Taking Action

While a large portion of gameplay occurs within a narrative conversational context, inevitably player characters and NPCs will need to take action. In an abstract sense, determining when exactly something a character does represents the kind of action that requires additional structured gameplay mechanisms is not always clear-cut. Typically, in tabletop RPGs, the breakpoint between narrative action and gameplay action hinges on that action's capacity for failure and the weight of said failure. While in theory a game designer could create a system wherein every described action has a requisite roll to be performed, playing such a game would likely be a tedious experience — as would be designing such a game1. Instead, we ascribe some points of delineation past which an action is considered to be no longer "simple" or "purely narrative".

Consider for a moment the experience you might have while playing through a videogame. In this hypothetical game, your player chatacter has an inventory and while going around the various environments you explore, you can pick up objects to store away for later. In normal gameplay, this is not an action you can readily fail. You simply walk up to the object, focus your camera on it until a little text display appears telling you what button to press in order to pick it up, and press the button. No pass-or-fail mechanic occurs in the background or foreground, the object is simply stowed away. Now suppose that later in the game's story, your character is required to pick up a specific important object while some circumstance of time pressure is in play — for example, grabbing a power core out of an alien spaceship's laser canon before it destroys your home planet. In this circumstance, the game might add additional capacity for failure to the interaction, perhaps in the form of repeatedly pressing the "grab" button to yank it from its socket. The addition of possible failure for what is an otherwise simple action at such a critical moment underscores the weight of failure within the greater context of the narrative. Suddenly, what was once trivial becomes life-or-death — under normal circumstances, removing a power core can take as long as a player theoretically needs. Even if their grip on the core's handle were to slip, the character could just grab back on and try again without issue. Now, however, failure spells catastrophe. This is admittedly a rather clear-cut example — most actions a player could take do not have nearly as dire a consequence of failure. Critically, however, the concept of weight of failure is highlighted here.

In Warped World, when an action is taken for which the skill required is non-trivial; the stakes of that action's outcome have clear narrative weight; or that action is performed under significant stress, we introduce additional structured mechanics to represent this weight in the form of difficulty checks by way of dice rolls. The mechanical details of dice rolls are described elsewhere; the rest of this section is intended to describe the kinds of action a player may or may not be able to take.

Specialized Actions

While players are welcome and encouraged to take actions their characters might not have a high skill capacity for, certain kinds of action require specialized knowledge to even attempt. Diagnosing a medical problem with no medical knowledge whatsoever, for instance, is a fairly futile effort in most cases. Likewise, attempting to perform thaumatology with no prior knowledge of how thaumatology works would, in all likelihood, result in nothing more than wasted time. In contrast to this, a player character with no knowledge of thaumatology might easily be able to stop a working from being performed, as the visual cues for sabotaging the action might be more clear.

Generally speaking, actions that anyone can perform or attempt are those for which the performance is relatively common knowledge or intuitive. Picking up a very heavy object is more a matter of strength and form than arcane ritual. The stakes for failure might be high — attempting to lift something far too heavy with poor form, even for a bodybuilder, can easily result in long-term injury or worse — but the action is at least intuitable.

On the other hand, actions which only certain characters can perform are generally those which require one or a combination of specialized knowledge, innate ability, or specialized equipment. Attempting to perform specialized actions without the prerequisite knowledge, skills, or abilities will typically result in little more than wasted time. However, in some cases the outcome may be far worse. For instance: it is generally a pretty bad idea to have someone with no surgical training attempt to perform surgery. The result of failure in such a circumstance is fairly clear: at best, nothing happens, but in the majority of cases the character taking the action will cause additional harm or even kill the "patient".

Anomalous Specialization

There are multiple modes by which characters in Warped World can interact with the anomalous, from the simple utilization of anomalous technology, to the direct manipulation of reality itself. While it is possible that there are canons in which any kind of anomalous interaction is possible by any person, generally speaking only certain modes of interaction are available to a given person. Listed below are the different categories of "anomaly weilder" within the SCP universe. The terms used below aren't a direct one-to-one mapping to what is used in stories, but represents the best synthesis possible of the various archetypes, subcategories, and so on.

Reality Benders - Also known as 'type greens', reality benders have an innate, natural-born ability to manipulate the fabric of reality. Their abilities do not stem from a corpus of knowledge on the anomalous but instead a direct hold on the seams of their local reality. Reality benders are not able to enact their abilities on anything they can not directly perceive, nor do they possess the ability to predict the future beyond what any normal human could. While a reality bender could also learn the mechanics and theory of thaumatology, their innate abilities have no direct bearing on their capacity to do so. In essence, reality benders locally modify the "rules" by which reality exists, for a time — whereas thaumatologists leverage the rules of the thaumic field in order to produce an effect of some kind.
Natural Thaumatologist - Natural thaumatologists are born with a latent capacity for manipulating thaumic energy. In some cases, this is controllable — allowing natural thaumatologists to perform some workings as if almost on instinct. In cases where these individuals are unable to control their innate abilities, they are often quickly identified and captured by normalcy organizations, especially the Foundation. Depending on the nature of the individual's ability, the breadth of "workings" they can perform may vary wildly. Some may only be capable of a single instinctive ability, and would otherwise need to learn thaumatology like any other person, others may be able to hone their knowledge of the thaumic field and leverage their connection to it to perform any number of workings without necessarily requiring ritual components or "spells".
Scholarly Thaumatologist - Scholarly thaumatologists can be anyone. Manipulation of the thaumic field is not limited to those born with a direct connection to it, but those without that connection will need to memorize spoken "spells", runic circles, and other methodologies necessary to perform a working.
Vessel Thaumatologist - Vessel thaumatologists are not themselves innately connected to the thaumic field, nor do they necessarily have a deep knowledge of performing workings. Instead, these individuals are connected in some form or another to an anomalous entity which lends them its power. Typically, this is in the form of a pact with a "divine"-like entity. These individuals may still posses scholarly knowledge if they desire such a thing, but often have made these pacts in lieu of scholarly efforts. As such, they are often easier to deal with than other thaumatologists and entities, owing to a lack of deep knowledge or limited "roster" of abilities.
Anartist - Anartists are not necessarily capable of directly manipulating the thaumic field on their own, though it is entirely possible for a thaumatologist to be an anartist (and vice versa). While some anartists may have thaumatological knowledge and may leverage that knowledge to create their works, it is more likely for one to purchase anomalous materials such as power sources or relics to incorporate into the things they create. Rather than thaumatology, anartists are more likely to be well-versed in the realm of cognition, crafting cognitohazardous works like memetics.

1

A notable exception to this rule might be the "competative" TTRPG Everyone Is John, where the tedium of rolling for almost everything is offset by the inter-player competition.