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==Trying Again==
 
==Trying Again==
  
Normally if the characters abandon a task, then they are exhausted and cannot try again. However, the GM might, after an appropriate period of rest, allow them to try again. For example, if the dragons are trying to smash down an ancient stone tower, but give up from exhaustion, the GM might rule that if they rest up for an hour, eat, drink and regain their strength, then they can start the challenge afresh. He might even reduce the complexity of the challenge to represent work already done.
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Normally if a character's Energy Pool is depleted, then he is exhausted and gives up on the task. The GM may choose to allow him to try again, after a period of time. Normally, a reasonable period of time is equal to the amount of time that the challenge would have normally taken to complete.
  
However, the GM is within his rights to say that a challenge cannot be tried again thanks to changing circumstances. For example, if a dragon is trying to win over a mob with sweet words, and he fails, then the mob will be antagonistic to him and won't listen again.
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However, the GM is within his rights to say that a challenge cannot be tried again thanks to changing circumstances. For example, if a ''Dragon'' is trying to win over a mob with sweet words, and he fails, then the mob will be antagonistic to him and won't listen again.
 
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==Fragile Situations==
 
==Fragile Situations==
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Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers.
 
Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers.
  
Essentially, for a described action of high quality, the GM rewards the player by giving his character a +1 (or more) bonus to the action's ''technique'' level.
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Essentially, for a described action of high quality, the GM rewards the player by giving his character a +10 (or more) bonus to the action's ''technique'' level.
  
In contrast, for described action of low quality, the GM penalises the player by giving his character a -1 (or more) penalty to the action's ''technique'' level.
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In contrast, for described action of low quality, the GM penalises the player by giving his character a -10 (or more) penalty to the action's ''technique'' level.
  
 
A high quality action is:
 
A high quality action is:

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