This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
overheard_at_the_black_boar [2012/04/06 21:50] – Mike Holmes | overheard_at_the_black_boar [2012/04/06 23:52] – [Resolution] Mike Holmes | ||
---|---|---|---|
Line 17: | Line 17: | ||
Play starts in the Black Boar Tavern, and this is the only thing we know about the world, that the adventurers have assembled at this appropriate place to discuss a matter before them of great importance that requires their attention. | Play starts in the Black Boar Tavern, and this is the only thing we know about the world, that the adventurers have assembled at this appropriate place to discuss a matter before them of great importance that requires their attention. | ||
+ | ==== Barkeep' | ||
+ | |||
+ | Playing the role of the Barkeep at the Tavern, the GM asks the following questions, one per round, in an attempt to discover what it is the PCs are up to: | ||
+ | |||
+ | * First round, before any player has taken their turn, "So, what brings you in here?" | ||
+ | * "Who wants you to do that?" | ||
+ | * "Is somebody in danger? What's at risk?" | ||
+ | * "Why is it that they chose you for this job?" | ||
+ | * "What dangers stand in your way?" | ||
+ | * "What do you all get out of this?" | ||
+ | |||
+ | The GM can ask any but the first question in any order, or change the questions in an attempt to help get the players to establish several facts that must be known before they can leave the tavern. | ||
+ | |||
+ | |||
+ | ==== Leaving the Tavern ===== | ||
+ | |||
+ | The players may not leave the tavern to deal with their quest until they have answered the following questions: | ||
+ | |||
+ | * The overall threat | ||
+ | * Who wants the threat taken care of | ||
+ | * Why the PCs care as a group | ||
+ | * Why the PCs care, individually - note that a player may decide not to reveal his character' | ||
+ | * What at least two of the known dangers are | ||
+ | |||
+ | The GM should record the answers to these on his quest tracking sheet. He keeps on having the barkeep ask leading questions until the players have determined all of the above required facts. | ||
+ | |||
+ | ==== Rounds ==== | ||
+ | |||
+ | The narrations in the Tavern occur over rounds of drinks, during which each PC will get a chance to speak. There is no turn order to this, players just speak back and forth as in any normal conversation. Each round, the player can tell a tale to reveal an ability once (see Telling Tales below), and any number of obstacles may be created. The round ends when each player feels that their character has had their say. Generally players are trying to come up with their goals in response to the Barkeep' | ||
+ | |||
+ | === Opposition Dice === | ||
+ | |||
+ | The longer the characters loligag around in the tavern, the more time the opposition has to plan or for the dangers involved to get worse. Time is of the essence! At the end of the first round, the GM gets a d4 for the opposition bonus pool. At the end of the next round it becomes a d6. A d8 at the end of the third. And so on until it becomes a d12. If they characters still haven' | ||
====== Character Abilities ====== | ====== Character Abilities ====== | ||
Line 36: | Line 69: | ||
Each ability will have a name and a die rating. | Each ability will have a name and a die rating. | ||
- | ===== Gaining Abilities | + | Players reveal character abilities by " |
+ | |||
+ | ===== Telling Tales ===== | ||
A player may, at any time, narrate something about his character' | A player may, at any time, narrate something about his character' | ||
Line 42: | Line 77: | ||
==== Selecting a Judge ==== | ==== Selecting a Judge ==== | ||
- | The narrating player may select any other player to be judge, but may want to consider the dice that player has left to give. If a player doesn' | + | The narrating player may select any other player to be judge (including the GM), but may want to consider the dice that player has left to give. If a player doesn' |
==== Judging Narrations ==== | ==== Judging Narrations ==== | ||
Line 66: | Line 101: | ||
If the judging player finds the narration to be completely preposterous or uninteresting, | If the judging player finds the narration to be completely preposterous or uninteresting, | ||
+ | |||
+ | If this happens, the narrating player may refuse to retract their character' | ||
=== Negotiation === | === Negotiation === | ||
Line 90: | Line 127: | ||
The GM may decide that he'd prefer for something already established as fact by character narration, but not actually verified in play through experience, is incorrect in part or in whole. This is often done to spring surprises on the PCs. When the GM does this, they must award one of the dice in their pool to the player who established the fact, any die he prefers. If the GM is out of dice, this is not an option. | The GM may decide that he'd prefer for something already established as fact by character narration, but not actually verified in play through experience, is incorrect in part or in whole. This is often done to spring surprises on the PCs. When the GM does this, they must award one of the dice in their pool to the player who established the fact, any die he prefers. If the GM is out of dice, this is not an option. | ||
+ | |||
+ | ====== Resolution ====== | ||
+ | |||
+ | Generally works like my other Chronica hacks, including concessions. | ||
+ | ===== Fatiguing Dice ====== | ||
+ | |||
+ | You can narrate doing something extra hard to get a re-roll of a die. This causes the die to temporarily go down by one die type. A d4 goes to a d0, and cannot be used until rested. | ||
+ | |||
+ | A player can also fatigue a die to roll it. | ||
+ | |||
+ | ===== Risking Dice ===== | ||
+ | |||
+ | A player may burn a die at any time to win a contest. The player has to narrate very desperate action, and rolls the die. If the result would have been a failure, the results of the action are narrated in a way that describes how the ability is permanently lost. | ||
+ | |||
+ | ===== Momentum ===== | ||
+ | |||
+ | The quest has a momentum to it that's interrupted if the characters take too much time. After facing one danger this die becomes a d4 that can be used in any roll. After the second, it goes to d6. And so on and so forth, just like opposition dice. If the party stops to rest, for every rest taken, the momentum die goes down by one. This also happens if he party decides to take a safe detour for any reason. | ||
====== Sequels ====== | ====== Sequels ====== | ||
Line 100: | Line 154: | ||
If all players retire, then the game is over until a new batch of adventurous souls appears at the Black Boar. | If all players retire, then the game is over until a new batch of adventurous souls appears at the Black Boar. | ||
+ | |||
+ | ====== Notes ====== | ||
+ | |||
+ | Confessional-like mechanic? Players tagging other players? | ||
+ | |||
+ |