If you all are amenable, there is something I would like to try.  One of the problems I have when playing in freeform is when to write in failure.  My tendency is to always have my characters succeed. :)   But systems bog down playing, playing a more narrative game and playing around with possibilities gave me the idea of just having luck rolls.  What I propose is before you post, roll 2d6.  A roll of 2 and 3 means something when wrong.  4,5,6 means you succeeded with complications. 7,8,9,10 means you succeeded. And 11 and 12 means you succeeded with advantages.  Exactly how you failed will be up to you, how you succeed will be up to you.<br/><br/>Examples:<br/>Fighting a bunch of orcs:<br/>roll a 2 or 3:     I write out how Kay goes to blast an orc but looses her footing and falls on her butt as her shoot goes wlde.<br/>roll a 4,5,6:      I write out how Kay hits the orc but the orc swings back and sends Kay stumbling away<br/>roll a 7,8,9,10: I write out how Kay hits the orc, taking it down<br/>roll a 11 or 12: 1 write out how Kay kits the orc and then rebounds off that attack to take out a second charging orc.<br/><br/>Remembering information about a race: ( I love help in making up lore of the world, so anything that you make up will become part of the world lore)<br/>roll a 2 or 3:     Yeah, don't remember a thing, maybe even remember wrong information, you can make things up and it will be wrong<br/>roll a 4,5,6:      You remember information that is mostly right, you can make it up<br/>roll a 7,8,9,10: You remember good information, you can make it up<br/>roll a 11 or 12   You remember good information and get to make up a little bit more<br/><br/>You need information that you know your character shouldn't know:<br/>roll a 2 or 3:     You don't know or remember someone who can help who is far, far away<br/>roll a 4,5,6:      You remember someone, but they are inconvenient distance away, you can make up person and place<br/>roll a 7,8,9,10:  You remember someone and they are close by, you can make up person and place<br/>roll a 11 or 12:  You remember someone and they on your path of travel, you can make up person and place<br/><br/>We will create the world together as we go.  As GM I will create a Multi-part Quest to Defeat the Dark Queen who is uniting the Dark races and sending them against the Light.  Then I will place obstacles in the way.  Traps and puzzles I create won't be in Kay the Druid's wheelhouse/ability to solve.  Kay will be more support and travel aid. :)<br/><br/>What do you all think about this idea of the luck roll? :)