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overheard_at_the_black_boar [2012/04/06 23:52] – [Resolution] Mike Holmes | overheard_at_the_black_boar [2025/03/12 22:05] (current) – [Fatiguing Dice] mike_holmes | ||
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===== Telling Tales ===== | ===== Telling Tales ===== | ||
- | A player may, at any time, narrate something about his character' | + | 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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====== Contradictions ====== | ====== Contradictions ====== | ||
- | The GM may decide that he'd prefer for something | + | The GM may decide that he'd prefer for something |
====== Resolution ====== | ====== Resolution ====== | ||
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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. | + | 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 ===== | ===== Risking Dice ===== | ||
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===== Momentum ===== | ===== Momentum ===== | ||
- | The quest has a momentum to it that's interrupted if the characters take too much time. 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 safe detour for any reason. | + | 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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Confessional-like mechanic? Players tagging other players? | 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, |