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Long-term consequences

PostPosted: Mon Oct 26, 2015 7:06 pm
by madunkieg
I've been working on a game called Rascals, which is about parent-less kids in a steampunk neighbourhood. The rules are based on a modified version of Polaris with the random element removed and a wider variety of response (e.g. yes but, no and, etc.). That system takes care of the short term consequences, but I'd like to give the GM a bigger role in the game, and figured that for longer-term (over several scenes) consequences were the way to go.

I've looked at a couple of games that dealt with long-term consequences differently, but they had problems:

Dogs in the Vineyard: focused too much on the characters' internal struggles, but I'd like to have external struggles as well
Apocalypse/Dungeon World: fronts work great, until you realize that it's all based on uncertainty (in the form of dice rolls) which doesn't exist in Rascals

My question to you is, can you think of any other games that deal with long-term consequences?

Re: Long-term consequences

PostPosted: Thu Feb 04, 2016 8:48 pm
by Onix
I can only think of this being done on the GM Planning level in games I've played. The only slightly related concept that I've done is Stress for The Artifact. One of the tools is you can take a 5 point bonus to your roll for each point of stress you take. Only each point of stress then effects each subsequent roll you make by adding one to your roll. After a while you're pretty much unable to make any rolls without taking stress and then you collapse in exhaustion.

That's not long term but it effects beyond that initial choice. Having a narrative system that does something similar might be difficult but not impossible.