4: PipsPhysical RepresentationEvery player and the GM has their own pool ofpips (which may be empty at the start, or not,depending on how things are set up). This poolshould be reasonably visible to the other playersand to the GM, so a physical representation of thepools is in order.Assuming youre gaming around a table, thereshould be a bowl on the table that unallocatedpips go into. Players should be seated in sucha way that their pool is clearly visible in front ofthem.What you choose to represent a pip is really upto you, past that point. Glass beads are certainlyfacile, and since theyre difficult to stack its a littleeasier to tell at a glance how many there are. Ifthe stacking thing doesnt bother you, coins area good option something to do with all thosepennies you have lying around. Or you could usepoker chips. Foodstuffs such as candies are reallynot recommended, since some players will tend toeat their pips rather than spend them on the game.You could also use dice, if you wanted, since youwont be using them otherwise in this game.Spending PipsThis has already been covered to a great extent inthe prior chapter.In summary, pips are spent to increase the levelof success from its starting point. If an action iscovered by a descriptor, it starts at 1, and if not, itstarts at zero. 1 and above are considered successful.Some GMs may wish to allow the expenditure ofpips for non-descriptor-focused effects, like arrangingfor minor coincidences to occur in the storyline,or to invent new facts (Yeah, I know a guyin that part of town, let me see if I can track himdown and ask him about the headless ghost wevePACE9been hearing about.) so long as the facts dontstep on toes or run afoul of something already inmotion.Further, if your game has characters with specialpowers, you may want to assess a starting pipcost to use the more potent abilities of those powers.A Pyromancer might be able to light campfiresjust fine, but to throw a fireball it will probablycost a pip just to get started.Using the physical set-up we talked about above,spent pips go into the bowl in the middle of thetable.Getting PipsPlayers can acquire pips in a few ways.The primary means is by choosing to fail that isto say, by selling off their successes. You can sellyour level of success down as far as -3, gainingone pip for every level you drop. Negative-resultfailures carry consequences with them, though, inthe form of failure cards (see below).This operates more or less like successes inreverse. Things start with zero as a basic failure,and progress naturally towards -3 as a catastrophicfailure. -3 is the practical limit, granting4 pips where a descriptor applies, and 3 whereno descriptor applies.Example: Roderigo’s EmbarrassmentRoderigo is Dashing[3], and is trying to impressa lady hes been following around town. Hedecides he could use some pips, as his supply isrunning low, so he goes for a backfire, decidingthat his usual success of 1 should instead be asignificant failure a -1. He and the GM workout the details, and Roderigo walks away with2 pips and a handprint reddening the side ofhis face.This should not be allowed to be done haphazardly.It has to be proper for a determination to
e made; if the GM wouldnt be calling on you topick a descriptor to resolve an action in the circumstance,you are not allowed to simply decideits time to get your pips all the same. That said,this is usually not a problem in playgroups whererules are not targetted for abuse.PACEphrase) and hands it back to the player, who mustdisplay the card prominently in front of him.As the game progresses, the failure cards numberreduces the number of successes produced wheneverit seems appropriate for it to apply.Similarly, the player is not allowed to createan internal conflict where two or more of hisdescriptors are driving him in different directions,and are thus in contest against one another, allowingone of the descriptorsto be sold down to failagainst the other. Thatsan abuse.Another means of acquiringpips is as simplereward from the GM either to representgood play, an award forachieving a particulargoal, or just for makingfolks laugh.As a rule, players cannotgive pips to one anotherand, furthermore, lameplayer-to-player conflictfor the simple purpose ofdriving up their mutual pippools is frowned upon.Good player-to-playerconflict may be valid,however, so long as itsgiven the same kind ofattention and tension asany conflict with an NPC.Failure CardsSelling your successes down to a negative numberalways has some lingering consequences, manifestingas failure cards. Whenever a playertakes a negative-number failure, he writes thenumber on an index card and hands it to the GM.The GM, in turn, writes a description (descriptor-like,it should be a single word or hyphenatedIf the GM and player agree the consequencerepresented by the card has played itself out, thecard may be removed. <strong>Other</strong> possibilities includedeciding that failure cards only remain in play fora given number of scenesor invocations, andsome GMs may allowplayers to buy a failurecard off by spending anumber of pips equal tothe failure number lateron.DescriptorsExample: Roderigo’sEmbarrassment (Continued)In the previous example,Roderigo took a significantfailure of -1. Hisplayer hands the GM acard with a -1 on it. TheGM writes Bad-Reputationon it and hands itback. For the rest of theday, the ladys friends seeto it that Roderigos effortsto be Dashing[3] with theladies are reduced by onesuccess.Using NegativeIn some cases, a character may have a negativedescriptor attached to them (not the same as afailure card!). This is the case with our ButterfingersRobot from the second chapter. Such descriptorscan be looked at as pip generators, if the GMallows them in her game.10