Complications
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Advice on handing Complications [1]
Knowing when to apply a nasty complication and when to go easy is part of the GM's art. Sometimes failure is complication enough. Sometimes characters should get a little wounded or something important should get broken. Sometimes a complication should just lead to an additional test of some sort. And sometimes you should go for the gold and make things more interesting. Complications should also be tied to the test at hand.
Failure is enought
Fail a Sword test? Well, in the heat of Fight! Failure is complication enough.
Pass a test or earn an Ob
Fail a Cooking test, I might decide you've used some bad mushrooms. Make a Forte test or you'll be at +1 Ob until someone can treat you successfully for a Superficial wound.
Gain a Wound
Fail a Speed test when you attempt to walk across the ice-rimed tree that bridges the river? You fall in the river and take a B5 wound.
Spice it up, be interesting
Failed your Orienteering test? Maybe it's time I pull out that extortionist troll I've had in mind. You can run into him while trying to cross a bridge.
Fail a Seduction test against the Countess? Oh, she's interested all right, but the Count sees how she's looking at you and he's not happy at all.
It's important to have a mix!
I try an have a list of ideas, for stuff to throw at my PCs. Some of the time they give me the openings I want.
Notes:
I have once more stolen most of this from Thor's ranting on the Forum.