Originally Posted by
NRSASD
Thanks for the link to A Soft Murmur! I've been looking for something like this for quite a while!
Regarding critical failures, I like them and use them in my games. However, I roll to confirm, with only 1-5 on the second roll of a d20 being an actual failure. That way, the risk and tension is there but the game doesn't degenerate into complete slapstick.
1: Hit self
2: Hit different target
3: Drop weapon
4: Break weapon (magic weapons can't break, treat this as drop weapon)
5: Fall down
6-7: Break weapon (only for silvered/cold iron)
Regarding contracts, they should only be developed by the players UNLESS it's an important part of the plot (i.e. they're all guild members). Feel free to provide input though!