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===Example 2: You’ve Got to Pick a Pocket or Two=== That sly rogue known only as the Cunning Weasel is attempting to pick drunken lord Wobblybottom’s pocket and relieve his lordship of his overly-burdensome wallet. The Cunning Weasel is the protagonist and Wobblybottom the antagonist. The Weasel’s goal is to take the wallet without being noticed. Lord Wobblybottom’s goal is to notice that attempt. Note that Lord Wobblybottom has a goal even though he is entirely unaware of what is going on. Again, recall that in the broadest possible sense, reality resists the protagonist in every contest. If the GM had decided that there was no chance for the Cunning Weasel to fail (she’s simply too skilled or Wobblybottom is too drunk), then there is no contest. This contest would play out in much telescoped time. Each roll of the die might represent a few tenths of a second as the devious Weasel eases her hand into the pocket, grasps the wallet, and slips her hand out again. Each check might well be an inch or two of movement in this way. So if the cutpurse delivers 1 check, her hand moves just that much closer to the fat wallet; if she delivers 6 checks, she’s almost home. Wobblybottom’s checks are even more complex to interpret. If he delivers 1 check, he might have coughed or glanced around or done something else to make discovery that much marginally more likely. A few more checks and perhaps he turns his torso, trapping the Cunning Weasel’s hand still buried in the pocket. If Lord Wobblybottom wins the contest, he made it impossible for the Weasel to get the goods. He might even have noticed what’s going on, which might well begin a new contest (goal: drub that dirty thief).
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