@real_mirage said in World Tone / Feeling:
I think the issue is so often when the consequences come around those consequences are out of the player’s control. Which can be completely reasonable/logical! But they feel helpless and more easily feel slighted/pissed/unaccepting of the outcome. Especially if there is a hand behind the outcome such as a GM/Staff telling them what happened.
When bad results happen, I think you have to push it back on the player and let them make a choice. I was recently watching Critical Role’s new campaign and their use of their new system Daggerheart and I thought it was perfect for handling the scenario of a bad outcome/consequences in a MU*.
As an OSR GM, when my players tell me what action they want to take, if the consequence of failure isn’t already clear, I try to make it clear and confirm that they still want to take the action.
"Player: My character is going to jump the chasm to get to the other side.
Me: That’s going to be a d20 roll under strength with a -2 for they length of the jump. If you succeed, your character will be on the other side of the chasm. If you fail, your character will fall into the chasm and, while your character can’t determine the exact depth, it’s enough that there is a strong potential for their death. Do you wish to continue?"
GMs should treat action declarations more like hovering over the options in a Paradox Interactive strategy game story event. Tell the player what the odds of success and failure or what die their going roll, the difficulty number or whatever, and whatever bonuses or penalties they have. Tell them what success looks like (because what they’re attempting may not get them what they’re actually after), and tell them what failure looks like.