I recently got a copy of the 5th Edition of Vampire: The Masquerade. One of its elements that stood out to me was a narrative approach to resolving scenes, often with a single skill check. Basically, the Storyteller describes a scene and the challenge related to it, the player makes the roll, and then together they come up with an explanation of what happened. This is not intended as the primary resolution system, but a way to simplify more basic scenes and to keep the focus on the drama, rather than on the dice rolls. It honestly reminded me quite a bit about how various Solo games handle scene resolution--in particular Libre and Bivius . You use the rolls to define the action, rather than the opposite. In a standard scene, a player declare that they are going to throw a punch; they would then roll dice, resolve the action, and deal with whatever consequences. Often with a lot of back and forth. In this setup, the idea is that you would roll a single combat roll, and that would reso
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Knowing they were going to be questioned, The Men took some time to get their story straight while in the cell of the brig. They did so quietly, unsure of how many eyes and ears were on them beyond the guards nearby. It didn't take long before the Men were taken one by one up to the deck of the frigate. Deirik was questioned first about his recent whereabouts, his associates, how he knew the Pirate Princes, what they were doing on the island, where they were going... the list goes on and on. As soon as Deirik was brought down, Ygvard was taken up. Deirik took that opportunity to relay what he was asked to the others and what his answers were. Unfortunately, Ygvard wasn't given the chance to hear that information, so when he was asked the same questions - they didn't perfectly align with Deirik's answers, and even those slight discrepancies were enough to let doubt remain. Boldulf's and Eirik's answers all aligned to Deirik's, to the surprise of no one.