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“Goal In, Goal Out”A Capes house rule by Fred Wolke“A resolved conflict may not be refuted in free narration; another conflict is necessary."Some goals or events don't say anything permanent about the game world; some do. When a conflict is resolved, if the player wants it to say something lasting about the game world, he is adding a Fact to that goal. The fact must be clearly stated. For example: “Goal: Capture Doctor Evil." is used to establish "Fact: Doctor Evil is in Prison.” Establishing the fact costs one inspiration. The value of the inspiration used to establish the fact retained when the fact is recorded. If narration contradicts an established fact, a player must object to it before the next die roll. If the objection is not made, then the player has no recourse later. When an objection is made, the narrating player may choose to either retract the narration, or create a goal to challenge the fact. If he chooses to create a goal, he may either pay a story token to play it, or if it is currently his turn, use the turn to play the goal. The die representing the defense of the fact is given the initial value of the inspiration that was used to create it, rather than 1. Example: A player is tired of playing other characters, and wants to bring his favorite character back in. At the beginning of a new scene, he narrates Doctor Evil into the scene. Captain Liberty's player objects. “Doctor Evil is in Prison!” he says, “It's a Fact.” So Doctor Evil's player uses his turn to play the goal: “Doctor Evil escapes from prison.” If he wins that conflict, the “Doctor Evil is in Prison” Fact is removed. If an attempt to remove a conflict fails, then the fact can be retained, but it costs another inspiration to do so. This may cause the fact to change value. A conflict can establish more than one fact, if the winner has won more than one inspiration from the conflict, and is willing to spend them. Back to House Rules Back to Krakatoa Capes |
