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+ | ===== Introduction | ||
This is a page about using Risus to play Story Now. The purpose of this endeavor is to use this Nar-ified Risus (Narsus?) as the drama chassis for a playtest of the Lost-alike card game layer. The goal is to have a game that can create stories in a particular genre; this genre doesn' | This is a page about using Risus to play Story Now. The purpose of this endeavor is to use this Nar-ified Risus (Narsus?) as the drama chassis for a playtest of the Lost-alike card game layer. The goal is to have a game that can create stories in a particular genre; this genre doesn' | ||
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==== The Tale ==== | ==== The Tale ==== | ||
- | The Tale is an Advanced Option in Risus. Here, it isn't. Every character has a Tale. Risus suggests that the Tale should be 3 pages long. Don't do that. Instead, make it exactly like a Pool/TQB Saga: 50/100 words. The Tale is a quick non-mechanical sketch of the character. Include things like appearance, style, general situation in life, and so on. The Tale is also a mirror of the mechanical description of the character (more on this down below), so when you're writing the Tale, also be thinking about Cliches. In fact, you can do both things at once, going back and forth between Cliches and the Tale. If you think of a cool Cliche you want, update | + | The Tale is an Advanced Option in Risus. Here, it isn't. Every character has a Tale. Risus suggests that the Tale should be 3 pages long. Don't do that. Instead, make it exactly like a Pool/TQB Saga: 50/100 words. The Tale is a quick non-mechanical sketch of the character. Include things like appearance, style, general situation in life, and so on. The Tale is also a mirror of the mechanical description of the character (more on this down below), so when you're writing the Tale, also be thinking about Cliches. In fact, you can do both things at once, going back and forth between Cliches and the Tale. If you think of a cool Cliche you want, revise |
==== The Hook ==== | ==== The Hook ==== | ||
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* Problems | * Problems | ||
- | ==== Dice and Dice Levels ==== | + | ==== Dice and Die Levels ==== |
You have 12 dice (regular 6-sided ones) to distribute among your Cliches. Every Cliche has to have at least one die, and no more than 6 dice can be assigned to any given Cliche. If you take just the 3 required Cliches above you can give each one 4 dice and have a pretty badass character. You don't have to do that though. You can create as many additional Cliches as you want, up to having 12 one-die Cliches. I wouldn' | You have 12 dice (regular 6-sided ones) to distribute among your Cliches. Every Cliche has to have at least one die, and no more than 6 dice can be assigned to any given Cliche. If you take just the 3 required Cliches above you can give each one 4 dice and have a pretty badass character. You don't have to do that though. You can create as many additional Cliches as you want, up to having 12 one-die Cliches. I wouldn' | ||
- | So what do these dice levels mean? Well, one simply | + | So what do these dice levels mean? Well, one way to look at it is simple effectiveness, |
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+ | On the other hand, you can also look at the dice as representing Story Importance. If you give a lot of dice to a Cliche, it means you, the player, want that thing to be important in the story. It also means that when that thing comes into play you, the player, will have more power to make the story go the way that you want it to go. | ||
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+ | So what about if you want the story to be about how you're the world' | ||
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+ | ===== Dice Dice Resolution ===== | ||
- | On the other hand, you can also look at the dice as representing Story Importance. If you give a lot of dice to a Cliche, it means you, the player, want that thing to be important in the story. It also means that when that thing comes into play you, the player, will have more power to make the story go the way that you want it to. | + | Resolution uses the Combat (i.e., extended conflict) and Single Contest rules from Risus, with the Deadly Combat option. (In other words, your Cliche dice work like Sorcerer dice and not like Tunnels and Trolls). I see no reason |
+ | If there' | ||
+ | Pumps and double-pumps are allowed (double-pumps cost 2-dice per level during character creation, just like always); however, we will use no funky dice. |