Schrödinger's Gun: Difference between revisions

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* ''[[Exalted]]'' and its modern cousin ''[[Scion]]'' both rely on a [[Rule of Cool|Stunting system]]. Do it with style, and even if it is utterly ludicrous, it's more likely to succeed than if done boring-ly. For the most part, "stunts" involve pieces of the environment that the players make up as they go along. Asking if something exists in the scene should be met with "It does now."
* The ''[http://www.rpg.net/reviews/archive/12/12960.phtml DC Heroes RPG]'' had a similar feature. A PC may spend a few of his/her Hero Points to decree the existence of specific objects in his vicinity, if the GM agrees to allow them.
** Then there's the Omni-Gadget, Omni-Connection, etc. advantages. "Whaddya know, this 8 AP opmniomni-gadget in my belt is an 8 AP FORCE FIELD gadget!", or "Paradyne technologies? What luck, an old buddy of mine from college is the VP in charge of Marketing there!" and so on.
* It is explicitly written into the rules of ''[[Paranoia (game)|Paranoia]]'' that anything the GM says goes. ''Anything''. The GM is perfectly free to roll a 5 and declare it a 17. Similarly, players may discover that they had mutations they were unaware of, that the NPC they're assigned to kill suddenly belongs to their secret society now, or that their weapon was actually sabotaged by Communists, or that while they were fleeing from a renegade robot they caused an Ultraviolet citizen a twenty minute delay in his routine. If it doesn't contradict established fact, or if the GM can invent a justification for why it doesn't, then it's all good. (Although, considering that this is ''Paranoia'', contradicting established fact is perfectly acceptable behavior.)
* In the new Czech RPG Střepy snů (''Dreamshards''), this is a mechanic given to the players—if you want to have done something in the past that could help you in the current situation (or if you simply want something to be a certain way), you can burn one of your dream points and it's part of the game now. Hiding in a basement and the only way out is besieged by zombies? One dream point later, you can leave through the secret door (that you most certainly installed) into the tunnels below.
* ''[[Spirit of the Century]]'' is fond of this one. The languages that a character knows need not be specified at creation. A character can spend "Fate Points" in order to make declarations about the scene in their favor or create weird coincidences (e.g. "I declare that the guard holding us hostage was my college roommate"). Players can use knowledge skills to make similar declarations (so an expert in architecture can "create" a secret passage in a building by declaring that he or she learned such in his or her research). Furthermore, numerous stunts allow for Schrödinger's Gun situations, like Personal Gadget, which gives the player a gadget less fancy than the standard, but the player can create it on the spot when he or she needs it (they had it all along), or Master of Disguise, which allows a character to effectively stop playing, then later declare that any unimportant character "is really ''me'' in disguise!" The game also gives rules for on the fly character creation, which works similar to the ''FATE'' example above—unsurprisingly, as it's based on another version of the same system.
* ''Swashbucklers of the 7 Skies'' and other [[Prose Descriptive Qualities|PDQ]] system games are fond of this one - there's usually a power currency (Style Dice, Hero Points) to let the players declare significant facts about the game, such as inventing useful NPCs or giving them new abilities. S7S even encourages players to make flat statements that something exists and tossing a Style Die down, as opposed to asking if it's so and having to pay the cost the GM sets (though the GM should ask for more dice on particularly large changes anyway).
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[[Category:Creator Speak]]
[[Category:Tabletop Game Tropes]]
[[Category:Schrodinger's Gun{{PAGENAME}}]]
[[Category:Useful Notes/Schrodinger's Cat]]