on the action card.
 +
 
 +
In most checks, the player can select any result in the appropriate column up to and including the row of the skill level being utilized. The exception to this is when the exact row/column combination yields a C result. Note that it does not matter if a C is in any other location on the card, a critical fail only occurs if the exact box directed by the attribute/skill combination on the resolution card<nowiki>*</nowiki> contains C.
 +
 
 +
In the given card image below, if Angus Laroq has a 4d10 Strength, and is attempting to lift a fallen tree trunk, the result is a calamity. In the event of a calamity the Judge determines a result appropriate to the situation at hand, however any member of the Posse, including the player resolving the card, may make suggestions.
 +
 
 +
[[image:calamity.JPG]]
 +
 
 +
For all other purposes, a C result counts as a 0.
 +
 
 +
<nowiki>*</nowiki>In TWTW, all actions can be resolved by a single card draw. This card is called the resolution card. Some optional effects, such as exceptional results, can trigger further draws. These draws extend the result on the resolution card, and are never counted for calamities in any way.
 +
 
 +
==Complex Skill Checks: More Than a Binary Result==
 +
In some cases, an action requires more than a pass or fail. These actions are called complex skill checks. This type of check generates a binary pass/fail, and if successful, a magnitude defining how successful the action was.
 +
 
 +
Complex skill checks take simple skill checks one step further, and use two sections of the card: the cause grid (like simple skill checks) and the effect grid. These types of checks could be due to extended actions, where success is achieved over time (such as digging a well), contests (where two characters compete at a task), actions involving a magnitude rather than a binary success (such as throwing an item for distance), combat actions, or other possibilities as defined by the Judge. 
 +
 
 +
Referencing Action Card Concept 1, use the cause grid and effect grid, and ''ignore everything else''. As with simple skill checks, the cause grid is used to determine whether an action is a success. The effect grid is used to determine the magnitude, if necessary. Without a success, no magnitude is generated. An action card is discarded after one resolution (successful or not).
 +
 
 +
===Using the Effect Grid===
 +
Unlike the cause grid, the results in the effect grid are always arranged in order of increasing value as the row increases. The rationale for the arrangement of values in the grids is covered in the [[The West That Wasnt:_Appendix_-_1,_Action_Cards#The_Effect_Section|appendix]]. Because of this, the cell corresponding to the appropriate row and column is always chosen. There is no result set, only a result cell.
 +
 
 +
===Generating Victories===
 +
The value in the given cell is the magnitude of the action, but this by itself does not provide all of the information needed. Victory generally has a target of 6. This means that for each multiple of 6<nowiki>*</nowiki> in the magnitude, one victory is generated. For example, in the 13 card (below), the (4)6 effect grid result would generate one victory, because the magnitude is 9. Unless specified otherwise, any amount over the target is lost, in this case, 3.
 +
 
 +
[[image:victories.JPG]]
 +
 
 +
When performing a complex action that requires multiple victories, the Judge will inform the player of the required number of victories before they make their attempt.
 +
 
 +
<nowiki>*</nowiki>See the [[The_West_That_Wasnt_-_Advanced_Action_Resolution#Setting_Victory_Threshold:_Optional|victory threshold]] section for more on the target victory magnitude of 6.
 +
 
 +
===Complex Skill Checks, Example 1: Hank Sets Some Dynamite===
 +
After spending the night sneaking past the hacienda to the hidden mine shaft, Hank has calculated that the best place for the explosives to bury the shaft is a nook a few paces into the cave mouth. He knows the cave is protected by a slug of hombres, so his only hope of gaining access and placing the TNT is through a different tunnel. 
 +
 
 +
Having entered the nook, he assesses the structure and determines that he needs to place 3 separate bunches of dynamite, and connect them all in series. Just then, he hears the wheels of the cart scraping the track, and two voices approaching. The Judge informs him that it will require 5 victories to set the device. The Judge sets the TN to 7. He draws the following card:
 +
 
 +
[[image:card8.JPG|250px]]
 +
 
 +
Hank has 2d8 in Demolitions, and he is using top quality sticks and caps from his mining days, (3)10 quality. Consulting the card, he finds success (6 and 7 vs TN 7).
 +
 
 +
[[image:82d8.JPG]]
 +
 
 +
Excellent. Now to determine how much progress is made this round.
 +
 
 +
[[image:8310.JPG|250px]]
 +
 
 +
The quality of the equipment, (3)10, is used to generate the effect. With the standard effect threshold of 6, the 26 magnitude generates four victories. Note that unlike reading the cause grid, in the effect grid only the exact cell referenced is necessary.
 +
 
 +
One more to go, Hank knows he needs to step up his game if he is to set the explosives quickly enough to be able to escape the approaching miners as well. The ornery cuss just might do himself proud.
 +
 
 +
===Complex Skill Checks, Example 2: Cyril Knows===
 +
Having blown the mine, Miranda and Cyril find their way to the edge of the Laroq hacienda, driving their horses hard for a getaway. Incredibly, the drawbridge is up, and the mechanism is fixed with a series of locks! The Miners and vaqueros from the mining operation are fast approaching, and out for blood. Miranda says she can hold them at bay for a few minutes, but he needs to hurry. Cyril gets to work.
 +
 
 +
Once he dismounts, he can see how the locks are holding the bridge up. It is quite complicated, but he is well-educated, especially for the west. Sometimes it pays to be a city slicker.
 +
 
 +
The Judge declares this a TN 7, with 6 victories required. He has the Lockpicking skill at 1d10, but only rudimentary tools, (3)6.
 +
 
 +
[[image:50d10.JPG]]
 +
 
 +
He gets an 8. Progress. But how much?
 +
 
 +
[[image:503d6-e.JPG|500px]]
 +
 
 +
Just what the doctor ordered, an exceptional success! His total of 27 scores 4 victories right out of the gate. "Great news, M-V, I saw something just like this once back in Brooklyn!"
 +
 
 +
===Complex Skill Checks, Overview===
 +
To perform a complex skill check:
 +
 
 +
1. Draw a card. <br>
 +
2. Compare the result set to the TN.<br>
 +
3. If the highest value in the result set is equal to or greater than the TN, continue to generate victories. Otherwise, the action fails. Go to step 5.<br>
 +
4. To generate victories, find the appropriate cell in the effect grid and compare to victory threshold (usually 6). Go to step 5.<br>
 +
5. The action is over. Discard the card and narrate results.
 +
 
 +
If more victories are still necessary to complete the attempt, the character may continue the action on their next turn, or another character may continue the attempt in the interim.
 +
 
 +
===Applying Bonuses and Penalties===
 +
In ''The West That Wasnt'', many things can happen. The Judge has great freedom in applying appropriate bonuses and penalties to actions to help simulate the environment and situation. There are two guidelines that should always be followed: be sure the adjustments are clear to the players ''before'' cards are drawn, and do not apply adjustments in ways that contradict the design of the cards themselves.
 +
 
 +
The first guideline is fairly clear and obvious. There may be a time when obfuscation of an adjustment is necessary (though this should be used sparingly), but generally the guideline is easy to understand and implement. Only violate it if you know what you are doing and you are attempting to achieve a particular story effect.
 +
 
 +
The second guideline requires some explanation. How can the card design be contradicted? The results in the cause grid are randomized and arranged differently than those in the effect grid. Because of this, they should be treated differently.
 +
 
 +
There are three types of possible adjustments: direct, row and column. A direct adjustment is one that adds or subtracts a modifier to the result in the cell. A row adjustment changes the row value, while a column adjustment alters the column value. Understanding the grid designs helps clarify how to properly utilize each kind of adjustment.
 +
 
 +
Direct adjustments are simple and affect both grids identically. In all cases direct adjustments may be applied to either grid. If a direct adjustment takes a result to 0 or less, the result is 1 if it is a cause, 0 if it is effect. Direct adjustments can never create calamities. Only the Calamity result, '''C''', can cause a calamity, unless specifically directed by another rule.
 +
 
 +
Direct adjustment guideline: Add to result rather than subtract from TN. Though the two approaches may seem to lead to the same result, it is preferable to keep the TN for a task consistent and add a bonus to the result. For example, it is preferable to give a +1 to the result, than to reduce the TN of a standard task from 5 to 4.
 +
 
 +
Row adjustments are only slightly more complicated than direct adjustments. For cause grid results, a row adjustment changes which results may be chosen. For effect grid results, the adjustment alters which value is chosen. Both grids are designed to handle row adjustments without special modification. Follow the normal rules for consulting the appropriate grid after applying the adjustment. A cause grid row adjustment just changes the size of the result pool, an effect grid row adjustment changes the end result.
 +
 
 +
Column adjustments require special rules. Column adjustments essentially change the upper bound and average result. Very few rules use column adjustments, and it is recommended that the Judge apply column adjustments with great care. The following suggested rules govern column adjustments:
 +
 
 +
1. Never apply column adjustments to cause grid results. <br>
 +
2. When applying negative column adjustments to effect grid results, such as with reduced damage in the penetration rules, keep the intent of the mechanic in mind. Reduced damage should ''always'' be less than normal damage. Therefore, if the column is shifted left (the "die type" is decremented) the value in the new result must be less than the original result. This includes increased effect.  <br>
 +
''Miranda Valentine is attempting to blast Felicia Laroq with her Peacemaker. Felicia is in partial cover, with the left half of her body behind the corner of the North Star Saloon. Miranda draws card 39:<br>
 +
[[image:39.JPG|250px]]<br>
 +
''The hit location shows left arm, so her Peacemaker deals reduced damage because of the wall. The original damage result (3d6) is 18. The reduced damage result is 11, but with increased effect. When she draws her second card to add to the damage, any number greater than 6 will be treated as a 6 so the reduced damage result is less than the normal damage of 18. Even if she were to draw card 45, which also shows an increased effect, the final value is still limited to 17.''<br>
 +
3. When applying positive column adjustments (shifting to the right; increasing "die type"), the new value must be greater than the previous value, and, additionally, if increased effect was generated in the original result, the adjusted result also is treated as having increased effect even if the card does not have increased effect in the given column.<br>
 +
''Smarting from her wounded left arm, Felicia screams commands to Octavio, one of her vaquero henchmen. Octavio hurls his lasso at Miranda, attempting to snare her Peacemaker and disarm her. He was completely hidden, and Miranda is surprised. Octavio also has an advantage which the Judge rules gives him a positive column shift. His skill is 2d8. He draws card 17:<br>
 +
[[image:17.JPG|250px]]<br>
 +
''The result in 2d8 is 19 with increased effect, however with the column shift the 2d10 result is only 16. Because his initial result has increased effect, the Judge draws another card for Octavio. His final result will be at least 20, if a 3 or less is in the new result, a 4 will be used instead so the total result is greater than the initial result. That is very helpful, because he needs at least 2 bumps to change the hit location from left arm, to right arm, where the Peacemaker is...''
 +
 
 +
=Escalating Success: Bumps=
 +
Heroes are achievers. During any check, when the TN is exceeded by 4, another success level is generated. This is called a "bump". Bumps are in-game currency the player can use to tailor the results to the situation at hand to enrich the story. 
 +
 
 +
==Accumulating and Generating Bumps==
 +
Unless noted otherwise in the appropriate rules section, any check in ''TWTW'' can generate bumps. Bumps are ephemeral, and must be used on the current check. They cannot be saved for future use.
 +
 
 +
Bumps are generated by checks that exceed the TN by 4 or more. Each multiple of 4 generates an additional bump. Bumps can also be granted based on edges or other character attributes.
 +
 
 +
===The Bonus Counter===
 +
At the beginning of each session the Judge will provide a bonus pool, which generally consists of a number of bonus counters equal to one less than the number of players. These counters are shared by the group. Players may earn or spend them as the game progresses. The following rules govern bonus counters.
 +
 
 +
1. No player may ever hold more than one bonus counter at any time. <br>
 +
2. Spent bonus counters are immediately placed back in the pool, and are available to be earned.<br>
 +
3. Unspent bonus counters are lost at the end of any session of play. <br>
 +
 
 +
====Spending the Counter====
 +
Bonus counters can be spent in a number of ways. Usually, the counter is spent on values in the effect grid. A bonus counter generally has a value of +2, but can be worth up to +3 in some situations involving impetus.
 +
 
 +
'''Right on!''' This spend adds +2 to a value in the cause grid. This spend can only be used to increase the number of bumps. It can ''never'' change a failure into a success. This is the only legal spend on the cause grid.<br>
 +
'''Aces!''' This spend adds +2 to an effect grid result. <br>
 +
'''As I planned!''' This spend adds +3 to an effect grid result. The player must be invoking an Impetus on this action.<br>
 +
'''I've got your back!''' This spend is special. Instead of taking an action, the player declares how they are helping another player achieve their action better. The bonus counter may be spent by the target player. The target player may not be already holding a bonus counter, unless it is also spent on this action. Multiple players may perform the same action simultaneously. This spend costs 1 AP, or 0 at Judges discretion.<br>
  
Successful covering fire has the following effects. As noted in [[The West That Wasnt - Conflict| Conflict]], a character that is under fire must make a Bravery check to perform an aimed shot. If that character fails the check, the covering character may immediately make an appropriate attack roll against them. This shot is resolved as a snap shot with all standard modifiers. If the character making the Bravery check gets a CF result, they are automatically hit. Use the drawn card (the one with the CF) to resolve the shot.
+
===Why a Bonus Counter?===
 +
The bonus counter is a mechanic that is uncommon, at best. Why does ''TWTW'' choose to have such a thing? Part of what the bonus counter does is to mitigate the disappointment of getting a great result on something that wastes all the extra bonus. It's frustrating to generate a bunch of bumps when they have no further effect on game play. By having the counter, a player can "save" a bump from one roll and use it later, when it counts. Notice how the bonus counter ''never'' changes failure into success. Failure is important, or, rather, the risk of failure is. Heroes need to face adversity.
  
Additionally, any action the Judge determines requires concentration may also require a Bravery check if done under fire. Use the previous rules in this case as well.
+
In the end, the purpose of the counter is the same purpose as any other rule in the game: to enhance the experience. In ''TWTW'' there are no mechanics to prevent nastiness from occurring to the heroes. The designers have deliberately avoided narrative currency. At the very least, the bonus counter helps the heroes use the great results they generate.
  
Covering fire continues until the characters next action or until the weapon exhausts its ammo supply, whichever comes first. At the next declaration phase, the character may declare covering fire again to continue it through the next round. Draw an initiative card, and check the Reflex result. The covering fire persists unless a CF result is shown, in which case the character hesitates immediately after the round begins.
+
[[The West That Wasnt - Advanced Action Resolution|Ready for more?]]

Latest revision as of 21:09, 27 February 2021

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Foreword

The West That Wasn't (TWTW) is a game with a mission. The mechanics are crafted to deliver a particular type of action. What type is that? With TWTW, we, the designers, attempt to achieve the optimal intersection of speed and detail. We want a game that plays fast, but also has interesting underlying mechanics, with plenty of detail. The goal is tactical verisimilitude over realism.

In terms of detail, we knew we could not use charts or tables, because not only are they inherently slow, they also require referencing a book. We wanted a delivery system that is both extensible and fun, and not hundreds of pages like a rulebook, or even a stack of pages like a collection of charts. Thumbing through a book or looking for a chart is tedious; flipping a card and finding results is tense and exciting. One card flip should have all the information necessary to resolve any action, and it should take no more than 15 seconds.

To achieve tactical verisimilitude, we wanted to provide the player with interesting, meaningful decisions during many types of action. The underlying mechanics are simple and consistent across physical, social and psychological combat. Care was taken to ensure that there is no optimal path for all situations. As the scenario evolves, the player will be faced with new choices, providing a rich depth of game play.

Finally, we knew the cards and character sheet had to be uniquely crafted to facilitate these goals. They needed to simultaneously have enough information to resolve any task and be simple enough to understand without getting in the way of the speed of the action. The card design is unlike any used in roleplaying games today, and because of that they require some exposition. The first chapter provides that.

In summary, our design goals are:

1. Maximize speed with exceptional detail.
2. Leave the rulebook on the shelf. Everything necessary to resolve any check should be on either the Action Card or character sheet.
3. One card, one resolution. A single Action Card has everything necessary to resolve any action in 15 seconds or less.

Lastly, in TWTW, differences matter. There is a discernible difference between single and double action revolvers. A saber is more than just extra damage versus a knife. These details allow players to make interesting tactical decisions. And decisions are what make the game.

How to Play The West That Wasn't

TWTW is a tabletop roleplaying game. It is played by a group of friends with one player taking the role of game master, what we call the Judge, and the other players each taking the role of a character they have created. The Judge narrates a scene and the other players interact with their characters. Together a story is crafted, and these stories continue from session to session, often linked into campaigns (a series of connected stories).

This chapter and those that follow describe how to perform actions, engage in combat, and socialize using character traits and Action Cards. Chapter 8 describes how the Judge oversees and narrates the action.

Action Cards

TWTW uses Action Cards to determine results as needed. These cards are described fully in the sections that follow. The cards are organized into 54 card decks.

How Many Decks?

The first decision to be made is how many decks to use. The game comes with 5 identical decks. We suggest choosing one of the following options:

One deck. All players and the Judge draw from the same deck.
Two decks. The players use one deck, and the Judge uses the other.
Individual decks. Each player and the Judge have their own deck.

This decision need not be consistent from session to session. The decks are designed to be effective in any situation, including those which are outside the suggested options.

Learning the Game

TWTW introduces an Action Deck that is unique among tabletop RPGs. As such, the first section of the book is dedicated to explaining how to use the cards in detail. There are times during this explanation where knowledge of the rules is necessary to understand the examples and instructions presented. In these cases, a shortened rules text is included to provide the necessary context for the instructions. These brief rules introductions are not intended to be complete. Please reference the appropriate section of the rulebook for complete rules text.

And now we present to you, The West That Wasn't.

Actions

Stories, and games, happen because characters do things. Not just everyday, mundane things, but exciting, dangerous, interesting things. The things characters do in a game are represented by Actions. The mechanical resolution of an action is a Check (simple or complex).

In the real world, as well as in great fiction (and games), some things are pretty simple, while others are more complicated undertakings. To this end, The West That Wasnt provides two resolution types to be used as necessary to simulate the game world. Simple situations, like loading a .45 caliber shell or climbing a cliff face (simple from a success or failure point of view, not necessarily simple to do), are simple checks. For more complicated endeavors, where multiple external or personal factors could be at play, the complex check system is here to help you bring these situations to life.

Simple Checks

Simple checks include any action that produces a single, binary result (such as pass/fail, hit/miss, etc.). Simple checks are straight-forward actions in the abstract. They may not be simple in action, but the outcome is a binary result (critical failures - see below - are still potentially possible), and there is no gradation of success. After the check is described, the Judge assigns a Target Number (TN) and the action is resolved. If the result meets or exceeds the TN, the check is successful. That is it.

Hank Daggett wishes to reload his shotgun using his speed load skill so that he still has an action to blast the bandit accosting him straight to tarnation. The possible results are: he succeeds in reloading the gun with his action remaining (a success); he successfully reloads, but it takes his action (a failure). The results are binary, this is a simple check. A critical failure can also occur, causing no shell to be loaded and possible for it to be dropped or lost, but this is still a simple check because there is no variability in success.

Complex Checks

Complex checks are the foundation of exciting scenes. When a Hero needs to do something great, likely that is a complex check. In most cases complex checks are much more than a binary result. There are potential complications, deviations and unintended results. By utilizing the complex check system one card is drawn to resolve a series of events.

Complex checks involve both success and magnitude. They may also persist from one action round to the next. To achieve this, complex checks have both a TN for successful progress, but also some number of victories for completion.

After declaring your action to the Judge, they may inform you that it is a complex check. The Judge will provide both a TN as well as a number of victories necessary to complete the check.

Results and Effect

If a complex check generates a value equal to or greater than the given TN, there is some measure of success. To see how much, check the effects section of the Action Card. For each multiple of the victory threshold, 6 (see the advance rules section for optional rules on adjusting the victory threshold), in the magnitude, one victory is generated. Partial victories are not possible, any amount above a multiple of the victory threshold is truncated.

All necessary successes need not be accrued in a single action, and multiple characters may collaborate to produce greater effect or more victories.

Hank Daggett wishes to prepare a dynamite device as quickly as possible, so he can evacuate the premises. The Judge informs him this will be a TN 7 Coordination and Demolitions check, with 3 victories required. He flips his card and generates an 8. This is a success, but no bump. Referencing the effect grid, he finds a 13. Two victories are generated, leaving one more necessary. He is partially done, but will need at least one more action (or help) to complete the device.

Unskilled Checks

There comes a time in the life of a Hero where something just has to be done, and yet, the Hero has never done it before. In TWTW, a Hero can attempt any task the player can devise, but without the appropriate skill, success is much less likely.

When attempting a task where the Hero lacks the appropriate skill, the leftmost column, 4, is used. The row is equal to the rank of the associated Trait skill.

Miranda Valentine is covering Hank while he sets an explosive charge. Before he can complete the task, Felicia Laroq uses her whip to grab him by the ankle, and pull him down from the ledge. Everything in Miranda says to draw her trusty irons and handle Felicia now, while she is vulnerable, but she knows they only have one chance to set the dynamite. Miranda has never worked with explosives, so she will use the 4 column. The associated Trait is Knowledge, where her training is a measly 1. She will draw an Action card and consult the 1-4 cell. This could get ugly...

Resolving Checks

In TWTW, checks of all types are resolved using Action Cards. The following section describes how to read and use the cards.

Setting Difficulty

Check Difficulty TN
Easy 3
Standard 5
Challenging 7
Difficult 9
Incredible 11

Just as Miranda's father dies, he whispers a plea into her ear. He wants her to go to Dodge City and protect his long lost nephew, an accused prisoner, from a date with the hangman. Miranda is a Hero; of course she will set off for Dodge.

The Judge asks for a Standard area knowledge check to know the location. Since this is a standard difficulty, the TN is 5. She flips a card for results of 3, 7 and 8. Success! The journey to Kansas is ready to begin.

Using Action Cards

Action Cards are at the heart of The West That Wasnt. Whenever success is in doubt, Action Cards will help you determine the result. In this section Action Card usage will be explained in a step by step manner. For further information about card anatomy, card creation or alternative card usages, see The West That Wasnt: Appendix - 1, Action Cards.

This chapter is intended to provide an overview of how to use the Action Cards, not a full rules explanation. Some elements of the rules need to be explained to provide the necessary context for understanding card usage. Consult the appropriate rulebook chapters for comprehensive rules explanations.

Reading Cards

The Action Cards included with the game are loaded with data. The sheer volume of information may seem daunting at first, yet once their usage is mastered they become simple and quick to utilize. Note that even in the most detailed of actions only a subset of the information contained will be referenced. In most cases only one or two sections will be necessary.

Action card concept 1: Use what you need, ignore everything else.

As an example, assume your character has a 3d8 in Firearms: Pistol, and is using a .45 Peacemaker. When attempting to shoot a villain, the following card is drawn.

34cut.JPG

Only the information needed is present, and it is easy to find. The action card geography is consistent from card to card, so the information needed is always found in the same spot. It is easy to see that the result set is 11, 3 and 2, and the shot hits the right leg for 13 damage.

However, to ensure that the card has all the information needed for any check, it needs to have more raw data. This means that the card face has significant amounts of information that is not used. That's ok. If you don't need it, ignore it.

Here is how that card looks with all of its information, next to how it looks with just what is needed from the previous example.

34distilled.JPG

The card face looks a lot more daunting with everything there, but knowing where to look is 90% of using the card, and the information is consistent on every card. Yet it is still clear that with 3d8 in the result set, the results are 11, 3 and 2. The hit location is the right leg, and the damage is 13. Nothing has changed, it is all about knowing where to look.

To learn how to read a card, begin with card 34, from above.

Example-TWTW.JPG

Consider the entry in the upper left corner of the card, only. The cards have enough entries to resolve any kind of action, in any situation. To avoid information overload, concentrate only on the entries needed for the action you are currently resolving. This step-by-step guide will show you how to use each section in turn, and provide concrete examples to bring the knowledge together into a useful form.

The example card is number 34. When cards are referenced, the large number in the upper left is the unique identifying number. Anytime the rulebook refers to a card, it will reference this number. These numbers range from 0-53, as discussed here.

Each card is divided into three sections,

Outeredge5-3.jpg

The outer edge, containing the following information:

1. Unintended targets (ancillary effects, below)
2. Corner results (appendix).

Upperresults5-3.JPG

The upper results, containing:

1. Cause grid (next section, skill checks)
2. Equipment Failure (ancillary effects, below)
3. Scatter (ancillary effects, below)
4. Burst results (combat, below)

Lowerresults5-3.JPG

And the lower results, consisting of:

1. Effect grid (complex skill checks, below)
2. Hit locations (combat, below).
3. Armor penetration (combat, below).

Nomenclature

When speaking of a single given cell in the cause grid, the convention is row-column, such as 3-8, for the 8 cell that has an 11 result (third row, above). When speaking of a result set, where multiple dice of a given type are rolled, the standard RPG convention of [row]d[column] is used, so for 3d8, the results of 2, 3 and 11 would be included (again, using the above image). In the effect grid the convention is the same, except the row labels are enclosed in parentheses, so the 4th entry in the d8 column is (4)8.

Now that you are oriented and informed on card notation, the first step is learning the simplest task: a basic skill check.

Performing Skill and Attribute Checks

Roleplaying games are predicated on characters doing interesting things. Many times, those things may fail. When success is not guaranteed, action cards are used to determine the outcome. The process is detailed below.

The Cause Grid: Simple Skill Checks

Skill checks can be performed using only a single result from the card. In the upper section of the card is a 5x5 grid, with rows numbered from 1-5, and columns with 4, 6, 8, 10 and 12, along with symbols matching the shape of dice with the given number of sides.

Do not worry, dice never need to be rolled in conjunction with action cards.

Then why are the dice symbols present? As a player of roleplaying games, you are likely familiar with polyhedral dice. If this is your first roleplaying game, you may have seen the 6 sided cube that is used in table games such as craps to board and roleplaying games like Monopoly and Dungeons & Dragons. The dice symbols help to set expectations for players on what results are likely to occur in a given column*. The 6 column, for example, acts like the six sided cube. Most results in the 6 column will fall within the range of 1-6, while the results in the 10 column will fall mostly from 1-10. A full explanation for how the results are distributed is available in the appendix.

Simple skill checks use only the cause grid. This means, according to Concept 1, everything else on the card should be ignored. All you need is a number of rows equal to the skill level of the skill being used and a column representing the die type of the appropriate trait (illustrated below).

Each row is an additional die of the appropriate type. When a skill level is greater than one, the player resolving the action may choose any result from a row equal to or less than the level of the skill, in the appropriate column based on the governing trait. The only exception to this is calamities, discussed in the special section below. For example, if a character has an Essence of 6, and a Bravery of 3, they may choose either 4, 7 (why is this result highlighted? See exceptional results, below) or 1 (assuming card 34, above, as the card drawn).

3d6-2.JPG

Skill checks are that simple. Draw a card, cross-reference the die type of the appropriate trait with the skill level of the skill being used, and choose the result. In general, the highest result present will be chosen, though there may be reasons why another result is selected. Except in the case of calamities the active player (the one that drew the card and is resolving the check) may always choose which result to use.

After completing the check, place the card in the discard pile. Even though only a small amount of the information on the card was used, each card is utilized for a single action only. In the case of a simple skill check, between 1-5 rows in a single column will be consulted, nothing more.

*You may notice a 7 in cell 2-6, and an 11 in 3-8. The results are open ended, discussed in exceptional results, below (immediately after the following examples). For more on how the results are generated and distributed, see the appendix.

Further Examples

Miranda Valentine is posing as a lady of the evening in a local brothel; an activity she detests. While maintaining cover and dodging customers she injures her arm in a fall. She attempts to use Streetwise to locate a local doc.

The Judge declares a TN of 7, and she has a skill of 1d8.

5d8.JPG

Success!

Cyril Wellington enters a high stakes gambling event in Tombstone. Certain of his ability, he enters a card game he has never played.

"No problem, Im an accomplished gambler. Cards is cards."

He has 1d10 in gambling. The opponents are skilled players, which normally sets the TN at 7, but because he does not even know the rules the Judge increases the TN to 9.

4d10.JPG

Uh oh, an 8 will not do it. Noticing his table cash getting uncomfortably low, Cyril looks for a way out. The pit boss and bouncer have other ideas.

Simple Check Overview

To perform a simple check:

1. Draw a card.
2. Compare the result set to the TN.

That's it! If the highest value in the result set is equal to or greater than the TN, the check is successful. Otherwise, it is not. Either way, the action is over. Discard the card and work with the Judge to narrate the resolution in game.

Exceptional Results

Great stories are filled with instances of characters performing extraordinary actions. The West That Wasnt simulates this with extraordinary results. Previously, it was mentioned that most results will be less than or equal to the number atop the column. In some cases, results that are equal to or greater than that number will be shaded in yellow, bold and italicized*. These are exceptional results.

Exceptional results allow results to be open ended. When one of the cells in the result set meet the criteria above, immediately draw another card and add the value from the corresponding cell to the previous result. If another exceptional result is drawn, repeat the procedure until a standard result is drawn. Only the necessary cells are used, everything else on these additionally drawn cards is ignored, so they may be immediately discarded after combining the results.

Unlike standard skill checks, exceptional results use the exact cell only, other results may not be selected. In other words if the exceptional result is in 3-10 (as in 34, above), then only the 3-10 result in the next (and subsequent) card(s) may be chosen. If multiple cells within the result set display exceptional results, either may be selected after drawing the new card, but the same rules apply. See example 3, below, for more on this possibility.

Exceptional results are optional.

*See the Appendix for the rationale behind the symbology.

Exceptional Results, Example 1: Hank Skedaddles

Hank Daggett is attempting to elude 3 vaqueros from the Laroq hacienda who wish to question him about why he was hanging around their gold mine. Having sprinted from the mineshaft, he is looking for the fastest route to anywhere but here. With the cowboys hot on his trail, he knows that every action counts. He runs along the mountainside and leaps out onto a passing wagon. After tossing the driver out the side, he attempts to elude mounted pursuers.

The Judge declares this to be an incredibly difficult task, since an unencumbered horse is much faster than one pulling a load, and assigns a TN of 11. Hank quips, "Aw hell," and draws a card.

Exceptional.JPG

Hank has a Drive of 2d10; he is well suited to this task. Consulting the card drawn, 14, he finds 9 and 12, the latter denoting an exceptional result. "Giddy-up!", says Hank, and he draws another card, 5. Cross referencing the 2-10 result he finds a 9, making his total 21.

"Be seein' ya!" Hank grabs the reins, looks back at the hombres, smiles and winks. "Too-da-loo, gents."

Note: If optional rules for bumps were used, he would have achieved 2. See the section on bumps, below.

Exceptional Results, Example 2: Cyril Saves the Day

Back on the prairie, Cyril spies Hank through his field glasses, just in time to see him abscond with the wagon. "Unbelievable," he says to himself. "Those vaqueros know Hank, and that he works with both Miranda and me." Quickly, he hatches a plan.

The cowboys are raising the alarm, so security is extra vigilant, but no other choice makes sense. Cyril declares he will sneak in and detonate the TNT Hank just placed. The Judge declares the TN a near-impossible 13. The card: 16.

Exceptional-2.JPG

He has 2d10 in Sneak. Glancing over the results, he is pleased to find 8 and 10, including an exceptional result. "This just might work", he thinks and draws another card, 0. Fortuitously, another exceptional result! Drawing again, he reveals the 50 card. Adding the results gives a 21. Smoothly, and without making a scene, Cyril slips past the guards just as they assemble.

Note that even though Cyril has a 2d10 in Stealth, he cannot choose the 11 result on the 0 card, or the 8 result on the 50, because only the 2-10 cell can be used in this draw. Finally, if the optional bump rules (see below) were being used, Cyril would have generated 2 bumps.

Exceptional Results, Example 3: Miranda Delivers

Finding herself thigh-deep in muck while waiting for Hank to blow the mineshaft, Miranda has certainly had better days. She wants to help Hank by picking off a horseman that is gaining on him and his rumbling wagon, but she is stuck without a rifle, and the range is way too far for her Peacemaker. Knowing she has little time, because the horseman is gaining rapidly, she hatches a plan. She is certain Angus Laroq has a rifle above his mantel, so she decides to pick the lock on his front door so she can grab it.

The Judge declares the TN 5, since it is a relatively normal lock. The issue is Miranda does not know how to pick locks! The situation is truly desperate, so she is willing to attempt to use the skill untrained, with her 3 in Athletics and the 4 column.

Having no other option, she draws.

Exceptional-3.JPG

Hmm, not bad. Card 7 has two exceptional results! Drawing another, she spies the two corresponding cells and chooses a result of 10 (7+2 vs 6+4). Success (and a bump, if those rules are used).

In this case, two cells in the original result set were exceptional results. She did not have to choose which cell to resolve until the second card is drawn. Since both are exceptional, they are both checked and the highest one chosen.

Calamities

As with exceptional successes, entertaining stories often include spectacular failures. At times even the most skilled individual encounters a set of circumstances that cannot be resolved satisfactorily. Calamities are results that lead to failure no matter the situation, and often can lead to the most dramatic result possible. Adjudicating calamities is covered in section, this paragraph is solely concerned with how to read the results on the action card.

In most checks, the player can select any result in the appropriate column up to and including the row of the skill level being utilized. The exception to this is when the exact row/column combination yields a C result. Note that it does not matter if a C is in any other location on the card, a critical fail only occurs if the exact box directed by the attribute/skill combination on the resolution card* contains C.

In the given card image below, if Angus Laroq has a 4d10 Strength, and is attempting to lift a fallen tree trunk, the result is a calamity. In the event of a calamity the Judge determines a result appropriate to the situation at hand, however any member of the Posse, including the player resolving the card, may make suggestions.

Calamity.JPG

For all other purposes, a C result counts as a 0.

*In TWTW, all actions can be resolved by a single card draw. This card is called the resolution card. Some optional effects, such as exceptional results, can trigger further draws. These draws extend the result on the resolution card, and are never counted for calamities in any way.

Complex Skill Checks: More Than a Binary Result

In some cases, an action requires more than a pass or fail. These actions are called complex skill checks. This type of check generates a binary pass/fail, and if successful, a magnitude defining how successful the action was.

Complex skill checks take simple skill checks one step further, and use two sections of the card: the cause grid (like simple skill checks) and the effect grid. These types of checks could be due to extended actions, where success is achieved over time (such as digging a well), contests (where two characters compete at a task), actions involving a magnitude rather than a binary success (such as throwing an item for distance), combat actions, or other possibilities as defined by the Judge.

Referencing Action Card Concept 1, use the cause grid and effect grid, and ignore everything else. As with simple skill checks, the cause grid is used to determine whether an action is a success. The effect grid is used to determine the magnitude, if necessary. Without a success, no magnitude is generated. An action card is discarded after one resolution (successful or not).

Using the Effect Grid

Unlike the cause grid, the results in the effect grid are always arranged in order of increasing value as the row increases. The rationale for the arrangement of values in the grids is covered in the appendix. Because of this, the cell corresponding to the appropriate row and column is always chosen. There is no result set, only a result cell.

Generating Victories

The value in the given cell is the magnitude of the action, but this by itself does not provide all of the information needed. Victory generally has a target of 6. This means that for each multiple of 6* in the magnitude, one victory is generated. For example, in the 13 card (below), the (4)6 effect grid result would generate one victory, because the magnitude is 9. Unless specified otherwise, any amount over the target is lost, in this case, 3.

Victories.JPG

When performing a complex action that requires multiple victories, the Judge will inform the player of the required number of victories before they make their attempt.

*See the victory threshold section for more on the target victory magnitude of 6.

Complex Skill Checks, Example 1: Hank Sets Some Dynamite

After spending the night sneaking past the hacienda to the hidden mine shaft, Hank has calculated that the best place for the explosives to bury the shaft is a nook a few paces into the cave mouth. He knows the cave is protected by a slug of hombres, so his only hope of gaining access and placing the TNT is through a different tunnel.

Having entered the nook, he assesses the structure and determines that he needs to place 3 separate bunches of dynamite, and connect them all in series. Just then, he hears the wheels of the cart scraping the track, and two voices approaching. The Judge informs him that it will require 5 victories to set the device. The Judge sets the TN to 7. He draws the following card:

Card8.JPG

Hank has 2d8 in Demolitions, and he is using top quality sticks and caps from his mining days, (3)10 quality. Consulting the card, he finds success (6 and 7 vs TN 7).

82d8.JPG

Excellent. Now to determine how much progress is made this round.

8310.JPG

The quality of the equipment, (3)10, is used to generate the effect. With the standard effect threshold of 6, the 26 magnitude generates four victories. Note that unlike reading the cause grid, in the effect grid only the exact cell referenced is necessary.

One more to go, Hank knows he needs to step up his game if he is to set the explosives quickly enough to be able to escape the approaching miners as well. The ornery cuss just might do himself proud.

Complex Skill Checks, Example 2: Cyril Knows

Having blown the mine, Miranda and Cyril find their way to the edge of the Laroq hacienda, driving their horses hard for a getaway. Incredibly, the drawbridge is up, and the mechanism is fixed with a series of locks! The Miners and vaqueros from the mining operation are fast approaching, and out for blood. Miranda says she can hold them at bay for a few minutes, but he needs to hurry. Cyril gets to work.

Once he dismounts, he can see how the locks are holding the bridge up. It is quite complicated, but he is well-educated, especially for the west. Sometimes it pays to be a city slicker.

The Judge declares this a TN 7, with 6 victories required. He has the Lockpicking skill at 1d10, but only rudimentary tools, (3)6.

50d10.JPG

He gets an 8. Progress. But how much?

503d6-e.JPG

Just what the doctor ordered, an exceptional success! His total of 27 scores 4 victories right out of the gate. "Great news, M-V, I saw something just like this once back in Brooklyn!"

Complex Skill Checks, Overview

To perform a complex skill check:

1. Draw a card.
2. Compare the result set to the TN.
3. If the highest value in the result set is equal to or greater than the TN, continue to generate victories. Otherwise, the action fails. Go to step 5.
4. To generate victories, find the appropriate cell in the effect grid and compare to victory threshold (usually 6). Go to step 5.
5. The action is over. Discard the card and narrate results.

If more victories are still necessary to complete the attempt, the character may continue the action on their next turn, or another character may continue the attempt in the interim.

Applying Bonuses and Penalties

In The West That Wasnt, many things can happen. The Judge has great freedom in applying appropriate bonuses and penalties to actions to help simulate the environment and situation. There are two guidelines that should always be followed: be sure the adjustments are clear to the players before cards are drawn, and do not apply adjustments in ways that contradict the design of the cards themselves.

The first guideline is fairly clear and obvious. There may be a time when obfuscation of an adjustment is necessary (though this should be used sparingly), but generally the guideline is easy to understand and implement. Only violate it if you know what you are doing and you are attempting to achieve a particular story effect.

The second guideline requires some explanation. How can the card design be contradicted? The results in the cause grid are randomized and arranged differently than those in the effect grid. Because of this, they should be treated differently.

There are three types of possible adjustments: direct, row and column. A direct adjustment is one that adds or subtracts a modifier to the result in the cell. A row adjustment changes the row value, while a column adjustment alters the column value. Understanding the grid designs helps clarify how to properly utilize each kind of adjustment.

Direct adjustments are simple and affect both grids identically. In all cases direct adjustments may be applied to either grid. If a direct adjustment takes a result to 0 or less, the result is 1 if it is a cause, 0 if it is effect. Direct adjustments can never create calamities. Only the Calamity result, C, can cause a calamity, unless specifically directed by another rule.

Direct adjustment guideline: Add to result rather than subtract from TN. Though the two approaches may seem to lead to the same result, it is preferable to keep the TN for a task consistent and add a bonus to the result. For example, it is preferable to give a +1 to the result, than to reduce the TN of a standard task from 5 to 4.

Row adjustments are only slightly more complicated than direct adjustments. For cause grid results, a row adjustment changes which results may be chosen. For effect grid results, the adjustment alters which value is chosen. Both grids are designed to handle row adjustments without special modification. Follow the normal rules for consulting the appropriate grid after applying the adjustment. A cause grid row adjustment just changes the size of the result pool, an effect grid row adjustment changes the end result.

Column adjustments require special rules. Column adjustments essentially change the upper bound and average result. Very few rules use column adjustments, and it is recommended that the Judge apply column adjustments with great care. The following suggested rules govern column adjustments:

1. Never apply column adjustments to cause grid results.
2. When applying negative column adjustments to effect grid results, such as with reduced damage in the penetration rules, keep the intent of the mechanic in mind. Reduced damage should always be less than normal damage. Therefore, if the column is shifted left (the "die type" is decremented) the value in the new result must be less than the original result. This includes increased effect.
Miranda Valentine is attempting to blast Felicia Laroq with her Peacemaker. Felicia is in partial cover, with the left half of her body behind the corner of the North Star Saloon. Miranda draws card 39:
39.JPG
The hit location shows left arm, so her Peacemaker deals reduced damage because of the wall. The original damage result (3d6) is 18. The reduced damage result is 11, but with increased effect. When she draws her second card to add to the damage, any number greater than 6 will be treated as a 6 so the reduced damage result is less than the normal damage of 18. Even if she were to draw card 45, which also shows an increased effect, the final value is still limited to 17.
3. When applying positive column adjustments (shifting to the right; increasing "die type"), the new value must be greater than the previous value, and, additionally, if increased effect was generated in the original result, the adjusted result also is treated as having increased effect even if the card does not have increased effect in the given column.
Smarting from her wounded left arm, Felicia screams commands to Octavio, one of her vaquero henchmen. Octavio hurls his lasso at Miranda, attempting to snare her Peacemaker and disarm her. He was completely hidden, and Miranda is surprised. Octavio also has an advantage which the Judge rules gives him a positive column shift. His skill is 2d8. He draws card 17:
17.JPG
The result in 2d8 is 19 with increased effect, however with the column shift the 2d10 result is only 16. Because his initial result has increased effect, the Judge draws another card for Octavio. His final result will be at least 20, if a 3 or less is in the new result, a 4 will be used instead so the total result is greater than the initial result. That is very helpful, because he needs at least 2 bumps to change the hit location from left arm, to right arm, where the Peacemaker is...

Escalating Success: Bumps

Heroes are achievers. During any check, when the TN is exceeded by 4, another success level is generated. This is called a "bump". Bumps are in-game currency the player can use to tailor the results to the situation at hand to enrich the story.

Accumulating and Generating Bumps

Unless noted otherwise in the appropriate rules section, any check in TWTW can generate bumps. Bumps are ephemeral, and must be used on the current check. They cannot be saved for future use.

Bumps are generated by checks that exceed the TN by 4 or more. Each multiple of 4 generates an additional bump. Bumps can also be granted based on edges or other character attributes.

The Bonus Counter

At the beginning of each session the Judge will provide a bonus pool, which generally consists of a number of bonus counters equal to one less than the number of players. These counters are shared by the group. Players may earn or spend them as the game progresses. The following rules govern bonus counters.

1. No player may ever hold more than one bonus counter at any time.
2. Spent bonus counters are immediately placed back in the pool, and are available to be earned.
3. Unspent bonus counters are lost at the end of any session of play.

Spending the Counter

Bonus counters can be spent in a number of ways. Usually, the counter is spent on values in the effect grid. A bonus counter generally has a value of +2, but can be worth up to +3 in some situations involving impetus.

Right on! This spend adds +2 to a value in the cause grid. This spend can only be used to increase the number of bumps. It can never change a failure into a success. This is the only legal spend on the cause grid.
Aces! This spend adds +2 to an effect grid result.
As I planned! This spend adds +3 to an effect grid result. The player must be invoking an Impetus on this action.
I've got your back! This spend is special. Instead of taking an action, the player declares how they are helping another player achieve their action better. The bonus counter may be spent by the target player. The target player may not be already holding a bonus counter, unless it is also spent on this action. Multiple players may perform the same action simultaneously. This spend costs 1 AP, or 0 at Judges discretion.

Why a Bonus Counter?

The bonus counter is a mechanic that is uncommon, at best. Why does TWTW choose to have such a thing? Part of what the bonus counter does is to mitigate the disappointment of getting a great result on something that wastes all the extra bonus. It's frustrating to generate a bunch of bumps when they have no further effect on game play. By having the counter, a player can "save" a bump from one roll and use it later, when it counts. Notice how the bonus counter never changes failure into success. Failure is important, or, rather, the risk of failure is. Heroes need to face adversity.

In the end, the purpose of the counter is the same purpose as any other rule in the game: to enhance the experience. In TWTW there are no mechanics to prevent nastiness from occurring to the heroes. The designers have deliberately avoided narrative currency. At the very least, the bonus counter helps the heroes use the great results they generate.

Ready for more?