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		<id>http://wiki.gothpoodle.com/index.php?action=history&amp;feed=atom&amp;title=Game_Mechanics</id>
		<title>Game Mechanics - Revision history</title>
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		<updated>2026-04-13T05:49:48Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12059&amp;oldid=prev</id>
		<title>Ecb at 18:52, 21 November 2012</title>
		<link rel="alternate" type="text/html" href="http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12059&amp;oldid=prev"/>
				<updated>2012-11-21T18:52:51Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 18:52, 21 November 2012&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A '''complication''' is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''&lt;/del&gt;Biochauvanist&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'' &lt;/del&gt;as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A '''complication''' is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/ins&gt;Biochauvanist&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; &lt;/ins&gt;as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-13 05:49:48 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ecb</name></author>	</entry>

	<entry>
		<id>http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12058&amp;oldid=prev</id>
		<title>Ecb at 18:52, 21 November 2012</title>
		<link rel="alternate" type="text/html" href="http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12058&amp;oldid=prev"/>
				<updated>2012-11-21T18:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 18:52, 21 November 2012&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A complication is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'&lt;/del&gt;''Biochauvanist'' as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''&lt;/ins&gt;complication&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;''' &lt;/ins&gt;is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add ''Biochauvanist'' as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-13 05:49:48 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ecb</name></author>	</entry>

	<entry>
		<id>http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12057&amp;oldid=prev</id>
		<title>Ecb at 18:51, 21 November 2012</title>
		<link rel="alternate" type="text/html" href="http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12057&amp;oldid=prev"/>
				<updated>2012-11-21T18:51:58Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 18:51, 21 November 2012&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''&lt;/del&gt;complication&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''' &lt;/del&gt;is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add '''Biochauvanist'' as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A complication is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add '''Biochauvanist'' as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-13 05:49:48 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ecb</name></author>	</entry>

	<entry>
		<id>http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12056&amp;oldid=prev</id>
		<title>Ecb:&amp;#32;Created page with '==Philosophy== The idea is that failure should always be significant, it should complicate matters in an interesting way and so shouldn't be left to randomness. Instead, the GM d…'</title>
		<link rel="alternate" type="text/html" href="http://wiki.gothpoodle.com/index.php?title=Game_Mechanics&amp;diff=12056&amp;oldid=prev"/>
				<updated>2012-11-21T18:50:49Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;==Philosophy== The idea is that failure should always be significant, it should complicate matters in an interesting way and so shouldn&amp;#39;t be left to randomness. Instead, the GM d…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Philosophy==&lt;br /&gt;
The idea is that failure should always be significant, it should complicate matters in an interesting way and so shouldn't be left to randomness. Instead, the GM decides when a character will fail or when there are negative consequences to actions as a way of driving the plot forward. Dealing with complications is what keeps things moving and will be the primary occupation of characters.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a '''complication'''.&lt;br /&gt;
&lt;br /&gt;
A '''complication''' is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a '''Plot Point'''. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add '''Biochauvanist'' as a Mind trait to her character, take a '''Plot Point''', and the negotiations would break down as a complication.&lt;/div&gt;</summary>
		<author><name>Ecb</name></author>	</entry>

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