The West That Wasnt - Action Resolution
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).
Contents
Actions
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.
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, and other external factors are unlikely (critical failures - see below- are still potentially possible). After the check is described, the Master 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.
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.
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 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.
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 Master, he may inform you that it is a complex check. The Master 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 6 in the magnitude, one victory is generated.
All necessary successes need not be accrued in a single action, and multiple characters may collaborate to produce greater effect (see cooperation XX). However, partial effect levels are truncated.
Reuben McRotch wishes to prepare a dynamite device as quickly as possible, so he can evacuate the premises. The Master 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.
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.
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 Master 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
How to resolve checks with action cards.
Escalating Success: Bumps
Heroes are achievers, they escalate regularly. 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.
This is probably where bumps should be fully explored.
Continuous Actions
Continuous Actions are special cases where a character is performing the same activity round to round, sometimes requiring checks. Some examples of continuous actions are riding, covering fire and . In some cases, other actions may be performed in tandem with continuous actions as described below. Continuous Actions may be either simple or complex.
Continuous Action Phases
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 are performed during these continuous action phases, but not all continuous actions will resolve during each continuous action phase.
How is a continuous action performed without being resolved? Consider the following example.
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.
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, nothing needs to resolve for it to occur. It is unchanged based on anything the characters do, the movement is consistent. 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.
-more is needed here-
The order of action is determined by the handling of the action. Each type of mount has a handling rating. Other types of continuous actions have a continuous action rating. If multiple actions occur during the same continuous action phase, order the actions according to the initiative rules.
The continuous action occurs during each continuous action phase. In the case of movement, this is when the vehicle or mount moves, it is not tied to the character or their actions in any way. See driving under Vehicles and Mounts in Chapter XX for the full continuous movement rules.
What Happens?
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.