So what all happened here? I made the players play the bomb squad members. Two of them rolled successfully to assist the third. Under the initial difficulty that I set, their assistance would have made for an automatic success. 

That's not dramatic at all, so I revised the difficulty. The player needed a 5 or higher on the die to disarm the bomb. He elected not to spend a Drama Point. (I told him the Drama Point would have come from his own Cast Member's pool, not the Extra bomb squad member's, so there was some justification for this decision.) 

He rolled a 2, I think.

Although the bomb squad guys didn't get a high enough total to disarm the bomb, they did get high enough to realize they had been unsuccessful. That's when the players decided that the bomb squad members would run.

JD, not wanting to have the lives of hundreds of innocent persons in this neighborhood destroyed through the negligence of the Carmines, spent a Drama point for a Plot Twist. She walked up to the timer, arbitrarily selected a wire, and yanked. By virtue of the Plot Twist, she had selected the right one.

Close