Forum changes: Editing of posts has been turned off until further notice.
Started by John Harper, January 12, 2004, 06:53:42 PM
Quote from: Feng1. Write a 100 word blurb about your character.
Quote from: Feng2. Create 6 traits for the character, based on the blurb. At least one of these traits should be a passion, belief, philosophy, or drive. For each trait, write down a "tell" -- an outward sign of the trait that others might notice.
Quote from: FengPlayDefault play is standard RPG style. The players say what their characters do and say, and the GM describes what they see and the results of their actions. At any time, any player (or the GM) can call for a dice roll. A dice roll can be a Conflict roll or an Idea roll (as in The Questing Beast).
Quote from: FengRollin' the DiceEach player starts with a pool of 6 d6. When you make a roll, you get one bonus die from the GM if one of your traits applies to the situation at hand. If two traits apply, you get two bonus dice (2 is the max). You may then gamble extra dice from your pool (as many as you like).
Quote from: Feng...the player (or GM) that doesn't get to narrate can insert a single "fact" into the narration.
QuoteIn play, the game feels a little bit like Universalis, but with a traditional GM/Player relationship.
Quote from: Matt WilsonThe idea roll coupled with the anti-pool looks like it might regulate their speculatin' a bit.