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overheard_at_the_black_boar [2012/04/06 22:11] – [Barkeep's Questions] Mike Holmes | overheard_at_the_black_boar [2025/03/12 22:05] (current) – [Fatiguing Dice] mike_holmes | ||
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* "What do you all get out of this?" | * "What do you all get out of this?" | ||
- | The GM can ask any but the first question in any order, or change the questions in an attempt to help get the players to establish the following | + | The GM can ask any but the first question in any order, or change the questions in an attempt to help get the players to establish |
+ | |||
+ | |||
+ | ==== Leaving the Tavern ===== | ||
+ | |||
+ | The players may not leave the tavern to deal with their quest until they have answered | ||
* The overall threat | * The overall threat | ||
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* Why the PCs care, individually - note that a player may decide not to reveal his character' | * Why the PCs care, individually - note that a player may decide not to reveal his character' | ||
* What at least two of the known dangers are | * What at least two of the known dangers are | ||
+ | |||
+ | The GM should record the answers to these on his quest tracking sheet. He keeps on having the barkeep ask leading questions until the players have determined all of the above required facts. | ||
+ | |||
+ | ==== 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, players just speak back and forth as in any normal conversation. Each round, the player can tell a tale to reveal an ability once (see Telling Tales below), and any number of obstacles may be created. The round ends when each player feels that their character has had their say. Generally players are trying to come up with their goals in response to the Barkeep' | ||
+ | |||
+ | === Opposition Dice === | ||
+ | |||
+ | 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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Each ability will have a name and a die rating. | Each ability will have a name and a die rating. | ||
- | ===== Gaining Abilities ===== | + | Players reveal character abilities by " |
- | A player may, at any time, narrate something about his character' | + | ===== Telling Tales ===== |
+ | |||
+ | A player may, at any time, narrate something about his character' | ||
==== Selecting a Judge ==== | ==== Selecting a Judge ==== | ||
The narrating player may select any other player to be judge (including the GM), but may want to consider the dice that player has left to give. If a player doesn' | The narrating player may select any other player to be judge (including the GM), but may want to consider the dice that player has left to give. If a player doesn' | ||
+ | |||
+ | If a player runs out of dice in their pool, they may no longer be selected as a judge. | ||
==== Judging Narrations ==== | ==== Judging Narrations ==== | ||
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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, | ||
+ | |||
+ | If this happens, the narrating player may refuse to retract their character' | ||
=== Negotiation === | === Negotiation === | ||
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====== Contradictions ====== | ====== Contradictions ====== | ||
- | The GM may decide that he'd prefer for something | + | The GM may decide that he'd prefer for something |
+ | |||
+ | ====== Resolution ====== | ||
+ | |||
+ | Generally works like my other Chronica hacks, including concessions. | ||
+ | ===== 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. | ||
+ | |||
+ | A player can also fatigue a die to roll it when it would not otherwise be part of a contest, by narrating circumstances of how it applies in this case with the character expending effort to make it applicable. | ||
+ | |||
+ | ===== 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. | ||
+ | |||
+ | ===== 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? | ||
+ | |||
+ | Fake abilities... the character bragged about an ability, but it turns out that they were exaggerating, |