"Major Virtue" (A Virtue that gives boosts to the Entire Party) "Minor Virtue" (A Virtue that gives boosts to the Self or individual Party Members) "Unfazed" (basically a "Get A Hold Of Yourself, Man!" result which doesn't result in a Virtue, but also doesn't inflict an Affliction - a "middle ground" result which shrinks if multiple Resolve Tests are passed, meaning the hero either eventually gains a Virtue, or - more likely - suffers an Affliction) "Minor Affliction" (Fearful, Selfish, etc.) "Major Affliction" (Paranoid, Abusive, etc.) "HOPELESS" (the WORST Affliction, due to failing a high-difficulty Resolve Test, or not bothering with the QTE) * Test Your Resolve: This is basically a button-mashing "Test Your Might"-style QTE, in which you're trying to prevent your hero from suffering an Affliction by mashing during a short time limit, with results ranging from:
To start (besides adopting the basics of M&L's "use QTEs to dodge enemy attacks/strengthen your attacks"), let's apply this to the Stress/Affliction/Virtue system. Press X To Not Die), but QTEs have been done in-game to much better effect, even in RPGs (such as Mario & Luigi's "Press The Button to do extra attack damage, or to dodge an enemy attack" mechanic), so I think some expansion can be drawn on this concept. Whilst I understand the backlash against in-game QTEs (specifically the "if you don't push the right button, you die immediately, during a cutscene where you're not expecting interaction", i.e.