Scenario 1:
1. Player declares intention. ("I want to sneak into the cannibals camp")
2. GM asks for relevant skill. ("sneaking" in this case)
3. If player have it, its a clean success.
4. If he doesnt have it, the GM adds a complication, success at a cost, or offers a hard bargain. ("halfway into the camp your backpack sticks in a bush: do you let it behind, or pull it by force while risking noises and alerting the camp?")
Scenario 2:
1. Player declares intention. (I want to kill him with my knife).
2. GM asks for relevant skill. (Melee or Knife-fighting in this case).
3. a. If the player have it, and the NPC dont have it, its a success. ("you stab him a bunch of times until he is drowning on his own blood. What now ?")
3. b. if the player have it, and the NPC also have it, its a success at a cost, or hard bargain ("You stab him, but he is fast and manage to counter-stab you too. Feel the pain. What now ?")
3. c. If the player dont have it, but the NPC have it, its a failure ("You try to wakwardly stab him but, ouch, the guy is too good for you - he avoids all your attacks, then stab you in the arm and subdue you with the knife on your neck, ready to finish you. - come with me, he says")
3. d. If the player dont have it, and the NPC also dont, its a success at a cost. (see 3. b. above).
Obs: on a fight, the GM should keep the NPC sheet/card hidden, and only show it when the player declares action. This way, the player wont know what he is dealing with.
Voi-lá. A totally diceless mathless deterministic game.
Thoughts ?
![Wink :wink:](./images/smilies/wink2.gif)