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overheard_at_the_black_boar [2012/04/06 22:17] – [What Are Abilities] Mike Holmes | overheard_at_the_black_boar [2012/04/06 23:52] – [Resolution] Mike Holmes | ||
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==== Rounds ==== | ==== 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, so the first player to speak, goes first. | + | 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, |
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+ | === Opposition Dice === | ||
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+ | 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 ====== | ||
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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, | ||
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+ | If this happens, the narrating player may refuse to retract their character' | ||
=== Negotiation === | === Negotiation === | ||
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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. | ||
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+ | ====== Resolution ====== | ||
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+ | Generally works like my other Chronica hacks, including concessions. | ||
+ | ===== Fatiguing Dice ====== | ||
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+ | 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. | ||
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+ | A player can also fatigue a die to roll it. | ||
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+ | ===== Risking Dice ===== | ||
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+ | 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. | ||
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+ | ===== Momentum ===== | ||
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+ | 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 ====== | ||
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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. | ||
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+ | ====== Notes ====== | ||
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+ | Confessional-like mechanic? Players tagging other players? | ||
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+ |