Contests should not be taken lightly. Each testamong characters should be regarded as a significantmoment in the playing of the story. Conteststhat represent combat should not break downinto blow-by-blow action; they may, at the most,occupy three or four contests, and then be done.Much the same is true of things outside of combatas well, but in such cases, this mode of playis more normal, vis á vis how it is handled inother RPGs. So mainly what Im saying here isthat combat isnt any different, in <strong>Pace</strong>, than thingswhich are not combat.Combining EffortsSometimes PCs or NPCs will want to combine theirefforts in order to overcome an obstacle. Thereare several options for how to do this.The first method is going by simple numbers (outnumberingor mobbing the opponent). Eachcharacter, if acting in the scope of a descriptor,may contribute the single automatic success to acommon result pool, but may not spend pips. Ineffect, you count the number of people involved,and thats how many successes are gained. Thisis a popular minion tactic throw four guardsmenat the hero, and theyre combining for foursuccesses.The other tactic involves watching each othersbacks and compensating for weaknesses whileaccenting the greatest strength (using teamwork).One character is selected as the leadand chooses the descriptor that applies. The restare acting in a support role. If you are in a supportrole and may do any of the following, providingyou can describe the actions and events thatare taking place to make it possible: Spend pips to remove blots (see the next chapter),one pip per blot, on any character involvedin the teamwork effort, other than yourself. Spend pips to remove failure cards (see thenext chapter), paying a number of pips equalto the number on the card, on any characterPACE7involved in the teamwork effort, other than yourself. Spend a pip to give the lead access to one ofyour descriptors.Support characters cannot spend pips to buysuccesses for the lead, however. Thats the leadsjob.All this said, there is a downside everyonesblots and failure cards may apply to the leadsefforts.The mutual buy-offs aspect of a teamwork tacticis there to counter that. Thus, when characterscome together as a team, it has a tendency towipe the slate clean at a cost. Such momentsare the only way that players can effectivelyshare their pips.Margins of SuccessWhen doing a contest that doesnt end in a tie,youll be able to gauge how much the winner wonby. This is a margin of success, and can easilybe converted into a narrative result by viewing themargin as a success-result of its own.That is to say, if you beat someone else by one,then the margin is basic, and the consequenceinflicted upon the loser is minor but palpable. Amargin of two or three indicates something majoris afoot, and beyond that the losers predicamentis dire indeed.Again, no hard and fast guidelines are going tobe provided here, because how this plays out isvery much something which should be done to thetaste of your play-group. If youre playing a gameof armed conflict where life is cheap, then peopleprobably start dying around a margin of three. Ifyoure a bunch of martial arts action heroes outof an anime epic, ultimate defeat may come ata much higher margin, or may require multiplelosses.Such notions should be spelled out as clearly aspossible near to the start of a game.
LosingPACEIf a character loses, it is incumbent upon thecharacters player (or the GM in the case of anNPC) to describe the loss in keeping with themargin by which he was beaten, and to the satisfactionof the winning party. A third party shouldbe brought in if the winning party is implacable,but really, nobody likes a sore winner, so victorsare encouraged to play along in the spirit of thegame.Example: Draco’s WoundRoderigo has beaten Draco by a margin of one,which, luckily for Draco, indicates only a minorconsequence. Since this is not a duel to thedeath, Draco declares that Roderigo scores afirst blood hit to his shoulder.Roderigo counters that he was trying to teachDraco a lesson, and wanted to give him a scaron his cheek for his trouble.Draco protests that Roderigos success wasonly a basic one, and that something like ascar would be a more drastic consequence, asreputation and appearance play important rolesin the story.Roderigo considers and ultimately agrees,accepting Dracos shoulder wound as a fairresult.The effects of a loss are not represented mechanically(unless player-elected and severe see thenext chapter), but if it suits the tastes of the playgroupinvolved, some house rules may be introducedto track wounds or whatever suits you.When cooking up such house rules, be carefulabout applying too much in the form of penalties.Pips should not be stripped from a playeras a consequence of loss, either if they lostbecause they elected not to spend pips and savethem instead, those savings shouldnt be challenged.You may wish to instead consider reducingthe rating of a descriptor by one when awound is inflicted, or potentially more potently,reduce the zero cost success level for a characterby one for each major wound received (where8one wound would lead to starting at -1 for a nodescriptorsituation, and 0 for descriptors).Remember, though, that these are options, notcore rules. If youd rather handle your consequencesin a purely narrative fashion, you should!Its the default.Players may choose to lose and, in fact, maychoose to lose more drastically than usual, inexchange for pips. But thats covered in the nextchapter.