Rules and Mechanics.   Posted by The Storyteller.Group: 0
The Storyteller
 GM, 2 posts
Wed 4 Jan 2017
at 19:43
Rules and Mechanics
This game uses The Window game system. http://www.mimgames.com/window

A very brief summary:

1. Characters are described with adjectives rather than numbers
Although numbers/dice are used (see below), try not to get bogged down by the math.  There are no +4 greatswords for your level 9 paladin, and drinking from that magic well will not grant you a +3 bonus to your reflex save.  Rather, your paladin has become a very experienced adventurer over his illustrious career, and he recognizes that the enormous sword he just found is pulsing with vast magical power.  A drink from the well makes you feel more alert than you have in years, and you seem to perceive the world going by in slow motion.

2. It is your responsibility to play your role realistically
There are no "hit points" or "fatigue meters" in this system, so if you get skewered by a pikeman or travel 60 miles without stopping, you are expected to roleplay your pain and exhaustion appropriately.  I don't want to railroad you, but I will start dropping pianos on your head if you aren't playing fair.

3. A good story is the central goal
The point of this game is to create a compelling story.  It's possible that the best story will be one in which your character dies a horrible gruesome death.  This is not necessarily a bad thing, and it provides an opportunity to create a new character if you want to.

This message was last updated by the GM at 14:06, Thu 05 Jan.

The Storyteller
 GM, 3 posts
Wed 4 Jan 2017
at 19:58
Rules and Mechanics
When dice are used in The Window, the goal (for the person rolling, at least) is always to roll small numbers.  The target is typically 6, but that can change based on the circumstances of the roll.  What this means is that rolling a d8 is much more likely to succeed than rolling a d20.  The following table is a general summary of how your talents and abilities can be translated from adjectives into a numerical setup.


Ability Level Die Used Percent Chance of Success Cost to Improve
Lowd3020%2
Below Averaged2030%3
Averaged1250%4
Above Averaged1060%5
Highd875%6
Very Highd6100%N/A


Note again that these percentages are for "standard" targets of 6.  Even at a Very High ability level, you may fail to accomplish something if it is extremely difficult (and thus has a lower target).

As you work on improving your skills, I'll keep track of your progress in your character sheet, so it might look something like this:

TraitProficiency Level
StrengthLow (d30) +
AgilityAverage (d12) ++
HealthLow (d30)
KnowledgeBelow Average (d20) +
PerceptionBelow Average (d20)

Once you have enough "points" to improve an ability, it will advance a level (in the example above, this character needs one more strength improvement to advance to "Below Average" in strength, and two more agility improvements to advance to "Above Average" in agility).

Additionally, as long as you have made progress towards the next level (at least one +), you may subtract 1 from your rolls using that skill or ability (essentially, succeed on a 7 or less instead of a 6 or less).

This message was last edited by the GM at 13:02, Fri 27 Jan.