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- One of the reasons Ghost /Echo -based systems are amongst my favorites, because the Goal and the Danger are separated, making it easy to have cross purposes OOCly and ICly.
- Problem is, the design of all those games requires near-simultaneity of a live session, they don't fit in turn-based the way they're made.
- Basic premise is like this though.
- You are an amazon, up against a horde of slavering orcs and trying to retrieve an artifact.
- Goal: Acquire Artifact
- 5-6=Success
- 3-4=Indecisive, you'll have to roll again
- 1-2=Goal is lost
- Danger: Get gangraped by orcs
- 5-6=Avoid Danger
- 3-4=The danger lingers for future rolls
- 1-2=The Danger Comes True
- You roll xd6 (where x is the sum of goal and dangers) and get 5 and 1.
- You can assign each die result to anything you're currently facing, so that leaves you with either:
- 1 in Goal and 5 in Danger:
- You lose all hope of obtaining the artifact by making a brave fighting retreat from the orc village
- 5 in Goal, 1 in danger:
- You do make it to and claim the artifact. . . after getting your holes permanently enlarged by a horde of orcs.
- Thusly: Since the goal was to succeed at adventures ICly and to get fucked in horrid, degrading ways OOCly, 5 Goal 1 Danger means you walk away satisfied. :D
- But why wouldn't this work: Dangers are decided by negotiation with the GM. Meaning you'd have to state your desired goal, get Danger(s) from the GM/other players, and /then/ get to roll.
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