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overheard_at_the_tavern [2012/04/07 09:23] – [Set Up] Mike Holmes | overheard_at_the_tavern [2025/03/12 22:59] (current) – [Risking Dice] mike_holmes | ||
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* Mental Attributes | * Mental Attributes | ||
* Magical Abilities | * Magical Abilities | ||
- | * Relationships | + | * Relationships |
* Special Equipment | * Special Equipment | ||
* Wealth | * Wealth | ||
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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' | ||
+ | |||
+ | A player with no dice in their reward pool may not be selected as judge. | ||
==== Judging Narrations ==== | ==== Judging Narrations ==== | ||
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The player selected as judge decides on a rating for the ability in question. This player should score 1 point for each of the following: | The player selected as judge decides on a rating for the ability in question. This player should score 1 point for each of the following: | ||
- | * Was the ability suitably narrow in application? | + | * Was the ability suitably narrow in application? |
* Did the player create an interesting part of the game world as part of their narration? | * Did the player create an interesting part of the game world as part of their narration? | ||
* Did the player link their new part of the world to a part that already exists in an interesting way? | * Did the player link their new part of the world to a part that already exists in an interesting way? | ||
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Each concession gained can be used to lower some other ability than the staked ability. | Each concession gained can be used to lower some other ability than the staked ability. | ||
+ | |||
+ | Such reductions are termed injuries, from which it takes some work to recover. | ||
==== Health ==== | ==== Health ==== | ||
- | Each character has a generic health ability rated at d4 unless they' | + | Each character has a generic health ability rated at d4 unless they' |
===== Fatiguing Dice ====== | ===== Fatiguing Dice ====== | ||
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If the narration makes sense, a player may fatigue a different ability than the one used. They can always fatigue the health die, if they prefer (though see the effect of this under Health). | If the narration makes sense, a player may fatigue a different ability than the one used. They can always fatigue the health die, if they prefer (though see the effect of this under Health). | ||
+ | |||
===== Risking Dice ===== | ===== 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. | + | A player may burn a die at any time to automatically |
+ | |||
+ | ===== Resting ===== | ||
+ | |||
+ | Players may narrate their characters taking a break from the action to rest and recuperate. This has several mechanical results. First, each fatigued die goes up by one die type back towards it's normal value. Further, each player can do one resolution towards trying to heal or fix injuries, or toward finding somebody to heal or fix injuries. On a successful resolution roll to deal with an injury, the injury is repaired by one die type. | ||
+ | Resting has a cost with respect to Opposition dice and Momentum dice. | ||
===== Opposition ===== | ===== Opposition ===== | ||
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How to give setting details impact? | How to give setting details impact? | ||
+ | |||
+ | Add rules for helping (and general resolution). |