Player Guidance
Basic Set: Campaigns · p.347
Open source p.347A player can spend bonus character
points to specify the game-world effects of a
recent success. Whenever he rolls a success
(or in a situation that didn’t call for a roll),
he may spend 2 points and add a plausible
element to the world or scene. A player who
rolls a critical success may spend 1 point for
the same effect. This replaces any other ben-
eficial effects of the critical success.
Example: Dr. Smith is working at the
Federal Laboratory for Advanced Weapons
when a giant robot bursts through the front
doors, four stories below. Smith makes his
Sense roll and notices the attack. Smith’s
player suggests, “I was walking past the
security station and spotted the robot on a
monitor. I go over to the console and train
the sensors on the robot.” The GM hadn’t
previously mentioned a security station or
sensors, but since that fits his view of the
FLAW, he agrees. Smith’s player pays 2
points and the GM fits the scene in.
In addition to being plausible, a suggestion
must be acceptable to the GM and the other players. In general, the GM
should go along with suggestions that are imaginative, that move the
plot forward, or that save a PC’s life. The GM should not approve a
suggestion that would short-circuit the plot, contradict a previously
established fact, or harm or steal the scene from another PC. In bor-
derline cases, the player and GM can negotiate.
The GM should make a note of any element added using this rule, as
it becomes a permanent part of the game world!