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17:54, 28th March 2024 (GMT+0)

Playbooks and Rules.

Posted by The GMFor group 0
The GM
GM, 2 posts
Wed 1 Sep 2021
at 18:57
  • msg #1

Playbooks and Rules

Choose one:

--You are the stories of: Individuals
--You are the stories of: Groups
--You are the stories of: Wild Things (talking animals, monsters, wild beasts, talking trees, etc. Everything alive that isn't people)
--You are the stories of: Places
--You are the stories of: Magical Items
--You are the stories of: Magic

(Details below!)




EACH CHOICE OFFERS ONE "WHEELHOUSE"...




--You are the stories of: Individuals. You can make Heroes, Antiheroes, Villains, or just ordinary people. You can give them amazing power and make them practically Demigods. You can have them do whatever.




--You are the stories of: Groups. Institutions. Organizations. Make them build something, go on a crusade, improve society, whatever.




--You are the stories of: Wild Things. Talking animals, monsters, wild beasts, talking trees, etc. Everything alive that isn't people.

Note: you can have one intelligent monster, but if you have multiple intelligent monsters of the same species, then they aren't monsters, they count as People, and you lose control over them (and the power of Groups (and to a slightly lesser degree Individuals) gets control over them).




--You are the stories of: Places. A magical tower, a haunted forest, a holy mountain, a city, a village, a river, a lake, an ocean, rolling hills, a trading post, a floral meadow, a royal palace, a military outpost... Make them magical, accursed,




--You are the stories of: Magical Items. Shiny magical plate mail, a cloak of levitation, seven-league boots, a talking sword, a crystal ball that answers questions, an indestructible book of recipes for magic potions, an arrow that never misses, a crystal that shows what's in people's hearts, anything. Give them to Individuals or Groups, hide them in Places, have Wild Things guard them...




--You are the stories of: Magic. Only you can change the reality of what the other players do.

----Individuals elevates a farm boy to a scholar? You can have him learn to cast spells...

----Groups creates a priesthood dedicated to love? You can make it so that when two people are in love you an intangible red string can be seen connecting them.

----Wild Things creates dragons... You can make them breathe fire...

----Magical Items makes a sword that can cut through anything? You can give it intelligence and a voice...

----Places makes a spooky forest... You can make those who die there come back as undead...


You can do anything, change anything... But it has to be related to something another player does.






TALLY:

--Every player has three things:

----A Wheelhouse.
----A Tally.
----A Chosen.

--Your Wheelhouse is what you do-- that's covered up above.

--Your Tally is an amount of points that you can spend to help with Conflict rolls.

When two players come into Conflict-- because they disagree about how a given story should go, or just because they want to-- they will each:
--spend points from their Tally horde to add to the roll
--The player with the highest final result will get to narrate what happens next.
--In the event of a tie, the Tally points spent will be rolled over to rolling again until there is no tie. (In the event of a tie, no NEW Tally points may be subtracted or added. Those spent on the first roll will just keep applying to each new roll until there's no tie.)

Ah, but how do you get Tally points, you ask?

When one player directly uses a concept that another player has introduced, the GM may (OOC) aware that other player a Tally point.

The GM will keep track of who introduced what in a separate public thread.

EXAMPLE: The player playing Individuals decides to create a thief, Shardar, in the city of Stemoth. The player playing Places gets a Tally point, because they previously created Stemoth. The player playing Groups also gets a Tally point, because they previously created a Thieves' Guild for Stemoth.

EXAMPLE: The player playing Individuals and the player playing Groups feel like having one individual come into conflict with a member of a group-- say, the thief that Individuals introduced (Shardar-- see earlier example) having a fight with the leader of the Thieves' Guild for control of the Guild.

--Individual: Puts 3 points on the roll
--Groups: Puts 4 points on the roll
--Individual roll: 7 (plus 3 is 10)
--Groups roll: 13 (plus 4 is 17)

Groups wins. Groups narrates the fight for control of the Thieves' Guild of Stemoth.

NOTE that this doesn't mean that Shardar has to lose! That's up to the player playing Groups! The Conflict roll result just means that the Groups player settles the conflict however the Groups player feels like narrating it.

Also, Conflict rolls can be between more than 2 players! Since the Thieves' Guild pretty much runs the city of Stemoth, the player playing Places could choose to spend and roll, too!

Also note that one doesn't have to spend Tally points on a Conflict roll if one doesn't want to. Or to put it another way, one could choose to spend a total of 0 Tally points.





CHOSEN

Okay, so what's the Chosen part, you ask?

When players create new concepts, other players can use them. EXCEPT for one concept. That concept is that player's Chosen. Each player may have ONE Chosen. Once a Chosen gets Chosen by a player, they can't switch until that Chosen is destroyed beyond bringing back.


--You are the stories of: Individuals. Your Chosen is always a person.

--You are the stories of: Groups. Your Chosen is always one group or a member of one group.

--You are the stories of: Wild Things. Your Chosen is always a talking animal or plant, an intelligent monster, one or more unintelligent monster(s), or one or more members of an unusual species of animal.

--You are the stories of: Magical Items. Your chosen is always a magical item.

--You are the stories of: Magic. Your chosen is always something you have introduced by changing something.

--You are the stories of: Places. Your chosen is always a place, or the spirit and/or guardian of a place.


"If I force a Conflict roll, and I win it, can I force another player to let me write their Chosen?"

--No, you can't. But if you tell them an idea you want to do with their Chosen, and they give you their express permission first, that's okay.





DEMIGODS AND GODS

There are many ways that a person can become a Demigod, or like unto a Demigod.

First, let's define the term. Hercules is a great example of a Demigod. He's just a guy. IF you don't count his family background, he's not any different from any other guy... except in ONE way... he's the strongest guy in the world, so strong he can even hold up the sky for a little while like the titan Atlas.

But that's it. Not a god. Just a guy who has one really special trait going for him. That's what Demigods are like in this game.

It's easy to narrate a Demigod into existence...

It's also easy to start a new religion or religious belief for the people in the game. The easiest way would be for the player playing Groups to found a new religious order-- a priesthood, a monastic order, whatever. Alternatively, the player playing Individuals could create a new preacher or prophet spreading the word of some new divine thing to believe in.

But there's what people BELIEVE, and then there's ACTUALLY creating a new deity for the game, which is a little more complicated.


--You are the stories of: Individuals. You cannot make a god unless a person dies and somehow achieves godhood (example: if people tell stories of that person's achievements to the point where they wake up as a god).

--You are the stories of: Groups. You cannot make a god unless it is the deity of your group. If you do make one, you cannot make a new one until the last one you made is no more.

--You are the stories of: Wild Things. You cannot make a god unless it is a deity of animals or plants or of monsters or of a type of monster. If you do make one, you cannot make a new one until the last one you made is no more.

--You are the stories of: Magical Items. You cannot make a god.

--You are the stories of: Magic. You can change anything into a god, but you can only make one. If you do, you cannot make a new one until the last one you made is no more.

--You are the stories of: Places. You cannot make a god unless it is the deity of a specific place.




Level Up:

The THE CAST page keeps track of how many posts you have posted in this game.

When you get to 300, you may level up. (The GM may change the number required for one's second level-up.)

When you level up, choose a reward:
--you can have one extra Chosen
--you can create or change TWO things in a post
--IF the GM is fulfilling more than one role, you may take one over from him.
--you can create one extra God if you are Groups or Wild Things or Magic... or even if you are playing Magical Items

Keep in mind that this includes ooc posts, too!




YOUR FIRST IN-GAME POST:

You should post TWO concepts. You may label one of them as your Chosen, or you can save that for later. What you may NOT do is wait until another player uses one of your concepts, and then say "hey I don't like what you did with that concept-- I'm calling that one my Chosen, take your post back." You can call a concept you started your Chosen at any time (as long as no one else has changed it and claimed it as their Chosen), but you can't ever name something as your Chosen in order to undo what someone else did with it first.

--The GM never goes first.
--The player playing Magic never goes first.
--Otherwise, the order of starting will be determined by the GM (very possibly at random).



NOTE: the world, before you start changing things:
--has only humans as self-aware sentients
--has no "demi-human" races
--has only currently-normal earth animals (no dinosaurs, no sabertooths, no wooly mammoths either)
--has no magic spell-casting (none that actually works, anyway)
--is a round planet or a flat thing-- whichever one you want (whoever mentions it first gets to pick)
--has one yellowish sun, one light-gray moon, normal stars

--Humans EITHER:

--are hunter-gatherers who have spears and clubs but who haven't discovered fire yet,

OR

--humans have fire, irrigation, sailing, iron use, windmills

Which scenario you start with will be determined by the players in the OOC thread before starting.

But whichever scenario is agreed upon: Humans have no gunpowder, compass not quite here yet, no clockworks.


Finally:

--You cannot post in-game twice in a row. Someone else who is not you must post between your in-game posts.

--After your first post, you can only post one new concept per post.

--As shown in the Example of Play, the GM will fill all unfilled roles. This is why one of the Level Up perks is for a player to take on an additional role if they want. When the role transfers, however, the concepts the GM created while fulfilling that role do not also transfer.

--The rating on this game is GENERAL. There will be absolutely no: torture, rape, racism, sexism, nor homophobia. (Note: if a character in the game is created with the idea that they are a capital-V Villain, you might get away with some evil behavior-- but still not torture, rape, nor homophobia.)

Also: Humans come in all colors (it's up to the first player to mention it whether that means that they randomly come in colors from "pale peach" to "black," or if it means that humans just randomly come in all colors of the rainbow.)
This message was last edited by the GM at 14:48, Sat 04 Sept 2021.
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