Critical Misses
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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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. Tools, Upgrades, and Weapons can in turn affect the risks.
Consequences
Can Instantiate
Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment
Can Modulate
Potentially Conflicting With
Critical Hits, Predictable Consequences
Relations
Can Instantiate
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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