Claiming that you can do whatever you want with any triumph, regardless of the circumstances of the roll (Skill and situation) that generated it is, at best, facile. First off, lets get away from believing that "Cooperative storytelling" is synonymous with "do whatever you want". If that were true, we would need to pay $60 for hundreds of pages of rules limiting whats allowed. Second, stop pretending that limitations reduce creativity or satisfaction. It's untrue, but I'll loop back to support this.
RE: using triumphs for whatever you want simply isn't supported in the rules.
- Triumph aren't destiny points, therefore you can't use them for deus ex machina/luck application.
- Every skill has suggested uses for triumphs. What would be the point of these listings if you *could* do whatever you want with these results.
- There is not a singne example I am aware of in any text that suggests the use of Triumph for a result unrelated to the roll, or provides such an example.
- A dice roll is used to resolve the results of an action and is clarified in the "Core Mechanic Section" (pp 9-10). The Triumph is a result of the action.
The allowed uses (or at the very least the suggested uses) of a triumph are listed on p 13:
"[in addition to critical hits] Triumphs may activate other potent effects as well, including effects above and beyond those triggered by advantage. These effects may be set by the GM, or they may be defined by the environment, a piece of equipment, or a special character ability. [see also p 205]"
The same language, stating THE GM decides what the parameters of the Triumph are, not the players, is repeated on p 23: "Otherwise, the GM may have other options for for using Triumph."
The closest you get is the 205 reference that states
"As always, the players and GMs may invent other ways to spend [symbols] depending on the specific circumstances of the encounter, and any option that the players and GM agree upon can be viable."
The GM always, repeat always has final say. Now if you allow 'anything goes' at your table, fine, but you absolute cannot claim that the RAW provide players have carte blanche to do whatever they please with Triumph as your typically oversimplistic statement would indicate:
"The triumphs and advantages do not have to directly be tied to the action."
It's vastly more accurate to state Triumph and Adv *should* be directly tied to the action, but individual GMs may choose to forgo this expectation as they see fit.
This is, frankly, the problem with the vast majority of your posts: sweeping, overly-simplistic statements without support or precedent. They aren't informed opinions, the posts don't have value, and simply don't bear any further response. Even though this is exactly what you've stated, with no qualification or condition, I'm sure you'll post this isn't what you meant. again. with another condescending emoticon, responding as if you were addressing a child.
Again though, it has to make sense in the current situation. Random off the wall ideas that don't pertain to what's going on can get out of hand if the players notice you allow just about anything to happen even if it's not pertaining to the situation.
This pretty much sums it up. Lots of people, and in my experience more mature players, will not find the "random crap" interpretations fun. As children we play make-believe without limits, but as we mature we seek games of increasing complexity and limitations, but if limitations reduced how rewarding these games, why do would we behave this way. The foundation of the statement is simply wrong.
Merely ignoring the circumstances (the skill and the situation) that generated a triumph requires no wit, no skill, and minimal creativity. The situation cannot provide any substantial satisfaction compared to finding an effective and potent use of a triumph in the face of adversity and limitations.
Edited by LethalDose