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Mechanics & House Rules.

Posted by ControlFor group 0
Control
GM, 246 posts
Tue 7 Apr 2020
at 09:20
  • msg #1

Mechanics & House Rules in Aroen

This is all pretty much going to be transparent when in play.  But I want it clear how I'll be dealing with things.

Message 01: Index of References
Message 02: Scene, Session, Scenario & Narrative Justification
Message 03: Roll For Initiative
Message 04: Hold Your Action (til later in the initiative)
Message 05: Magic: Rituals  (Everyone does rituals!)
Message 06: Magic: Evocation
Message 07: Magic: Screwing-Up Magic
This message was last edited by the GM at 05:54, Sun 12 July 2020.
Control
GM, 249 posts
Tue 7 Apr 2020
at 09:23
  • msg #2

Scene, Session, Scenario & Narrative Justificaton

For our purposes:
  • A scene will be presented in a distinct thread.  A location may be reused, but each distinct scene will have it's own thread.  When the scene is over, the thread will be closed.
  • A Session (or Episode) is a collection of scenes.  It ends when we reach some sort of narratively important point.  The completion of a Session will result in a Minor Milestone (see FC 256).  Items and stunts that can be used "once per session" will reset.  This still needs to make narrative sense (ie, a one-shot weapon that hasn't been reloaded in a scene that follows immediately after another scene, can't be used until it's reloaded)..  If in doubt, talk to me in the metagame thread!
  • A Scenario (or Season) is a collection of  session (episodes).  It encompasses the whole of a story.  This will result in a Significant or Major Milestone, depending on how long and how involved the story has been.


Narrative Justification
First off, please realize that normally, Consequences need a narrative justification before they can be healed.  That's the whole "After recovery starts" bit.

If your character has A BLOODY NOSE at the end of scene 01.01, he does not automatically heal up at the start of scene 01.02.    He is going to have a bloody nose through scene 01.02.  He should be doing what he can to justify recovery... wadding tissue up his nostrils, putting ice on his nose... whatever.  That is the narrative justification so that when scene 01.03 rolls around, he's free and clear and the Minor Consequence is gone.  Also note that you cannot normally start recovery on a Consequence during the scene in which the character acquired the Consequence.  You pretty much have to carry the consequence through the next scene (or down-time).

Of course, there are magics or super-science which might act to heal the character immediately.  This rule doesn't refer to those things.


What about down-time between scenes?
Okay, so what if scene 01.02 takes place an hour after scene 01.01?  Or even the next day?
This can also serve as narrative justification.  But we need some sort of narrative reference to justify the removal of the Consequence.    So, give me a line that acknowledges the existence (and removal) of the consequence:  "Mike touched his nose, tenderly.  It took hours to get the bleeding to stop the night before, and he was worried about how he looked..."   Awesome.
Control
GM, 250 posts
Tue 7 Apr 2020
at 09:24
  • msg #3

Rolling for Initiative

Roll for Initative
When entering combat, please roll Initiative by rolling 4dF + your Notice skill.  This will determine your positioning in the initiative ladder.  If you do not roll it before the narrative description ofthe first combat exchange is written, the GM will roll it for you.

Your Initiative lasts throughout the entire combat-scene, unless stunts or Aspects allow you to change it.

Fate-Point Re-Rolls
If you spend a fate-point to re-roll you may always take the better of the two rolls.  You're not going to be stuck with an even worse roll.
This message was last edited by the GM at 07:43, Thu 19 Nov 2020.
Control
GM, 254 posts
Tue 7 Apr 2020
at 09:48
  • msg #4

Holding Your Action


"Holding Your Action"
If you're at +5 in the Initiative and you want to wait for a +3 character's actions, you should be able to do that.  If you're already lower down on the initiative ranking, you simply can't make a conditional action depending on what someone higher in the initiative ranking does.

InitiativeWhat the deal?
+5 Albert
+4 Beatrice
+3 Clarence
Albert can move his actions to after Beatrice' or Clarence's actions.
Beatrice can move her actions to after Clarence's actions only.
Clarence can't move his actions.  He sucks.

This message was last edited by the GM at 05:54, Sun 12 July 2020.
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