Off to Metatopia tomorrow, so here’s a quick one for Fae and other approach based games.
When I use approaches, I may follow the rules as written for the mechanical effect (aspects, boosts, damage etc) but for the fiction, I do something else entirely.
First, I figure out how many approaches are relevant to the roll. It’s rare that they’re all relevant, but usually there’s at least 2 or 3 in play. Like, if the player wants to break someone out of jail, they probably want to be sneaky and careful (or maybe flashy and quick.
If they get a marginal success (0 or 1) then they succeed at whatever approach they took. Each additional step of 2 (so 0–1, 2–3, 4–5 etc) means than they succeeded in one more approach. So if the character rolls sneaky to bust out their friend and rolls a +1, then they succeed and are sneaky, but not careful, so they leave some evidence behind. if they roll a +3, then they’re sneaky AND careful, but it takes a while. if they roll a +4, then they’re sneaky, careful and quick.
I don’t necessarily articulate the mechanics of this because they’re a guideline. Instead, it all comes up in the fiction.
Note that when I do this, then the choice of approach matters insofar as a non-useful approach means your initial success is not going to help much. Let’s say I try to smash and grab my friend out, so I use forceful – even if I succeed with a 0 or 1, I’m not Sneaky OR Careful OR Quick so there are going to be consequences to this approach.
Effectively, it fills a similar niche to the *world 7–9 result, just on slightly more constrained lines.
Anyway, just a trick.