Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


overheard_at_the_tavern

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
overheard_at_the_tavern [2012/04/07 08:35]
Mike Holmes [Rounds]
overheard_at_the_tavern [2012/04/07 10:19] (current)
Mike Holmes [Notes]
Line 1: Line 1:
-====== Set Up ======+====== Set Up (AKA the Tavern Phase) ​======
  
 ===== Reward Pool ===== ===== Reward Pool =====
Line 49: Line 49:
 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'​s questions, so that they can get on with their adventure. Though they may decide to prolong things, too, so that they have more chances to tell tales. ​ 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'​s questions, so that they can get on with their adventure. Though they may decide to prolong things, too, so that they have more chances to tell tales. ​
  
-=== Opposition Dice ===+=== Time is of the Essence ​===
  
-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 in the tavern, ​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'​t gotten out of the Tavern when there'​s a d12 in the pool, then the GM gets another d4 at the end of the round, and this then starts to increase ​as before, ​one die size per round. This process ​continues until the character'​s leave the tavern to go on their quest. ​+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. At the end of the first round in the tavern, the opposition ​dice increase ​by one die type, and so on for each round (see Opposition Dice). This continues until the character'​s leave the tavern to go on their quest. ​
  
-After the Tavern, ​whenever players delay for any reason for any substantial length of timethe GM may also advance ​the opposition dice. This is done publicly so that everyone knows that time is wasting+After the Tavern, ​play in rounds ceasesbut the opposition dice can advance for other reasons
 ====== Character Abilities ====== ====== Character Abilities ======
  
Line 134: Line 134:
 ====== Resolution ====== ====== Resolution ======
  
-Generally works like my other Chronica hacks, including concessions. ​+Generally works like my other Chronica hacks, including concessions. The player only gets their most pertinent ability die for free in a contest. They also get any momentum dice free, if they'​re available (see below). There are other ways to get more dice into the pool, however.  
 + 
 +===== Stakes ===== 
 + 
 +Often there is an ability at stake, such as when somebody is trying to take an object from another character, or when trying to kill somebody. In that case, each success gained, lowers the opponent'​s pertinent ability by one die type. If the die type is lowered from d4, the die is lost to the opponent, and the conflict is over.  
 + 
 +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 ==== 
 + 
 +Each character has a generic health ability rated at d4 unless they'​ve taken the time to get it rated higher through creating another ability that they'​ve decided will replace the health ability. This is the ability that's staked when death is on the line in a contest. If this ability is reduced from a d4 the character dies. If the ability is reduced to d0 through fatigue (see below), then the character passes out
 ===== Fatiguing Dice ====== ===== 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 d0and cannot be used until rested+Players ​can narrate ​their characters putting in extra effort ​to achieve their goals, bringing ​to bear extra abilitiesor the same abilities more than once
  
-A player can also fatigue a die to roll it.+==== Extra Dice ==== 
 +A player can fatigue ​an ability die to roll it in contest where it is not the primary ability. This causes the die to temporarily go down by one die type. A d4 goes to a d0 (always rolls a zero if used), and cannot be further fatigued from this point. This lowering of the die takes effect after the conflict round is over (mark the ability with an asterisk to remember to reduce it).  
 + 
 +==== Extra Effort ==== 
 + 
 +Further, if a player does not like the result of a die rolled, they can narrate redoubling their efforts in that area, to get a re-roll of a die. This fatigues the die as above, and may be done repeatedly. However, the lowering of the die takes place immediately after using it, so this results in diminishing returns.  
 + 
 +==== Reserves ==== 
 + 
 +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 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 have it considered to be it's maximum roll (d12 is considered to have rolled a 12 for purposes of determining successes). The player has to narrate very desperate action, and does roll the die. If the result would have been a failure ​with the actual roll, the results of the action are narrated in a way that describes how the ability is permanently lost in the process of gaining that maximum result for the die 
 + 
 +===== 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 ===== 
 + 
 +As mentioned under rounds in the tavern phase rules, the more time left for the bad guys to plot and plan and generally prepare, the more dangerous they become. The reasons for this time sensitivity are set out in the tavern phase of play. The effects are represented by a pool of opposition dice that the GM can use whenever he narrates some way in which the dangers in question have increased due to the delays in question.  
 + 
 +==== Increasing Opposition ==== 
 + 
 +The opposition dice pool starts out empty, and goes up any time there is a delay:  
 + 
 +  * At the end of each round in the tavern 
 +  * The party stops to rest (per round of rest) 
 +  * The party detours from the most direct path to the goal 
 + 
 +The GM gets a d4 for the opposition pool at the end of the first tavern round, or any time something causes a gain in the pool when it's empty. 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'​t gotten out of the Tavern when there'​s a d12 in the pool, then the GM gets another d4 at the end of the round, and this then starts to increase as before, one die size per round. 
 + 
 +==== Decreasing Opposition ==== 
 + 
 +Each time the GM uses the Opposition dice, they go down by one die type. He may choose to lower any one die rolled by one type. A d4 reduced is discarded (and a new die may not be gained again until a d12 is obtained, or when starting from nothing). ​
  
 ===== Momentum =====  ===== 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. +On the other end of things, the quest has a momentum to it which can be 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 or dice. Momentum dice can be used by every member of the party at any 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 detour for any reason. ​+==== Increasing Momentum ==== 
 + 
 +After facing one danger ​successfully, ​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.  
 + 
 +==== Decreasing Momentum ==== 
 +If any of the following occur, the momentum die goes down by one for each occurrence:​ 
 + 
 +  * the party fails a to successfully face danger (even if they get concessions) 
 +  * the party stops to rest (per round of rest) 
 +  * the party detours from the most direct path to the goal
  
 ====== Sequels ====== ====== Sequels ======
Line 168: Line 222:
  
 How to give setting details impact? How to give setting details impact?
 +
 +Add rules for helping (and general resolution). ​
overheard_at_the_tavern.1333812936.txt.gz · Last modified: 2012/04/07 08:35 by Mike Holmes