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21:53, 4th May 2024 (GMT+0)

RULES AND STUFF.

Posted by The PlayersFor group 0
The Players
GM, 1 post
Thu 25 Aug 2022
at 23:56
  • msg #1

RULES AND STUFF

Your game will start with 4 players (who will be played by me, the GameMaster). (Maximum number of players you can ever have is 6.)


YOUR GOAL:
--Keep the game from falling apart by exciting your players and keeping the players from quitting.


Each GM gets these stats: Assign these numbers to these stats: 2, 1, 0, -1
--Flavor/world building/role-playing
--Plot/plot twist
--Combat
--Puzzles


These are all used for the basic move of the game, TRY TO EXCITE THE PLAYERS. To advance the game, pick one stat, roll 2d6, and add your modifier to the result to TRY TO EXCITE THE PLAYERS.

HOWEVER-- and I CANNOT STRESS THIS ENOUGH-- you can also DESCRIBE what happens, to add 1 extra point to your roll... or, if you specifically make a post describing what happens BEFORE you make your roll (by at least 61 seconds), you can add TWO points to your roll result.

(You can also add one or more Creativity points to your roll, but you can (temporarily) run out of Creativity points, too.)


Final TRY TO EXCITE THE PLAYERS result:
--13 or higher: Either roll for GOOD STUFF twice, or roll for GOOD STUFF once and get one GMXP point. Cashing in three GMXP points will allow you to LEVEL UP-- you can either add one point to one of your stats, or add a new move.
--10 to 12: GOOD STUFF happens (determined randomly).
--7-9: MID STUFF happens (determined randomly).
--6 or lower: BAD STUFF HAPPENS (determined randomly).

(If the random result below doesn't seem to fit for some reason, the GameMaster will ignore it and roll again).

Random Good Stuff (1d4):

--A player makes a good dice roll at the perfect time: lower Player Frustration by 1.

--You get an NPC you love to write: Lower your Stress by 1, or Raise your Creativity by 1.

--A player exhibits their Advantageous quality. Lower your Stress by one.

--Bad Stuff Improves: If your Job, Family, or Health have been causing you Stress or Time Crunch, it gets better (temporarily).


Random Mid stuff (1d8):

--You write a new game: You have an amazing idea for a game. You probably don't have time to actually start playing it (maybe not ever), but you've just got to get it out of your system. Remove 1 Stress and add 1 Creativity, but Add 1 Time Crunch.

--You decide to become a player in someone else's RPol game: Remove 1 stress, but Add 1 Time Crunch.

--Bad dice roll: a player makes a very unlucky dice roll at the wrong time. Add 1 Irritation point. (3 Irritation points add up to 1 Player Frustration point.)

--PC Catherding: Add 1 Catherding point. 3 Catherding points add up to 1 Stress point.

--Double Down: You suddenly realize that your game campaign needs an extra element, immediately. The GM will choose a random stat that must be rolled for, and someone (you pick who) will have to roll for TRY TO EXCITE THE PLAYERS using that specific stat.

--A PC Dies: Roll with any relevant stat (except Puzzles).
* 9 or higher: The PC dies a super cool death, and the player is pleased in spite of having to make a new character. Reduce Player Frustration by 1.
* 8 or lower: The PC dies a death that just frustrates the player/players. Add 2 Irritation points. (3 Irritation points add up to 1 Player Frustration point.)

--Railroad: you feel the need to railroad the players a little, or else we'll never get anywhere at this rate. Someone must roll with either their Plot/plot twist stat modifer, or their Combat stat modifer (you pick which).
* 10 or higher: the players don't feel like they're being railroaded. Whew!
* 7 to 9: the players don't feel like they're being railroaded... but you feel guilty anyway. Add 1 Stress point.
* 6 or lower: the players feel railroaded. Add 1 Irritation point. (3 Irritation points add up to 1 Player Frustration point.)


Random bad stuff (1d4):

--Bad Job Stuff: Add 1 Stress or 2 Time Crunch (you pick which).

--Family Stress: Add 1 Stress or 1 Time Crunch (you pick which).

--Bad Health Stuff: Add 1 Stress, 1 Time Crunch, or subtract 1 Creativity (you pick which (to pick Creativity, Creativity must be higher than 0)).



Each player will have at least one Advantageous quality, and at least one Challenging quality (determined randomly and secretly):

Advantageous qualities:
--The Rock: Just the backbone of the party. Solid and dependable.
--Really Funny: helps keep the mood light.
--Team Player: Always helps the others, in and/or out of character.
--The Role-Player: really puts extra effort into role-playing.
--Heroic: Helps move the story forward by being unafraid of risk to their PC.
--Pays attn/Picks up on stuff: Helps move the story forward by catching GM hints and clues.
--Calm and Patient: Doesn't lose their cool, in and/or out of character.



As you LEVEL UP, you can get these extra moves:

--Bribe: Roll 2d6 and add your FLAVOR modifier.
* 7 or higher: You give a player a shiny new awesome item. Reduce Player Frustration by 1.
* 6 or lower: PC Catherding happens anyway.

--Crib from module or source: You find an outside source of ideas for your game. Roll on the whichever stat seems most relevant at the time:
* 7 or higher: Increase Creativity by 1, or reduce Time Crunch by 1.
* 6 or lower: PC Catherding happens anyway.

--Embark on New campaign: You and your players decide to start a new game with new characters. Someone rolls with either your Flavor/world building/role-playing stat modifier or your Plot stat modifier:
* 7 or higher: Increase Creativity by 1, or reduce Player Frustration by 2.
* 6 or lower: Decrease Creativity by 1, or increase Player Frustration by 1.

--Apologize. Reduces Player Frustration by 1, but put 2 markers each time you use it. Remove 1 marker when something good happens. Can only be used when no markers remain.



Stress and Time Crunch delay you making posts for your players in a timely fashion, which can increase Player Frustration.

--Stress: Starts at 1. If it gets to 5, lower it by 1 but add 1 to Player Frustration.

--Time Crunch: Starts at 0. If it gets to 5, lower it by 1 but add 1 to Player Frustration.

--Player Frustration: Starts at 0. If it gets to 5, lower it by 4, but a player leaves the game. (NOTE: If you lose players, the amount of Player Frustration that will make players leave the game goes down too (which is bad!). The more players, the more the amount of Player Frustration that will make players quit the game will go up (which is good!) So you want more players, but there's a chance of getting an extra-challenging player, too.

Player amount changes the leave-game amount by 1:
--they leave at 7 with 6 players
--they leave at 6 with 5 players
--they leave at 5 with 4 players
--they leave at 4 with 3 players
--they leave at 3 with 2 players
--they leave at 2 with 1 player.



--Recruit new player: Roll 2d6. Don't add a stat, but you can add Creativity if you want (if you have any).
* 10 or higher: You get a new player with one advantageous quality and one challenging quality.
* 7-9: You get no one. Add one Irritation Point.
* 6 or lower: You get a new player with one advantageous quality and TWO challenging qualities.



--Creativity: Starts at 4. Spend, 1 for 1, to boost a roll after you roll it. Cannot be lower than 0.
This message was last edited by the GM at 17:38, Thu 06 Oct 2022.
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