PDA

View Full Version : Fortune in the Middle


Jack Spencer
01-11-2002, 10:19 PM
Fortune in the Middle is a type of mechanic that I have been struggling to understand of late. I still don't completely get it, but Seth Ben-Ezra was good enough to let me have a look at his Alyria game, which uses FitM, and I think I understand it a little better now.

Seth asked me to not distribute it, but he didn't say anything about quoting it. Ah, well. Hopefully he'll chalk it up to advertising.


from the Alyria Quick-Start Rules by Seth Ben-Ezra Published by Dark Omen Games

Selena, resplendent in her shimmering evening gown, is attending a ball in the home of one of the Citadel’s High Lords. She is hoping to make use of her influence to affect the current policies towards the Restored in the Citadel. However, her political rival Tenebros is at the ball as well. The two begin to engage in verbal sparring over political matters. After a few pointed exchanges (and a die roll or two), the conversation becomes more heated and Selena wants to disengage. She could use Force (e.g. display a weapon or make a thinly-veiled threat to get Tenebros to back off), Insight (e.g. dazzle Tenebros with a how of wit and sweep away, leaving him spluttering) or Determination (e.g. remain calm while he gradually works himself into a frenzy).

Selena chooses Insight to dazzle her opponent’s wit. With an Insight of Full Moon, Tenebros will have to get lucky and roll a Full Moon to win. In contrast, Tenebros chooses Force to intimidate Selena, but his Half Moon rating should be easy to beat.

Selena knows that Tenebros had a vile temper, rated at New Moon. She decides to provoke him, activating his Temper against him. This drops his effective Attribute to New, making Selena’s chances of success even better.

Tenebros knows that Selena is afflicted with Timidity (Crescent). He states that Selena is losing her cool in the face of his raging temper. In other words, he activates her Timidity Trait. This cancels her activation of his Temper, returning him to a Half Moon rating.

...Tenebros loses his temper and begins railing against Selena. She tries to deflect his cutting words but quails under his verbal assault. Finally, she breaks into tears and rushes from the room, followed by his mocking laughter.


Now, most of this won't make sense to you unless you pick up that Alyria uses a die with moon phases on it. That's why traits are labled such. Anyway...

What seems to be what FitM is all about is rather stating an action, and then failing or succeeding said action, it's about stating a genral intention or desired outcome.

And what is the beauty of FitM is that you can use it for any form of conflict, not just combat as is the typical case. I mean, the above in D&D would've been "simply role-played" which means the players just talking/acting it out. Which is fine, but D&D give you little help in this regard, while Alyria does. (Does d20 still have reaction rolls? I forget) In fact, this form of conflict is fairly well-structured in Alyria. As well-structured as any encounters, I guess.

I'm still wrestling with this concept, though, but I mentioned it in another thread somewhere and thought that the people here might be interested in it, or as much as I understand it, anyway.

Desperado
01-12-2002, 10:24 PM
*confusion ensues, the pain!* hehehe...

Seriously though. It seems to me that the Fortune in the Middle system is somehwta like give and take. Each person wants a desired effect, and attempts to gain some ground against each other by using what skill they have to effect the other person. Kind of like a scale. If a moon is full, in this particular design, then it's like having a high target number to beat. but instead of rolling to meet or exceed the number you use your skills in order to bring the number down, effectivly lowering the size of the moon. Did I get this correct? Or perhaps I'm not even on the road less travelled as intended. Maybe I've striken off into the woods, eh? hehe, either way I gave a crack at it. ;)

Patrick Chipman
01-13-2002, 02:45 AM
If the example doesn't make the rules system crystal clear, it's not helping and needs to be rewritten or removed. ;)

I also don't see how this is more effective than, say, making an opposed roll in a margin-based system. If the game system has a skill for both characters (Fast Talk and Intimidation, perhaps, for this example), one can rather simply determine who succeeds and by how much by using the CRM. The interpretion is just as straightforward as this system's, really. What makes this system slightly more advanced and nifty is the addition of descriptor-related penalties; it reminds of Mind's Eye Theatre's negative traits.

Plus, no offense to Seth Ben-Ezra or Dark Omen, but this mechanic feels extremely gimmicky. Why do they feel the need to use moon phase dice? Does this help the game in any way? Why not use a d6?

Jack Spencer
01-13-2002, 11:49 AM
Maybe ALyria isn't the best example in the world. I don't know. I hope I didn't just screw things up for Seth.

Anyhoo, I did a little more reading and Adept Press's Sorcerer uses a slightly different method.

Basically, as I understand it, you have a pool of dice that you role against the other guy (or GM's) pool. Results are based on successes, comparing individual dice, highest roll to lowest roll.

It's a little difficult (for me) to explain, and I know I'm doing a crappy job (for a better job, got to the Socrerer homepage (http://www.sorcerer-rpg.com) and download the Apprentice version of the rules, or even buy it if you like what you see. Shameless plug, I know, but I happen to like the game and you'll get a better idea of how it works from the full version than the freeware version)

Individual systems and how they work aside, it seems that most FitM game have some kind of gradation for result. i.e. Full vidctory, marginal victory, etc. What confuses me is that I don't see how this is different from regular dice mechanics.

I suppose what it is is that sometimes my GM would use the typical mechanic as a FitM mechanic. This has probably been in the hobby for decades but a few games have come out that exclusively use this method, discarding the typical Foutune at the End method.

Example:

A character is faced with a physical conflict of some kind. The player shouts "I'll kill you!" and rolls dice. The rolls are examined and he didn't roll a success. The player reformats his intentions to the dice result: "OK, I won't kill you now. But If I ever see you around here again, I will KILL you."

Maybe this will clear up some of the vagueness that is meant by Fortune in the Middle. I am still confused by this concept, to be honest, and I was hoping that someone with a better understanding would chime in (hey, where are you guys?)