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nate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept [2017/04/28 20:56] – [The Mechanics] paganini | nate_s_sword_sorcery_game_that_s_based_on_the_will_to_power_concept [2017/05/09 22:19] – paganini | ||
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In this game you play an adventurer - everyone does. Your adventurer is Violent, Charismatic, | In this game you play an adventurer - everyone does. Your adventurer is Violent, Charismatic, | ||
- | To start with, you have 15 dice (10-sided ones) to distribute among the 4 Methods. Give at least one die to each Method. If it helps, think of it like this: "On a scale of 1 to 5, how Violent (or whatever) is my adventurer?" | + | To start with, you have 15 dice (regular 6-sided ones) to distribute among the 4 Methods. Give at least one die to each Method. If it helps, think of it like this: "On a scale of 1 to 5, how Violent (or whatever) is my adventurer?" |
==== A Note about Sorcery ==== | ==== A Note about Sorcery ==== | ||
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You begin every adventure with 1 Will. You will gain Will by having your adventure do certain things during play. Anyone can do one of the following any time nothing else is going on: | You begin every adventure with 1 Will. You will gain Will by having your adventure do certain things during play. Anyone can do one of the following any time nothing else is going on: | ||
- | * Sleeping | + | * Sleep in a Comfortable Place |
- | * Eating | + | * Eat a Good Meal |
- | * Reveling | + | * Revel With Companions |
- | * Enjoying | + | * Enjoy Intoxicants |
If you do, you get one point of Will. | If you do, you get one point of Will. | ||
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===== The Mechanics ===== | ===== The Mechanics ===== | ||
- | Any time an Obstacle or Adversary is encountered by your adventurer you can try to defeat it with one of the four Methods by rolling that Method' | + | Any time an Obstacle or Adversary is encountered by your adventurer you can try to defeat it with one of the four Methods by rolling that Method' |
Generally, a single success is enough to get what you want. The man on the street needs one success to kill or convince. Of course, if there are 10 of them you need 10 successes to defeat the whole angry mob. Naturally, some Obstacles and Adversaries will be more significant. The famous swordsman might need 5 successes all to himself, and the sheer wall of the Crying Magician' | Generally, a single success is enough to get what you want. The man on the street needs one success to kill or convince. Of course, if there are 10 of them you need 10 successes to defeat the whole angry mob. Naturally, some Obstacles and Adversaries will be more significant. The famous swordsman might need 5 successes all to himself, and the sheer wall of the Crying Magician' | ||
- | If you fail to get as many successes as you need, you must make a choice. You can accept your failure. If you stop now, nothing bad happens. You don't get what you want, but that's all; no further consequences. On the other hand, you can spend Will points | + | If you fail to get as many successes as you need you are stymied |
- | The thing is, when you use Will to re-roll, you are taking a risk. If the re-roll fails not only do you not succeed at what you were trying to do, but one of the following happens as well, depending on what Method you were using: | + | You can spend Will points and roll again. Each Will you spend adds more dice equal to the Method that you're using. You still get to use your original dice too. So let's say Grimm is trying to talk his way past a guard. He rolls 3 dice, but sadly doesn' |
- | Violent - You suffer | + | Or, you can accept your failure. If you stop now, you don't get what you want, but you suffer |
- | Charismatic - You receive a Burden | + | |
- | Skilled - You experience a Complication | + | |
- | Sorcerous - Your Sorcery runs Amock | + | |
+ | When you spend Will to roll again, you are taking a risk. If the second roll fails not only do you lose Will and fail at what you were trying to do, as above, but you also suffer one of the following CONSEQUENCES, | ||
+ | |||
+ | * Violent - You suffer Harm | ||
+ | * Charismatic - You receive a Burden | ||
+ | * Skilled - You experience a Complication | ||
+ | * Sorcerous - Your Sorcery runs Amok | ||
==== Some Nuances ==== | ==== Some Nuances ==== | ||
- | If you want to, you can spend Will on your very first roll and so use lots of dice right away. If you do, though, you take a risk on that very first roll as well, just as if it were a re-roll. | ||
- | The initial "risk free" Method roll gives you a certain amount of descriptive leeway. | + | If you want to, you can spend Will on your very first roll and so use lots of dice right away. If you do, though, you risk suffering CONSEQUENCES on that very first roll. |
+ | The initial "risk free" roll gives you a certain amount of descriptive leeway. If you're rolling to jump across a wide abyss and you succeed, then you made the jump. If you fail and don't spend Will, maybe at the last second you decided it was wider than it looked at first, so you don't make the attempt. If you spend Will to roll again but still fail, that's when you really jump but don't make it across. | ||
+ | |||
+ | The successes you generate from your rolls accumulate. If you have enough Will and want to keep spending it to roll a third, or fourth, etc., time you can do that. Just keep in mind that every such roll that fails to reach your goal generates CONSEQUENCES. So if it takes you four rolls before you finally win, you'll suffer two separate CONSEQUENCES. | ||
==== Harm ==== | ==== Harm ==== | ||
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Harm can affect your character mechanically in two ways, depending on whether or not you have any Will left. | Harm can affect your character mechanically in two ways, depending on whether or not you have any Will left. | ||
- | If you have any Will (even just one point) and you receive enough Harm to bump all the way off the track (i.e., you need to cross off box ' | + | If you have any Will (even just one point) and you receive enough Harm to bump all the way off the track (i.e., you need to cross off box ' |
If you have no Will and you receive enough Harm to bump all the way off the track, you die. | If you have no Will and you receive enough Harm to bump all the way off the track, you die. | ||
- | Harm heals in two ways. First, your adventurer starts fresh at the beginning of every adventure, no matter what happened last time. Second, any time you gain Will you may uncross one box (the smallest | + | Harm heals in two ways. First, your adventurer starts fresh at the beginning of every adventure, no matter what happened last time. Second, any time you gain Will you may uncross |
+ | |||
+ | ---- | ||
+ | Above this line is Nate's draft. Below are Mike's notes from online conversations. | ||
====== Character Generation ====== | ====== Character Generation ====== |