Daring Adventure Tales
A player may spend a benny and declare certain details about the setting and the story. If the Game Master accepts it, it will be true. This gives the player the ability to direct small things in a story – usually something only the Game Master can do.
Declarations can’t be used to drastically change the plot or to win a conflict. Declaring “The Mob Enforcer drops dead of a heart attack” is not only likely to be rejected by the Game Master, but it wouldn’t even be that much fun to begin with.
What this can be very useful for is convenient coincidences. For example:
- You can declare that the contents of a storeroom contain just the right chemicals you need to build a makeshift explosive.
- You can declare what’s hidden in your pockets.
- The fact that you know someone in a foreign city.
- Is there an interesting scene happening over there that your character might miss? Spend a benny to declare you arrive at a dramatically appropriate moment!
The key limit to Story Declaration is you cannot contradict previously established information… unless you come up with some plausible reason why that information was never true to begin with!
The GM has final say on Story Declaration, but generally, if what you propose makes the game more interesting, odds are in your favor.
If a proposed declaration isn’t approved, you keep the benny, and the change doesn’t happen.