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Unwritten: System Reference Document/The Great Art of Writing
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=====Determine the Outcome===== If the roll fumbles, the Writer has an option to accept the fumble or to succeed at a cost. If they accept, the GM gets to decide what the new aspect is. This will be related to the intended aspect but will definitely have unintended results, probably unpleasant or unhelpful in some way. If the Writer chooses to succeed at a cost, then they get the aspect they want. However, the GM also adds a secret aspect to the Age. This is guaranteed to be bad for the character and is likely to become a significant plot point. If the roll ties, the aspect is created but with some minor difference that is slightly annoying or awkward. A slight modification of the wording of the aspect might be needed. If the roll succeeds, the aspect is created as intended. The GM and the player need to make sure that they are on the same page on what that means. Unintended effects of the aspect (specific results for explanatory aspects or root causes for declarative aspects) should be cosmetic or neutral. If the roll excels, then the Writer has a choice. They can specify some of the ‘unintended’ effects of the aspect. Or they can choose to let the GM define the effects in some beneficial way and surprise them with it during play. Now that his friends have secured blank Books and ink, Templeton is finally beginning his first Age. He’s interested in an Age that has lots of natural power - underground steam tunnels, geysers, etc.; lots of power there to be harnessed. He decides that the Age theme will be Endless Geothermal Power. He attempts his Writing action with Research, reflecting how much study he has put into the Art. He fumbles the action, however. Templeton is afraid of what a serious cost might when Writing an Age, so he accepts the fumble. Gwen tells him that the Age theme is actually Constant Volcanic Activity. Templeton decides he’ll have to work out how to insert some areas of stability and safety into the landscape the next journey roll.
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