I’ve been sitting on this for a while now. Figure it needs to see the light of day to get some fresh air.
This is for the stopwatch dueling game. Want a unified mechanic that still uses the stopwatch. Here we go:
Taking a Risk
When a player declares an action that is risky or uncertain, the GM starts the watch. The GM then says the following aloud and fills in the details.
- “If you win, ______.”
- “If you lose, ______.”
- “Do you accept these terms?”
If the player dissents, continue to negotiate. If they accept, the GM hands them the watch. Without looking at the display, the player stops the watch. If the last digit (the hundredths or thousandths of a second) reads 5 or higher, the player character wins. If not, the player character loses and suffers the danger. Whatever the outcome, the GM immediately describes the impact.
If the player character is at an advantage, such as from use of a proper item or a good position or approach, the GM may grant the following:
- Increased effect: If they win, they receive an additional benefit.
- Decreased danger: If they lose, it’s not as bad as it could have been.
- Decreased difficulty: The character wins on a 3 or higher.
If the player character is at a disadvantage, such as from the use of an improper item or a poor position or approach, the GM may grant the following:
- Decreased effect: If they win, it’s not everything they hoped.
- Increased danger: If they lose, it’s worse than they feared.
- Increased difficulty: The character wins on a 7 or higher.