HOW TO PLAY.   Posted by The GM.Group: 0
The GM
 GM, 2 posts
Sun 20 Dec 2020
at 18:26
HOW TO PLAY
STEP 1: CHOOSE A CLASS:

Barbarian, bard, cleric, paladin, druid, knight, mage, monk, thief, sorcerer, warlock

Barbarian: Your people, who are often seen by others as backward and uncivilized with strange rituals, follow an animal totem. Choose what animal you follow. (suggestions: wolf, bear, eagle, seal, bull, horse)

Bard: You sing or play an instrument or both. (Suggestions: vocal only, drum, flute, mandolin, bagpipes, ocarina, viol)

Cleric: You follow the path of the divine. (Suggestions: deity of: healing, protection, battle, justice, fire, storm, sun)

Paladin: You are an armored warrior who follows the path of the divine. (Suggestions: deity of: healing, protection, battle, justice, fire, storm, sun)

Druid: You are an adventurer who follows the path of nature-- you can also turn into animals (and trees, although this has a somewhat more limited usefulness). Choose the land you feel the most close to. (Suggestions: Arctic, Coast, Desert, Forest, Jungle, Plains, Mountains, Hills, Swamp, Caverns)

Knight: You are an armored knight who strives to uphold an ideal. Choose a virtue that is particularly important to you. (Suggestions: Honor, Bravery, Moderation, Faith, Truth, Compassion, Peace, Humility, Patience, Generosity)

Mage: You are a scholar of arcane lore and a caster of spells. Choose a type of spellcasting you specialize in. (Suggestions: illusions, freezing stuff, transforming things, summoning things, strengthening things, weakening things)

Monk: You are an unarmored master of martial arts. Choose a type of art you specialize in. (Suggestions: Iron hand, iron foot, light step, rubber body, godlike speed, pressure point striking, ultimate defense, unstoppable attack, drunken master)

Thief: You are a sneaky master of breaking and entering and escape. Choose a specialty. (Suggestions: Breaking-and-entering, stealing, surprise attack, one with the shadows, traps, escape artist)

Sorcerer: You don't study-- you've just got magic in your blood. Choose a magical heritage. (Suggestions: draconic magic, troll magic, fairy magic, giant magic, mer-magic, djinn magic)

Warlock: You can do magic because you made a bargain with a very powerful magical being. Choose your patron from this list:

--Celestial (patron is one or more of the stars (maybe a whole constellation (but not the sun). Patron wants the warlock to do things to make sure that "the destiny that is written in the stars" happens properly. Magical powers: up to you)

--Djinn (patron is a genie, a sort of very powerful elemental from the plane of air. Patron's agenda is unclear, but at least it seems to involve fighting evil. Magical powers: probably involve a lot of blowing things around with wind, levitation)

--Archfey (patron is a very powerful fairy. Patron seems to just want the warlock to do big dramatic exciting things for entertainment value. Magical powers: up to you)

--Ghost (patron is a very powerful ghost. Patron seems to want the warlock to get vengeance on behalf of wronged persons everywhere. Magical powers: up to you (if in doubt, you might just say "moving stuff with your mind"))

--Tower (patron is a sentient magical tower filled with monsters/traps that offers power to those who make it to the top. Patron wants warlock to do impressive things that will tempt others to come to the tower and attempt to reach the top. Magical powers: up to you (if in doubt, you might just say "moving stuff with your mind"))

--Weapon (patron is the warlock's weapon, a sentient magical weapon that just wants to be used for fighting and stuff. Magical powers: up to you (if in doubt, you might just say "moving stuff with your mind"))


STEP 2: YOU HAVE THREE STATS:
Distribute these scores:
+1, 0, -1
Adventuring:
Vulnerable:
Comforting:

(Barbarian, Paladin, Knight: Adventuring can't be -1)


STEP 3, you will choose a MISSION. What is your overall mission?

You'll discuss this with the other player or players in the OOC thread.

Here are your suggested choices:

--You're out to overthrow a powerful Tyrant

--You're out to destroy a large and dangerous monster

--You're trying to stop the End of the World

Each of these may very possibly involve Finding A Lost Or Otherwise Hard To Get Magical Item And Bringing It Somewhere.


STEP 4 (well, 4 through 6, technically): Now that you've got your Mission:

--GENDER your character, or don't. (Suggestions: male, female, both genders at once, non-binary, no gender, other)
--NAME your character. (If your character is a knight, you must put Sir, Lady, or Zir in front of your character's name. If you are a paladin, this is allowed, but is not mandatory.)
--ADD any other details you want to add (describe their starting weapons and armor, for example).



PLAYING:

The game is broken into Rounds and Phases.

ROUND ONE:

--Phase One: ADVENTURING. Each player rolls 2d6 plus their Adventuring modifier if any.
----The character with the highest roll will be UPSET in the next round. (More on what that means in a minute.)
----IF there are more than two players, the character with the next-highest roll will be CONCERNED in the next phase. (More on what that means in a minute.) If there are only two players, the other player will be the CONCERNED one in the next phase.
----If there is a tie, the character whose name is closest to the start of the alphabet will be the Upset one in the next phase, and the other will be the Concerned one.
----In this phase, the characters will Adventure. Any character with a result of 10 or better will do very well in the Adventuring. Any character with a result of 7 to 9 will do okay enough in the Adventuring. Any character with a result of 6 or lower will have a rough time during the Adventuring. But don't say what happens YET, just keep these facts in mind for a moment...

--Phase Two: MAKING CAMP.
----This phase is even more important: Now, the characters have gotten to a safe place to make camp (a campsite, an inn, an unoccupied old hunting shack, whatever-- let the CONCERNED character's player choose), and nothing's going to attack them or freak them out for at least the next eight hours... nothing except the problems already inside their own hearts and minds, that is.
----The character who is UPSET will roll 2d6 plus their Vulnerable modifier. (Hold on to that roll for a minute...)
----Then, the character who is UPSET will choose, or roll for, the CAUSE of why they're Upset. See below:


CAUSES
1--I had to make a hard choice, and my beliefs got tested painfully
2--I'm feeling terrible because this whole adventure is really testing my faith in the divine
3--I'm experiencing trauma about something in my past
4--I'm experiencing trauma about how I had to kill someone (probably self-defense/to save someone else)
5--I'm feeling terrible because I failed to kill when I should have
6--I'm feeling terrible because I'm sad we had to kill that monster even though it was a monster
7--I'm feeling terrible because I lashed out at my teammate during that last battle
8--I'm feeling terrible because I basically picked a fight with someone recently
9--I'm feeling terrible because I killed or attacked someone or something even though it wasn't necessary
10--I'm experiencing trauma about a wound I got
11--I'm feeling terrible because I almost let you down
12--I'm feeling terrible because I let you down
13--I'm feeling terrible because what if I fail next time?
14--I'm feeling terrible because I'm not meeting my own standards
15--I'm feeling terrible because I failed to kill when I should have
16--I'm feeling terrible because we only kicked the problem down the road, didn't really solve it
17--I'm feeling terrible because what we achieved recently doesn't bring back those we've lost
18--I'm feeling terrible because even though I succeeded, I don't feel better
19--I'm feeling terrible because I'm still angry and can't let go of it
20--I'm feeling terrible because I accidentally hurt you
21--I'm feeling terrible because because I liked the violence
22--I'm feeling terrible because I'm getting old, can't do this like I used to
23--I'm feeling terrible because when the chips were down, I fumbled
24--I'm freaking out because I don't feel safe here, I'm feeling paranoid
25--I'm feeling terrible because it feels like something worse is coming
26--I'm feeling terrible because of that Fear spell/effect
27--I'm feeling the horror of encountering true evil recently
28--I'm feeling terrible because of the existential horror of encountering the undead
29--I'm feeling terrible because of unrequited love (of an NPC, not a teammate)
30--I'm feeling terrible because for a second there I was actually tempted to betray you
31--I'm feeling terrible because I almost fell for it
32--I'm feeling terrible because that's just the burden of my curse
33--I'm feeling terrible because I feel accursed (without anything but circumstantial evidence that I have actually been cursed)
34--I'm feeling terrible because I'm just so angry
35--I'm feeling terrible because I'm deeply depressed
36--I'm feeling terrible because I'm sick
37--I'm feeling terrible because I got poisoned and it's still affecting me
38--I'm feeling terrible because we almost didn't escape
39--I'm feeling terrible because we had to leave them there and couldn't take them with us (or other Survivor's Guilt)
40--I'm feeling terrible because that NPC died and I couldn't save them
41--I'm feeling terrible because my horse/steed died
42--I'm feeling terrible because I had to keep quiet about the injustice we saw because it would've blown our cover otherwise
43--I'm feeling terrible because I respected that person and they let me/us down or betrayed me/us
44--I'm feeling terrible because that village of those poor NPCs got destroyed
45--I'm feeling terrible because I'm ashamed we had to run away//retreat
46--I'm feeling terrible because I/we almost died
47--I'm feeling terrible because something precious to me got lost or destroyed 
48--I'm freaking out because a secret I felt I had to keep got revealed anyway
49--I'm feeling terrible because something I did made things worse
50--I'm feeling terrible because there's a price on my head//our heads

EFFECTS: if you choose or roll one of these, then you must roll or choose again for a Cause to go with it. Effects are just sort of like Symptoms of the real Cause...
51--I can't sleep
52--I'm having traumatic flashbacks
53--I can't concentrate
54--Now that we're making camp I just can't stop crying
55--I'm acting obsessed
56--I need an intervention (addicted to something: drugs? drinking? magic? adrenaline?)
57--I need an intervention because I've started acting practically suicidal in battle
58--I've got no appetite anymore, don't want to eat//don't feel able to eat
59--I'm on the edge of losing it and start hysterical laughter
60--I've stopped feeling. Can't cry or grieve.
61--I can't talk // I'm walking/eating/fighting on autopilot // I'm nonresponsive when people try to talk to me

62-72: Choose an appropriate Class-Based Cause, below.

CLASS-BASED CAUSES:
--I'm worried because I feel like I'm losing touch with the ways of my people (barbarian)
--I'm feeling terrible because I had a vision of my totem trying to tell me something and I don't even know what it means (barbarian)
--I'm worried because I'm feeling like I've lost my creativity/inspiration (bard)
--I'm feeling terrible because I feel divinely abandoned (paladin, cleric)
--I'm feeling terrible because I judged someone and I realize now I was wrong to do it (paladin, cleric)
--I'm worried because I'm feeling cut off//disconnected from nature (druid)
--I'm worried because it's getting harder and harder for me to turn back to human form after being an animal or tree (druid)
--I'm worried because it's not getting literally harder for me to turn back to human form, but I'm increasingly wishing I could just stay in animal form (or hell, tree form) forever anyway (druid)
--I'm worried because the knighthood is threatening to kick me out because (make up a reason)  (knight)
--I'm worried because I feel like I'm losing touch with the ideal(s)I'm supposed to strive for (knight)
--I'm worried because it doesn't feel good anymore like it used to when I cast spells (mage)
--I'm feeling terrible because I literally created a monster (mage)
--I'm feeling terrible because I feel that I'm getting increasingly out of balance with myself and the universe (monk)
--I'm worried because my monastic order is threatening to kick me out because (make up a reason) (monk)
--I'm feeling terrible because what we're doing//just did is technically against the law and that's not the kind of person I thought I was (paladin)
--I'm worried because the Thieves' Guild is out to get me because (make up a reason) (thief)
--I'm worried because my magic is starting to get out of my control (sorcerer)
--I'm worried because I think I'm starting to turn into a monster the more I use my magic (sorcerer (draconic magic: dragon, troll magic: troll, fairy magic: starting to shrink to a pixie, giant magic: growing, mer-magic: mer-person (air's getting harder to breathe?), djinn magic: starting to turn into a sylph-- a partially-transparent, weightless, sort of flowing pale (maybe slightly transparent) air elemental that floats on the lightest breeze (willingly or unwillingly!)))
--I'm worried because my patron's starting to get impatient with me (warlock)

73-100: Just roll again

If you get something you've rolled before, just roll again until you don't.


----Now that you've got a Cause (and possibly an Effect), let's look at the result of your Vulnerable roll again.

--10 or better: You write a post telling the Concerned character exactly what's wrong with you.

--7 to 9: You write a post telling the Concerned character basically what's bothering you, but it's hard, and you don't go into much detail.

--6 or lower: You write a post where you try to pretend there's nothing bothering you.


----Now, the Concerned character's player will write a post where your character tries to comfort the Upset character.
------IF the Upset character rolled a 6 or lower on their Vulnerability result, roll 2d6 plus your Comforting modifier. On a 10 or better, you guess what's wrong with the Upset character anyway. If you roll a result of 7 to 9, you guess very vaguely what's bothering the Upset character. If you roll a result of 6 or lower, you're gonna have to try to role-play getting them to reluctantly open up and talk to you about what's bothering them.

----Post all the role-playing posts you want about this process of trying to comfort the Upset player. (In a more-than-two-player game, the characters who don't officially have the Concerned nor Upset roles should let the Concerned character take the lead, but they can try to make posts to help comfort the Upset player anyway, jumping in to try to help as much as seems appropriate.)

----Be sure to toss in references to what just happened in the Adventuring phase. "Look, I can understand that you're scared. I felt that way this morning when that six-foot giant spider bit me." And by "toss in references to," I mean feel free to make up the details on the spot. And seriously, I mean make up anything that fits. Your class is mostly just to give you more stuff to make up details about. "Look, I can understand that you feel conflicted. I felt that way this morning when my people's Wolf totem appeared to me in my dreams and told me that I might die in my next battle if I showed any mercy to the fallen."

In the end, based on what's said, the player with the Upset character will either feel like their character feels better, or not, but either way, it's time for the next round.


--IN ROUND TWO:

----For a two-player game, the positions are just reversed. The character who was Upset just now will be the Concerned one, and so on. You should still roll Adventuring to see how well the Adventuring goes for each character, but it won't matter as far as the roles if there are only two players.

----For a three-player game, the player with the worst Adventuring roll-- who WASN'T the Upset character in the last round-- is the new Upset character. If that's the character who was Concerned last time, then the character who was the "extra" or "unassigned" in the first round. If it's not, then the Concerned character is whichever remaining character had the higher Adventuring roll.

----Repeat everything from Round One.


--ROUND THREE:

--For a two-player game, switch roles back to how they were in the first round.

--For a three-player game, the character who has not yet been Upset will now be Upset, and the one who hasn't been Concerned is the Concerned one.


Rounds continue until each character has gotten to be the UPSET character twice.


ENDGAME:

--Roll Adventuring one more time, please...

--RPol's dice roller makes it easy to keep track of your roll results (IF you labeled each one as you were rolling it)!

--For a two-player game, add up all your ADVENTURING totals.

--60 or lower: You deal with your Mission SORT OF successfully, but not permanently. You have-- at great cost-- just managed to kick the problem down the road. Roll 1d100. That's how many years it will be before SOMEONE has to deal with this problem again.

--61 to 84: You deal with your Mission MOSTLY successfully. Choose: EITHER you have managed to kick the problem down the road with minimal loss of the lives of innocents, in which case Roll 1d100 and add 10 to it: that's how many years it will be before SOMEONE has to deal with this problem again-- OR, you have PERMANENTLY solved the problem forever... but at great loss of innocent lives.

85 or higher: You deal with your Mission pretty successfully-- it's permanently solved, and with minimal loss of the lives of innocents. ...But what's the cost to YOU?

Whoever rolled the lowest Adventuring roll this last time is UPSET. The other person is Concerned. Have one more phase (don't bother to roll Vulnerable//Comforting this time-- you know each other well enough that you don't have to roll play dragging it out of 'em) where the two characters post about their feelings now that the Mission is over...



THREE-PLAYER ENDING:


--For a three-player game, add up all your ADVENTURING totals.

--114 or lower: You deal with your Mission SORT OF successfully, but not permanently. You have-- at great cost-- just managed to kick the problem down the road. Roll 1d100. That's how many years it will be before SOMEONE has to deal with this problem again.

--115 to 171: You deal with your Mission MOSTLY successfully. Choose: EITHER you have managed to kick the problem down the road with minimal loss of the lives of innocents, in which case Roll 1d100 and add 10 to it: that's how many years it will be before SOMEONE has to deal with this problem again-- OR, you have PERMANENTLY solved the problem forever... but at great loss of innocent lives.

--172 or higher: You deal with your Mission pretty successfully-- it's permanently solved, and with minimal loss of the lives of innocents. ...But what's the cost to YOU?

Whoever rolled the lowest Adventuring roll this last time is UPSET. The other person is Concerned. Have one more phase (don't bother to roll Vulnerable//Comforting this time-- you know each other well enough that you don't have to roll play dragging it out of 'em) where the two characters post about their feelings now that the Mission is over...

This message was last edited by the GM at 15:29, Thu 07 Jan.