Talk:Speak to her/@comment-1054960-20131016182831/@comment-6042046-20131017101112

After reading the StoryNexus manual's section on Success and Failure, everything is much more obvious now: https://docs.google.com/document/d/1K1wnNJoBhxr17fe3kHQTnpvWLdyxeKWZBKivDQHsdJg/edit#heading=h.amllhvyq0s1r

Story branches (a.k.a. actions/options) with 1 automatic result call that result a Default Event.

Branches with Success, Rare Success and Failure results based on Quality (stats, connections, etc.) Narrow/Broad challenges are typed like this: S - Success Event RS- Rare Success Event F - Default Event The player's Quality level affects the %'s of S and F (but not RS which is always the same fixed number).

Branches with probability results (known as luck challenges here) are typed like this: regular result - Default Event "rare"* result - Rare Default Event * "Rare" is used loosely here because, like Spacemarine9 said, a developer can choose any %. Usually, it'll be low. Otherwise, why name it rare? :P The player cannot affect these %'s since they're already fixed.

I wouldn't want to use or read this classification system on the wiki. Worse yet, I wouldn't want to explain this technical mumbo jumbo to the readers; Default Event has conflicting definitions which change depending on the situation. Instant veto!