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overheard_at_the_black_boar [2012/04/06 22:36] Mike Holmesoverheard_at_the_black_boar [2012/04/07 00:40] – [Notes] Mike Holmes
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 If the judging player finds the narration to be completely preposterous or uninteresting, they may refuse to give a die at all, in which case the player being judged may retract their narration completely... though this is likely rare. Players typically do a reasonable job with narrations. This rule exists just to inform the player that they can't toss garbage into the game and expect to be rewarded for it.  If the judging player finds the narration to be completely preposterous or uninteresting, they may refuse to give a die at all, in which case the player being judged may retract their narration completely... though this is likely rare. Players typically do a reasonable job with narrations. This rule exists just to inform the player that they can't toss garbage into the game and expect to be rewarded for it. 
 +
 +If this happens, the narrating player may refuse to retract their character's statement; but in this case, they don't have proof of the setting details, and they may turn out to be a fabrication, or misunderstanding at the GM's option. 
  
 === Negotiation === === Negotiation ===
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 ====== Resolution ====== ====== Resolution ======
  
 +Generally works like my other Chronica hacks, including concessions. 
 ===== Fatiguing Dice ====== ===== 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.  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 ===== ===== 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.   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 doing things unrelated directly to it's success. Morale goes up with success, and then falls when the goal is not in sight. This is represented by a momentum die. 
 +
 +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 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. 
 +
 +====== Notes ======
 +
 +Confessional-like mechanic? Players tagging other players?
 +
 +Other things to throw at the players than just standard dangers? Other than distractions?
 +
 +How to give setting details impact?
overheard_at_the_black_boar.txt · Last modified: 2015/01/21 23:01 by Mike Holmes