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