New Rule (possibly): Group Narrative Checks

This feels like a game mechanic looking for a problem to solve.

If you really wanted it to be core and not optional, I would replace Task Chains with this approach. No reason to have two different ways to resolve group tasks.
 
There are different sorts of tasks that a group can work on together. Some would suit this rule more than a dependent task chain or a leader with assistants, just as others are best suited for whoever completes the task first.
 
There are different sorts of tasks that a group can work on together. Some would suit this rule more than a dependent task chain or a leader with assistants, just as others are best suited for whoever completes the task first.
@MongooseMatt I think this is true, I'd suggest having a Group Task heading with Task Chains, Working Together, and Group Narratives all in there to allow the Ref to select which is appropriate for the situation.

Having more options in your toolbox as a Ref is always a good thing.
 
As I mentioned in another thread, I could have sworn there was already something like this, but I wasn't able to find it anywhere.

MegaTraveller? TNE? Mongoose 1st?
Maybe it is because I have posted it many times on here and CotI :) (not all that likely), plus a similar rule appears in many games.
 
Summing effect until a critical number is achieved is far superior to task chains in my experience, which is why I use it.

As things stand every roll after the first increases the probability of failure, not success, even if the first is successful and grants a bonus to the next roll, with some caveats.

The reason I changed was climbing a cliff in a RuneQuest game.
 
Summing effect until a critical number is achieved is far superior to task chains in my experience, which is why I use it.

As things stand every roll after the first increases the probability of failure, not success, even if the first is successful and grants a bonus to the next roll, with some caveats.

The reason I changed was climbing a cliff in a RuneQuest game.
I like the summing of effect to the Target success. Where I think this falls short is tracking the failures or is that implied with each party member only getting one action?

What if the action spans multiple turns as in the cliff climbing example? Do you use one set of rolls or multiple?
 
I stupidly required three successful climbing rolls to get to the top, since the PCs has climbing between 35 and 55 it did not end well.

So, after rolling new characters, instead of falling to their death on an unsuccessful roll they made no progress and it cost fatigue points... which got me thinking about how about if a successful roll granted so much towards success and an extended task like this required amassing a certain number of points...

this was 1986-ish
 
Here are my thoughts from the other thread on existing ways to resolve a task that a group has to do:

There are several ways for characters to work together. Which one is appropriate defends on the nature of the task, but also affects time taken.

1) Any success completes the task, such as trying to hit a bullseye, or winning a foot race. All characters make individual task rolls, which might be simultaneous or sequential (if simultaneous, fastest success wins). Failure usually has no effect. May be done as opposed rolls if the characters are in opposition, in which case time taken is that of the winner.

2) Every check adds a result but do not combine, such as gathering rumours. Again, every character makes individual task checks - may need secret rolls. Failures may result in false information or the illusion that the job was successful. Time taken is that of the slowest.

3) Task Chains. Each character must complete their job before the next one starts, such as calculating an Astrogation plot for the Engineer to use in the Jump task. May or may not require absolute success before the next task can be done. For example, failure of Deception to forge a document would result in a dubious document that would hinder a subsequent Admin task to use it, but would at least allow the Admin task to be done. Time taken is the sum of all task times.

4) Group tasks with a leader and helpers, such as a Head Engineer repairing a Jump Drive with assistance from their subordinates. Task chain rule is used to work out the assistants' modifiers to the Head Engineer roll. Time taken is just rolled once for the group.


Some situations might combine them. If the task is to find a missing crewmember on a space station, the characters could all split up and search seperately (individual rolls, fastest success suceeds - method 1), or they could break up into smaller groups (each group uses a leader that makes the roll with others in their group contributing using Task Chain modifiers - method 4), the group with the fastest success is the one that finds them. Or the entire group could search together (straight method 4).

A fifth method (which appears not to be in the book, but is similar to the new proposal) is individual rolls towards a target, contributing either raw effect, or the Chain Task modifier (the former being if the situation allows for a wide range of individual contributions; the latter if not). For either, I don't see why you couldn't have some characters doing their own thing (individual rolls and effect) while others combine efforts on a sub-task (leader and helpers).
 
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