My question:
I am toying with a game mechanic that would at times allow characters to “triumph” - briefly passing narrative to control to a player so she can narrate her success and receive tokens or xp (like a pbta 12+). However at times there may be an additional complication involved. A “triumph” with a complication.
Are there examples like this in other games? I would love to take a look.
Some solutions I can think of are adding complicating questions under moves so a player may ask her fellow players in case of a complication.
For example:
Amila uses spill the tea and triumphs (with a complication)! She collects a token and narrates: “Duchess Averline did not know what hit her. She was so shocked at what I said that she fainted into the cake. Splat.” Amila’s then asks the table the complicating question: “Who is inadvertently burned?”
Some context:
In order to emulate anime narrative structure and mechanically give lend more importance to side characters I have been toying with a dice system inspired by Genysis, Trophy Gold, and Burn Bryte.
The game uses a dice pool:
A player rolls a base 2d6.
If there is a match she hits. If the dice do not match she misses. If the dice are sequential, there is a silver lining to the miss (like in Genysys, a miss with advantage). She may gain tokens or xp (alla dungeon world).
She can roll more dice if she accepts a devil’s bargain, uses a Side Character’s move as her own, or has advantage.
Let’s say she rolls 3d6.
If all three match, she triumphs. She narrates her success and receives tokens or xp.
If two dice match but not all, there is a hit with a complication (a pbta 7-9 result equivalent).
Let’s say she rolls 4d6.
If three dice match, she triumphs. But if not all dice match, then she experiences a complication as well. Hence my question.