Post by Murray on Jul 20, 2011 23:07:22 GMT -5
The basic premise of this game is like a Tabletop RP: One player creates a scenario, while the others make characters. The creator then describes the situation and/or goals.
The players then makes commands for their character (eg. Jump out window, shoot bad guy, shoot window at bad guy).
The creator then roles a 6 sided die, which determines the effectiveness of the action.
1) Epic fail. The command backfires in the most counterproductive way possible (The gun jams, and the user checks the barrel, and accidentally shoots himself in the face six times).
2) Fail. The command misfires, but isn't particularly destructive (The gun jams).
3) Meh. The command has some effectiveness, but won't be particularly productive (The gun fires, but barely harms the target).
4) Ordinary. The command is followed with average effectiveness. (The bullet hits, but won't necessarily kill)
5) Mary Sue. The command is followed in an impossibly effective manner. (The bullet passes through their heart, reflects backwards into their head, bounces backwards and kills the Red Spy about to kill all four players)
6) Oops. The command works way too effectively, and harms the users. (The bullet continues, bouncing off the spy's switchblade, and somehow hits a satellite out of orbit, landing on the party, crushing them)
I ripped this off from some TVTropes forum game. Sue me.
The character you choose can be one of yourself, one of your existing OCs, a new one, or a character from a work that isn't yours.
Additional rules:
1) Godmodding is impossible unless you're lucky enough to role a 5 or 4 for every roll, but you can still try. It would be amusing to try and punch the sun into an enemy, only to roll a 3.
2) The rules on Double negatives are not clear. If you attempt to do something counterproductive (such as shoot yourself), then a 1 or 6 roll should, by some logic, make you immortal. But since this would be beneficial, I'll have to make a rule about staying in character.
3) Betrayal. It is entirely within reason to betray your team mates, but it has to be something you decided from the start, rather than something you made up on the spot.
4) If you attempt to do something irrelevant (leaving the dungeon to start a pizza franchise), the creator will tie this back to the original story as a sub-plot (the villain starts his own franchise, and the two get into competition).
5) The rules on communicating between two players are as follows: Allowed, but discouraged.
Character Sheet
Name:
Gender:
Description:
Abilities:
Goals/Motivations/Backstory:
The players then makes commands for their character (eg. Jump out window, shoot bad guy, shoot window at bad guy).
The creator then roles a 6 sided die, which determines the effectiveness of the action.
1) Epic fail. The command backfires in the most counterproductive way possible (The gun jams, and the user checks the barrel, and accidentally shoots himself in the face six times).
2) Fail. The command misfires, but isn't particularly destructive (The gun jams).
3) Meh. The command has some effectiveness, but won't be particularly productive (The gun fires, but barely harms the target).
4) Ordinary. The command is followed with average effectiveness. (The bullet hits, but won't necessarily kill)
5) Mary Sue. The command is followed in an impossibly effective manner. (The bullet passes through their heart, reflects backwards into their head, bounces backwards and kills the Red Spy about to kill all four players)
6) Oops. The command works way too effectively, and harms the users. (The bullet continues, bouncing off the spy's switchblade, and somehow hits a satellite out of orbit, landing on the party, crushing them)
I ripped this off from some TVTropes forum game. Sue me.
The character you choose can be one of yourself, one of your existing OCs, a new one, or a character from a work that isn't yours.
Additional rules:
1) Godmodding is impossible unless you're lucky enough to role a 5 or 4 for every roll, but you can still try. It would be amusing to try and punch the sun into an enemy, only to roll a 3.
2) The rules on Double negatives are not clear. If you attempt to do something counterproductive (such as shoot yourself), then a 1 or 6 roll should, by some logic, make you immortal. But since this would be beneficial, I'll have to make a rule about staying in character.
3) Betrayal. It is entirely within reason to betray your team mates, but it has to be something you decided from the start, rather than something you made up on the spot.
4) If you attempt to do something irrelevant (leaving the dungeon to start a pizza franchise), the creator will tie this back to the original story as a sub-plot (the villain starts his own franchise, and the two get into competition).
5) The rules on communicating between two players are as follows: Allowed, but discouraged.
Character Sheet
Name:
Gender:
Description:
Abilities:
Goals/Motivations/Backstory: