But what if it wasn't the player interpreting a cryptic message? What if was the player's character? There IS a difference...
Alex S., host of the BattReps blog, has his own house rule to cover those moments when he - as the character - wants to interpret something mysterious without being certain that his interpretation is necessarily correct, thus preserving surprise and suspense.
From Alex:
The following rule is used when a player receives strange or cryptic advice from some kind of professional, or when he or she is the subject of a prophesy.
The information presented is deciphered the way the player sees appropriate (as per standard Mythic rules), but when the information is to be applied to a situation by the character, roll d100. The roll will determine the advice's validity or the correctness of the character's interpretation of it according to the following:
THE INTERPRETATION WAS
wrong (01-10)
inaccurate (11-20)
maybe possible (21-40)
possible (41-60)
almost certain (61-80)
definitely true (81-00)
Some events during the game can increase the above results. For example, if the character reads a book that explains the way oracles work, grant a character +10 to the dice roll.
So, unlike standard Mythic, Alex's house rule makes it possible for you, the player, to be wrong all along and not know it until a critical moment!
Alex illustrated his house rule this past summer during a solo Trail of Cthulhu adventure. The write-up of that adventure can be found HERE. Midway through, watch as the character Alex receives some murky advice from a medium. Then, keep reading...it won't end like you expect it will...
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