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irc_burst_play [2014/04/13 21:02] – Mike Holmes | irc_burst_play [2019/01/20 09:57] (current) – lxndr | ||
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+ | ====== IRC Burst Play ====== | ||
+ | |||
Players are invited to play by the GM who explains that the process of play is simple and will be taught as play goes along. | Players are invited to play by the GM who explains that the process of play is simple and will be taught as play goes along. | ||
The GM creates a (hopefully) grabby situation in a scene. | The GM creates a (hopefully) grabby situation in a scene. | ||
- | Players present can enter play by creating characters who will enter the scene in conflict with something going on. Their reason for being in conflict should be defined by the player creating a " | + | Players present can enter play by creating characters who will enter the scene in conflict with something going on. Their reason for being in conflict should be defined by the player creating a " |
Players may enter new characters into any scene this way, even if they already have a character or characters extant in the game. | Players may enter new characters into any scene this way, even if they already have a character or characters extant in the game. | ||
- | ====== Resolution | + | ===== Resolution ===== |
The player rolls their dice, one for each ability in play, trying to get 6s, or one less than that for each drive that pertains. GM decides if an ability or drive pertains to the conflict. Each roll above the TN is a " | The player rolls their dice, one for each ability in play, trying to get 6s, or one less than that for each drive that pertains. GM decides if an ability or drive pertains to the conflict. Each roll above the TN is a " | ||
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The player involved in the conflict may use their successes to cancel out their opponent' | The player involved in the conflict may use their successes to cancel out their opponent' | ||
- | ====== Drive Changes | + | ===== Drive Changes ===== |
At the end of a scene that involved a conflict that did not end in a tie, the player may adjust one of their character' | At the end of a scene that involved a conflict that did not end in a tie, the player may adjust one of their character' | ||
If a drive is nullified by being accomplished, | If a drive is nullified by being accomplished, | ||
+ | |||
+ | ===== New Drives and Abilities ===== | ||
+ | |||
+ | Characters become deeper as they get played further, and may select an additional ability after a number of scenes equal to the square of the number that they already got in scenes. Or in other words after being in the following number of scenes: | ||
+ | |||
+ | Scene # | ||
+ | * 4 | ||
+ | * 9 | ||
+ | * 16 | ||
+ | * 25 | ||
+ | * etc. | ||
+ | |||
+ | ===== Expert Ability ===== | ||
+ | Each character can have one specialty ability. The player decides when creating an ability if the one they are creating is this expert ability. If so, it's worth two dice instead of one in a conflict. | ||