Story Time System Discussion.   Posted by Veritas.Group: 0
Veritas
 GM, 9 posts
 Story Teller
 System Creator
Mon 29 Aug 2016
at 19:48
Story Time System Discussion
For all questions and mechanics discussions regarding the system.
Misty
 player, 2 posts
Mon 29 Aug 2016
at 20:59
Story Time System Discussion
As a long time gamer, I had a questions about contested rolls.  In other systems, likes GURPS, if I am sneaking and make a stealth roll by 4 and the guard makes a listen roll by 3, he doesn't hear me. So how are they handled in this system?
Miniya
 player, 5 posts
Mon 29 Aug 2016
at 22:29
Story Time System Discussion
From what I understand as to how the system works. They don't.

You are the hero, if you succeed you succeed. If you don't you don't. The guard doesn't get a contested chance as the dice are simply a narrative device. Which is why the players can say "No, that's not what happens, I choose to succeed." Of course then the storyteller gets to then add a complication to your situation.

Or maybe I'm way off base.
Veritas
 GM, 10 posts
 Story Teller
 System Creator
Mon 29 Aug 2016
at 22:45
Story Time System Discussion
Miniya is correct, however it does bring up the question of what happens when two players come into contention. Due to the clutch move or ability in the game, contested actions between players would never be resolved. Ill make a section about that!
Ralph Burke
 player, 6 posts
Mon 29 Aug 2016
at 23:33
Story Time System Discussion
I did have a question.  Does the system have a form of character progression? or have plans for there to be some?  I understand we are already meant to be fairly strong.  Just wondering.
Veritas
 GM, 11 posts
 Story Teller
 System Creator
Mon 29 Aug 2016
at 23:38
Story Time System Discussion
Yes, which is the next part I'll be putting in, alongside damage and combat. Open to suggestions on how it should work though as I have not settled on one idea yet:)
Misty
 player, 3 posts
Mon 29 Aug 2016
at 23:42
Story Time System Discussion
Well, to my question, maybe if it is player versus player, the contest could either be who got more 6's or maybe what is the total of the roll.

As far as character progression, we might be powerful now but when the game would played by others, the GM might what them to progress. Its not something we need to worry about now but it is up to the GM to determine what he thinks is the best way.
Crocodillo
 GM, 3 posts
 Co-GM
Mon 29 Aug 2016
at 23:56
Story Time System Discussion
I'd imagine that's the plan. Right now we're testing the system, and hopefully we'll have fun out of it too.
Miniya
 player, 6 posts
Tue 30 Aug 2016
at 00:05
Story Time System Discussion
I think if you were going to run a game that was going to feature PvP, you'd probably do it in something other than a storytelling system, something with more mechanical weight.
Naomi Watts
 player, 2 posts
Tue 30 Aug 2016
at 00:10
Story Time System Discussion
One thing I'd like to see the system do is balance between players better.  After thinking about it a bit, I think the best way to do that is to give some sort of narrative power to the "weaker" characters.

For instance, Brian McBadass has 30D while Jimmy the Janitor has 10D.  Jimmy could be a great player, but he'll never stand up to the challenges that are going to get thrown at Brian.  So...  when Dr. Ssadabcm shows up to beat up Brian (a 30D threat), but finds Jimmy instead, Jimmy should get some sort of bonus for willingly being weaker in the game.

One way to do that might be to give Jimmy some narrative dice that he can roll to change the story.  Maybe he gets 1/2 of the dice he can roll to change the narrative.  So, when Dr. Ssadabcm shoots him with his Evil Lazor of Lazoring, a success on the narrative dice would let Jimmy get into cover just in time and avoid dying.  With a better success, maybe Jimmy could narrate the Lazor hitting a water pipe and hiding the area with steam that lets Jimmy escape.

Alternately, the players could decide on a relative level of dice for creation so that you don't have Brian and Jimmy in the same game (and thus have threats that don't challenge both).
Ralph Burke
 player, 7 posts
Tue 30 Aug 2016
at 00:14
Story Time System Discussion
I agree, though a lot of that is the story teller's job.
Crocodillo
 GM, 4 posts
 Co-GM
Tue 30 Aug 2016
at 00:15
Story Time System Discussion
Well, i don't exactly think we should force everyone to be on the same level of power. However... if you meant that you wanted to try some sort of "luck" system that gives the weaker characters or "normal" ones a chance, i can probably think on that idea for a bit. Veritas will probably see this too, so if i have any ideas, i'll talk to him about it.

Thanks for bringing that up actually. Everyone should be able to enjoy the game without being a one-man army.

I'll let you guys know if i have any ideas, too.
Misty
 player, 4 posts
Tue 30 Aug 2016
at 00:21
Story Time System Discussion
I thought there were some limits that were put on, so we shouldn't have an issue with it.
Crocodillo
 GM, 5 posts
 Co-GM
Tue 30 Aug 2016
at 00:34
Story Time System Discussion
We should avoid making ourselves so overpowered that an extreme balance system is required, for now
Miniya
 player, 7 posts
Tue 30 Aug 2016
at 00:57
Story Time System Discussion
Well I mean. In your example Brian McBadass and Jimmy the Janitor might each have the same amount of dice. What they have dice in is what makes Brian the badass and Jimmy the janitor, but it doesn't make Jimmy any less of a character than Brian.

If a player wants to play Jimmy as a hero there are ways to. He has a skillset that Brian doesn't. So when the heroes are arguing about breaking into the big bads stronghold and Jimmy slips in the backdoor with his cleaning cart and bucket, returning an hour later with what the heroes needed right as they have formulated some epic entry and exit plan completely unnoticed, and the laboratory floor sparkling clean to boot.

Or he accidentally spills some water in the path of the bad guys or trips them up with a mop. Always apologizing.

Jimmy the Janitor

2B
7 Janitor

Attributes:
2 Perfectly ordinary
-1 Intelligence

Equipment(2): Cleaning Cart, Mop.
Veritas
 GM, 12 posts
 Story Teller
 System Creator
Tue 30 Aug 2016
at 02:11
Story Time System Discussion
Okay so here is an info dump :)

1) In regards to characters being different power levels, this is true it likely will, and I can tell you from reading the character sheets that some players have made themselves very powerful, while others have stayed on the modest side. Many people have things slightly off or confused but I can easily help with this. I'll be making a character sheet and samples in the next few days, while also clarifying some rules and things and updating the document.

Now, to discuss this more. The reason it is okay for Mr. Badass to have a larger DP than his friend, is because the system is focused on not limiting players. This system is about making your character who you want them to be. Naturally, this means some people will be inclined to make their character very powerful, which is why I wrote the section on what makes for a good character and what makes for a good story. Story Time is about collaboration, so its also encouraged for players and the Story Teller to discuss what kinds of characters they are making so that hose who want to be on equal playing levels can do so. I'm going to open up a character discussion thread so people can discuss ideas, concepts, and also what their Dice Pool is so that everyone gets an ides. When I write the Story Teller section of the manual it will inform STs how to handle player DP differentiations and the sort, to make sure weaker characters aren't out shone or abused because one character is a badass and has 10dp in three different skillsets along with 20 different item descriptors, and how to still allow the two parties to play together or come to a compromise/agreement. I really don't want to encourage limits or power restrictions or total DP limits on characters because that goes against the purpose of the system.

2) Their actually already is a luck system, or underdog card. It's the clutch maneuver. Say your a sidekick and your superhero buddy just flew off to save his lady friend strapped to a rocket and now you're alone with the supervillain who suddenly decides he can take advantage of you since you're "easy prey" and he shoots his laser beam lasery rifle at you. well guess what. A) you can pull a clutch and say "yea sure he shoots at me but I just happen to jump behind a pile of crates and dodge the blast!" or B) this never happens because you're Story Teller knows this wouldn't make for a good story so instead he has the supervillain tempt you with ideas of grand glory and offers to help you kill the hero who has forsaken you for some heart throb, and then you can be the hero! Another thing to note is that as long as you roll to dodge, if you score one success you dodge. It doesn't matter how powerful the villain is, or if he succeeded at shooting at you, if you dodge successfully the baddie MISSES. It's only if the baddie is successful and you fail at dodging or blocking the attack that you take damage.




EDIT: I LOVE THE JANITOR OMG THAT'S WHY I MADE THIS SYSTEM HAHAHAHAHAHAH!


P.S. I'm totally making that janitor a character, and he is totally making it into the books as an example...

This message was last edited by the GM at 02:12, Tue 30 Aug 2016.

Miniya
 player, 9 posts
Tue 30 Aug 2016
at 07:50
Story Time System Discussion
Maybe on the GM side of things label characters as Strong, Moderate or Weak. All based on what their dice sets are.

As an example: I have 10 dice in Butler, 10 dice in Jack-of-all-trades and 10 dice in High Society.

That doesn't make me "Strong" even though I've used 30 dice. It just means I've made Alfred Pennyworth from batman. In fact I'm just about as "weak" as can be despite having 30 dice used. In fact, I'd say Alfred would be built using more dice than batman. Think of all his different, varied skillsets in service of the caped crusader. He basically has all the knowledge batman does, but no combat capability, instead his strengths are elsewhere because look at how many different hats the poor man has to wear.

But when we label the two with those 3 GM descriptors, you'd probably end up Stamping batman as "Strong" and alfred as "Weak".

I guess what I'm saying is that the dice pool doesn't matter so much as what they are being applied to.

Also: It is 3am, I just woke up and I'm probably rambling through text.

This message was last edited by the player at 22:15, Tue 30 Aug 2016.

Misty
 player, 6 posts
Tue 30 Aug 2016
at 22:06
Story Time System Discussion
In reply to Miniya (msg # 17):

That could work, the dice pools could be set like Above average intelligence might be +1d attribute versus Smart is +3.  I am fine with what the GM wants and I am just throwing out ideas.