Adventures in Time
Characters may suggest improvised truths about their environment. If they are minor and do not overall result in a net advantage to the character (i.e. sometimes they’re beneficial, sometimes detrimental, sometimes neutral), they will be allowed without cost, subject to individual approval or modification by the GM.
For more involved or advantageous gameworld modifications, Player Guidance, b347, applies:
A player can spend bonus character points to specify the game-world effects of a recent success. Whenever he rolls a success (or in a situation that didn’t call for a roll), he may spend 2 points and add a plausible element to the world or scene. A player who rolls a critical success may spend 1 point for the same effect. This replaces any other beneficial effects of the critical success.
Example: Dr. Smith is working at the Federal Laboratory for Advanced Weapons when a giant robot bursts through the front doors, four stories below. Smith makes his Sense roll and notices the attack. Smith’s player suggests, “I was walking past the security station and spotted the robot on the monitor. I go over to the console and train the sensors on the robot.” The GM hadn’t previously mentioned a security station or sensors, hut since that fits his view of the FLAW, he agrees. Smith’s player pays 2 points and the GM fits the scene in.
In addition to being plausible, a suggestion must be acceptable to the GM and the other players. In general, the GM should go along with suggestions that are imaginative, that move the plot forward, or that save a PC’s life. The GM should not approve a suggestion that would short-circuit the plot, contradict a previously established fact, or harm or steal the scene from another PC. In borderline cases, the player and GM can negotiate.
The GM should make note of any element added using this rule, as it becomes a permanent part of the game world!