Posted: Tue Dec 04, 2012 12:16 am Post subject: Rules
No sentence posts. If your characters absolutely need to have a conversation, have it in Skype and post a cleaned log.
All posts must be minimum 1 paragraph. Posts should either progress the plot or provide a clear opportunity for another player to build. Posts should be written in a style that matches your character.
Posts should not be longer than 3 paragraphs except where absolutely necessary. Posts should avoid excessively flowery language. Do not write masturbatory I'm-so-cool posts.
In any situation where the outcome will be decided by a dice roll, phrase your action as a declarative statement, not a conditional.
Correct: "Bob searches the house, looking for fuel."
Incorrect: "Bob tries to find some gas in the house."
Very incorrect: "Bob tries to find some gas in the house. If he finds it, he'll fill up his car and put as much as he can store in the trunk."
Non-combat situations are most often resolved with a skill roll. Roll a number of dice equal to attribute+skill at TN 6 (D10) or TN 4 (D6). Each roll equal or greater than the target number is a success. Roll whenever failure seems possible, or there is a chance of someone challenging your action.. Take the most appropriate attribute and skill combination you can see. Acumen = slow reasoning skills, wit = quick thinking, strength = muscle strain, agility = kinetic reflexes, willpower = perseverance, social = persuasion. At the end of a sentence before the punctuation, post the number of successes (3).
Narrate your action according to its raw score.
0 Successes = Critical Failure
How to narrate: Specifically failing in a spectacular fashion, dismissing the need to attempt the action, forgetting to do the action, etc.
1 Successes = Failure
How to narrate: Failing to do the action, doing the action to an insufficient degree, scope or ability, not doing the action, etc
2 Successes = Bare success
How to narrate: Succeeding perfunctorily, barely succeeding, succeeding without additional benefits to your character or without flair.
3 Successes = Good success
How to narrate: Succeeding with style, giving yourself or someone else a small benefit as a result of your action in addition to whatever success would grant.
4 Successes = Great success
How to narrate: Succeeding with style, giving yourself or someone else a moderate benefit as a result of your action in addition to whatever success would grant.
5 Successes = Critical success
How to narrate: Succeeding with style, giving yourself or someone else a major benefit as a result of your action in addition to whatever success would grant.
Possible benefits include located items, tactical positions, plot devices, social events, etc. You do not need GM permission to introduce new things into the game as a result of your roll. You can choose not to add additional benefits as a result of your roll.
Example post:
Bob wanders out of the darkness and into the motel parking lot (1). He climbs the stairs to the second story and carefully checks the first room he comes to (2). Empty, a torn mattress that stinks of blood and juices. He's slept in worse. He drops his pack beside the bed, right where he could grab it should things go to shit, and collapses on the mattress with a grimy Squish. He sleeps hard, and when he wakes up he searches all sixteen rooms, shotgun in his hand and soggy toothpick in his teeth (4). He finds several half-charged batteries from various alarm clocks.
Go with whichever one feels right. -1 if you have no dots. Only perception, poison, and fear checks are rolled using two attributes instead of a skill.
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