Rules & Character Creation.   Posted by Director.Group: 0
 GM, 2 posts
 For Highdunn
 For the King!
Thu 16 Jul 2015
at 02:29
Rules & Character Creation
The setting is the continent of Allornus, an extensive home-brewed setting with the information used compiled at The Darkrealm Wiki. The plot is centred in the south-eastern sub-continent called Ahlonia, which characters will probably be native to, or at least extremely familiar with.

Character Concepts
The idea of the campaign is to guide characters from humble beginnings to notable deeds, so characters of common origin are preferred, but not mandatory. Characters will likely need to be landsmen, and probably Ahlonian, but again variation is not impossible. Stay away from adventurer archetypes where possible, but don't feel limited within this. Compelling character concepts are always preferable over slavish adherence to these guidelines, and anything is worth discussing.

Character Creation
Characters are created using the Tell & Roll system found on the Tome of Lore section of the Wiki. Players will be invited to collectively choose between the Modest, Average or Experienced skill potential.

Starting Gear
The majority of a character's gear can be freely described by the player when needed. An indication of any weapons, tools, or protection carried by the characters will be all that is necessary. Players should not feel it necessary to begin the game armed if it doesn't suit their character concept. If a profession for the character is prewritten then it will give some indication of that profession's usual trappings.

Posting Guidelines
The Darkrealm system is friendly to taking tests alongside announcing actions, so an Orange OOC section should follow any post providing rolls for actions taken in that post. This should include justification for non-standard Talents, Skills, Traits, Advantage or Disadvantage deployed in the test. Please keep your tests public wherever possible - seeing the system in action as often as possible will help everyone learn it.

Character Sheet
Character Sheets should be included in the Character Details section. The Director should be able to see your skill point spend, and other creation details at a glance in the appropriate devoted thread. Additionally a character description should include the character's background, appearance, personality, and relevant contacts (such as family, friends, and organizations) for use by the Director.

This message was last edited by the GM at 04:56, Wed 25 Jan 2017.

 GM, 12 posts
 For Highdunn
 For the King!
Wed 25 Jan 2017
at 06:22
The Tell & Roll system is predicated on the idea of providing a consistent mechanical element that mechanises and informs descriptions of plot. It's not as detailed and strategic as D&D, nor as free-form and baroque as Fate. It does put a great deal of weight on the player, rather than the GM, to manage the rules for themselves.

This can be an asset in PbP, as players can often decide what action to undertake, determine whether their action succeeds or fails, and narrate this success or failure, complete with consequence, within a single post.

The Test
A test comprises the value of (1 Talent) + (0 to 1 Skill) + (0 to 1 Trait) + (1 to 4 d6) - (1 to 4 d6). That number is then compared to either another character's test, or a static Difficulty, to determine degree of success or failure.

It is up to the players to determine which Talents, Skills, and Traits to use based on their description of the action. There are no prescribed relationships between certain Talents and certain kinds of action save those implied by the player's post. Thus (for example) a player might use his Clever Talent to move a boulder instead of his strength, simply by employing a leaver or some other device.

So long as the spirit of play is adhered to, the player need not seek prior approval for his choices.

An optional rule we can discuss as a group is that a single Talent, Skill, or Trait can only be used ONCE per action round. Action rounds are the shortest denomination of round, at six seconds.

The Round
A round is the action that happens within a period of time. The length of the proceeding round will usually be identified by the Director. Within that round sequence of play happens on a first-in first-served basis, unless another player actively reserves a particular spot in the turn sequence in advance.

Each player can take up to three meaningful actions within their turn, so long as they can logically describe these actions as being simultaneous.

Character Traits
The Character Trait mechanic has largely proven to be the most challenging aspect of character creation. It is a tool by which the major concepts surrounding a character can be expressed mechanically. However choosing a character trait is also a signal that you plan to portray this trait centrally in your playing of a character.

It need not be built around personality, but situational traits should be reflective of some of the ideas put forward in your RTJ.

Narratively Led Gameplay
T&R adheres to a narratively led gamplay model. This means that so long as prose of a post is logical, and in keeping with the tone of the setting, then it will trump any rules. ALWAYS try to model an action or turn within the rules first, but if this proves impossible, then the Director will instruct you on how to proceed.

This message was last edited by the GM at 06:30, Wed 25 Jan 2017.