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nate:lost-alike [2025/03/26 15:21] – [Dice and Die Levels] paganininate:lost-alike [2025/03/26 16:15] (current) – [Dice and Die Levels] paganini
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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 your Tale to include it! When you're writing down your Cliches, scan over your Tale (and even revise it!) to make sure that you included all the Cliches mentioned in your Tale, and that your Tale mentions all your Cliches+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 your Tale to include it! When you're writing down your Cliches, scan over your Tale to make sure that you included all the ones you mentioned in it
  
 ==== The Hook ==== ==== The Hook ====
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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.  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. 
 +
 +So what about if you want the story to be about how you're the world's worst pastry chef? You can do that two ways. Make your Core Cliche be "World's Worst Pastry Chef (1)." You will lose a lot of pastry-related rolls, and the GM will do a lot of narrating about how bad you are at pastry-making. OR you could make your Core Cliche "World's Worst Pastry Chef (6)!" Now you will win a lot of pastry-related rolls, but *you* will get to narrate how well things are going for your character at work, in spite of how bad he is at making pastry! 
  
 ===== Dice Dice Resolution ===== ===== Dice Dice Resolution =====
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 If there's a tie, discard the tied dice (just those two) and look at the next pair. If there's a tie, discard the tied dice (just those two) and look at the next pair.
 +
 +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. 
nate/lost-alike.1743027667.txt.gz · Last modified: 2025/03/26 15:21 by paganini