One of your great powers for improving a Scene lies in your use of Concessions. It’s all too easy to make the Concessions weak, enabling you to do whatever you want without significant repercussions. Of course, your Host may overrule you on this, but mostly you can have the Concessions you want. Instead of doing this, try to construct interesting and significant Concessions, using them to build drama and excitement in the Scene.
One of your great powers for improving a Scene lies in your use of Concessions. It’s all too easy to make the Concessions weak, enabling you to do whatever you want without significant repercussions. Of course, your Host may overrule you on this, but mostly you can have the Concessions you want. Instead of doing this, try to construct interesting and significant Concessions, using them to build drama and excitement in the Scene.
Remember that in a combat situation, your Concessions are usually the only things that are going to get you hurt. So when you are having a combat and there is a very high difficulty facing you, consider accepting it. Just build cool Concessions and let the fight roll on from there.
Remember: Concessions allow you tremendous power over your own fate. No matter how many Concessions there are, you never have to fail completely. If you want to take a huge number of the things, probably you might as well fail from a simple mechanics point of view, but from a dramatic point of view it’s more interesting to have things go haywire. Just don’t invent a list of silly Concessions; you want to build up a scene from complications, so the more you can link up a group of Concessions as a coherent picture, the better the scene. Remember to get suggestions about this if you’re stuck—you don’t need to invent every one of them yourself, and often it’s the other players who can see more accurately what will be fun.
{The Difference Between Commenting and Asserting <--> NPCs Arising From Concessions}
-- ChrisLehrich? - 24 Dec 2004
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