Difference between revisions of "Critical Misses"
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− | + | [[Critical Misses]] are a type of [[Critical Failures]] applied to [[Combat]], and as such are a type of [[Critical Results]]. They typically give the affected players [[Penalties]]. | |
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− | + | [[Critical Misses]] work against players being able to have [[Predictable Consequences]] for their actions, and may qualify as [[Exceptional Events]] unless they are too common. While not sought after by players, experiencing them may lead to [[Spectacular Failure Enjoyment]]. They naturally are opposites of [[Critical Hits]]. | |
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== Relations == | == Relations == |
Revision as of 11:08, 29 December 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Creating Critical Misses depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of Randomness in a game while Skills levels typically help determine the risk and each individual Skill relates to actions that can fail. Upgrades and Weapons can in turn affect the risks.
Consequences
Critical Misses are a type of Critical Failures applied to Combat, and as such are a type of Critical Results. They typically give the affected players Penalties.
Critical Misses work against players being able to have Predictable Consequences for their actions, and may qualify as Exceptional Events unless they are too common. While not sought after by players, experiencing them may lead to Spectacular Failure Enjoyment. They naturally are opposites of Critical Hits.
Relations
Can Instantiate
Critical Failures, Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Skills, Tools, Upgrades, Weapons
Possible Closure Effects
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Potentially Conflicting With
Critical Hits, Predictable Consequences
History
New pattern created in this wiki.
References
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Acknowledgements
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