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The Old World: Grim and Perilous

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Crucially, this isn't just a resource you spend

to achieve a mechanical effect. The essence of

Story Points is that their use should always correlate

with introducing something new to the

story. Applying this rule will enhance the session

and bring in new, previously unplanned

elements. Look at the following examples:

A character wishes to upgrade their horse riding

check and spends a Story Point. This is a

great opportunity for a brief flashback! Maybe

the character had formed a bond with the

horse before, or reminisces about how their

mother taught them horse riding and showed

them a trick that could be useful now? In this

manner, not only are we justifying the dice

upgrade, but we're also deepening our character's

backstory and grounding them in the

game world.

A character intends to use Lucky Strike. From

a pure game mechanics perspective, the player

can just spend a Story Point, add extra damage,

and pass the turn. But this is a lucky hit – what

luck led to the extra damage? The simplest explanation

is that the opponent inadvertently

exposed themselves, or the character spotted a

gap in their defense. But maybe the character

knocked a chandelier hanging from the ceiling

onto the opponent. This not only adds a memorable

move to the session but now there's a

chandelier on the ground, potentially an important

element in the ongoing scene.

The last, more elaborate example, relates to using

Story Points to bring new facts into fiction.

The Genesys Core Rulebook doesn't define clear

limits for this, so the exchange of Story Points

between the GM and players can become a fundamental

way of introducing potential solutions

to problems presented by the GM.

Imagine a situation where the team has to infiltrate

a heavily guarded castle. As the GM, I

might not have drafted exact entry plans or

guard patrols. Thanks to a full pool of Story

Points, players can act proactively. After a

moment, the team scholar spends a point, saying,

"I found very old plans of this castle after

several hours in the library. It seems there's

a secret dock through which we could enter."

I'm not keen on this idea, not eager for another

session in damp tunnels. However, instead

of saying "no", I return a Story Point to the

players, responding, "You also found documents

indicating this passage was sealed off

years ago due to a structural flaw. It's disappointing,

but perhaps you'll find something

else." The gnome engineer jumps in, "I see a

mention in the same document about another

flaw - a weak supporting pillar for a deserted

tower. Maybe, with some luck, we could bring

it down. It'd make a grand diversion." I like

the idea of a grand entrance, so I accept this

and take the Story Point. Another goes to my

pool when the elf scout proposes, "From my

observation of the guard patrols, there should

be almost no one in the side courtyard around

midnight." I consider it an excellent idea but

make a mental note that the courtyard might

not be as deserted as it seems.

This is a simplified scenario, but what's the

most important to note is that I just presented

a challenge. The players suggested solutions

(though they didn't solve it outright) and

introduced game elements themselves. I now

have three Story Points in my pool, asking to

be used. Typically, I introduce unexpected dangers.

This is crucial to distinguish. If players

anticipate danger, like being fully aware that

the garrison has guards and entering there is

risky, there's no need to spend points. However,

things are different when we, as the GM,

want to throw a curveball their way. Maybe a

delegation from the emperor just arrived at the

castle, and when the tower collapses, knights

come pouring out of one of the buildings. Or

the tower wasn't deserted without reason; a

monstrous creature might have been imprisoned

there, now set loose on the courtyard. We

could take it a step further and combine these

ideas: among the knights, one of the characters

recognizes an old friend, who might be torn

apart by the rampaging beast in moments.

Will the character risk their mission and themselves

to save a former ally? Many plot twists

await, and yet, the dice haven't rolled once!

Chapter 11: Grim World of Perilous Adventure 207

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