Difference between revisions of "Critical Misses"

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== Using the pattern ==
 
== Using the pattern ==
 
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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 [[Skills|Skill]] relates to actions that can fail. [[Tools]], [[Upgrades]], and [[Weapons]] can in turn affect the risks.
=== Can Modulate ===
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[[Combat]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Critical Results]],  
 
[[Critical Results]],  
 
[[Exceptional Events]],  
 
[[Exceptional Events]],  
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[[Penalties]],
 
[[Spectacular Failure Enjoyment]]  
 
[[Spectacular Failure Enjoyment]]  
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=== Can Modulate ===
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[[Combat]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Skills]],  
 
[[Skills]],  
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[[Tools]],
 
[[Upgrades]],  
 
[[Upgrades]],  
 
[[Weapons]]
 
[[Weapons]]

Revision as of 10:51, 29 December 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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. Tools, Upgrades, and Weapons can in turn affect the risks.

Consequences

Can Instantiate

Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment

Can Modulate

Combat

Potentially Conflicting With

Critical Hits, Predictable Consequences

Relations

Can Instantiate

Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment

Can Modulate

Combat

Can Be Instantiated By

Randomness

Can Be Modulated By

Skills, Tools, Upgrades, Weapons

Possible Closure Effects

-

Potentially Conflicting With

Critical Hits, Predictable Consequences

History

New pattern created in this wiki.

References

-

Acknowledgements

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