Christoffer
It's all pig.
Och, kanske jag borde lägga till ser jag nu när jag läser det här, för det börjar verka som att "jag hugger med svärdet -> rull -> swish tjopp huvudet flög av" är samma sak som minimalt FitM, att man inte ska glömma bort intentionen/målet/vad vi nu kallar det.
För den som är intresserad kan man alltid fördjupa sig i den här:
http://www.indie-rpgs.com/_articles/narr_essay.html
Jämför medFortune-at-the-End: all variables, descriptions, and in-game actions are known, accounted for, and fixed before the Fortune system is brought into action. It acts as a "closer" of whatever deal was struck that called for resolution. A "miss" in such a system indicates, literally, a miss. The announced blow was attempted, which is to say, it was also perceived to have had a chance to hit by the character, was aimed, and was put into motion. It just didn't connect at the last micro-second.
Fortune-in-the-Middle: the Fortune system is brought in partway through figuring out "what happens," to the extent that specific actions may be left completely unknown until after we see how they worked out. Let's say a character with a sword attacks some guy with a spear. The point is to announce the character's basic approach and intent, and then to roll. A missed roll in this situation tells us the goal failed. Now the group is open to discussing just how it happened from the beginning of the action being initiated. Usually, instead of the typical description that you "swing and miss," because the "swing" was assumed to be in action before the dice could be rolled at all, the narration now can be anything from "the guy holds you off from striking range with the spearpoint" to "your swing is dead-on but you slip a bit." Or it could be a plain vanilla miss because the guy's better than you. The point is that the narration of what happens "reaches back" to the initation of the action, not just the action's final micro-second.
There's a whole spectrum of extreme connect/disconnect between conflict and task. At one end, the task does fail, but the goal fails too, perhaps with a nuance or two. The other end is much wider in interpretative scope: we know the character's goal (killing some guy) doesn't happen, but with those in place, narration takes over to provide all the events involved. Applying different judgments along this spectrum, for different parts of play, is a big deal in games like Dust Devils, Trollbabe, Sorcerer, and HeroQuest. In Sorcerer, failing a dice roll means failing the goal, almost always due to failing at the task; in Dust Devils, certain card outcomes dictate that you fail at the goal, but whether the task failed or succeeded within that context is entirely up for grabs and determined by that scene's designated narrator. HeroQuest and Trollbabe permit the group to customize between these extremes as they see fit for that scene.
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Some (min fetstil) Fortune-in-the-Middle applications give opportunities for tweaking after the roll: usually, spending points of some kind after the dice have hit the table to alter the effects. Some games have this feature and some don't; Forge jargon calls such things "FitM with teeth" because such a system forces the group to acknowledge that the dice do not "finish" the job of resolution.
För den som är intresserad kan man alltid fördjupa sig i den här:
http://www.indie-rpgs.com/_articles/narr_essay.html