Hidden 28 days ago Post by Annie2002
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Annie2002 Just a girly girl doing girly girl things.

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I want to GM a simple post-apocalyptic RP inspired by the Android (phone) game, “Rebuild”.

It would involve the player(s) rolling a d6 for each character who takes an action on that turn; not every character takes an action on every turn.

An example might be that a character “scouts” a (city) block and their d6 roll results could include:

  • d6=1: attacked, injured; roll d6 for days in hospital.
  • d6=2: attacked, no injury; no new information learned about block.
  • and so on up to d6=6: discovered (whatever) and scavenged it.

My goal here is for it to be quick and easy for the player to make their dice roll, then write a narrative.

Can anyone give me some advice and/or links to RPs that have used similar processes that I can review?
Hidden 28 days ago 28 days ago Post by Kuro
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Kuro ʟɪᴠᴇ ᴡɪᴛʜ ʜᴏɴᴏʀ / ᴅɪᴇ ᴡɪᴛʜ ɢʟᴏʀʏ

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@Annie2002 Thread would probably better served here rather than the article section.

That being said, this system is just RTD. There were a couple that ran awhile back, I'd look into them.

tvtropes.org/pmwiki/pmwiki.php/Rolepl…
Hidden 7 days ago Post by Mae
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Mae Crayola

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I'd recommend using the Guild Dice system for the players, so they can share their dice rolls. Each Player can have a Campaign with your Roleplay Name or Character Name to make it easy to look up too. Personally I have always had players have a hider at the bottom of their IC posts with their result as well. Alternatively, if you don't mind players rolling offsite, random.org or google diceroller can be quicker.

Roll to Dodge would be a good system, but heads up it is very swingy. But I think not having an action every turn would counteract that quite well. You could have each character be specialised in an action and get a +1, so maybe they don't end up in hospital and they have a small chance of a 7/Super good result, which is only possible if the character has that class/training/experience/ect.

I ran a glorified Boardgame on the forum a few years ago here. For Combat you had to roll above a certain number on one dice, so 3+ was amazing, 4+ was pretty good, 5+ was bad and 6 was terrible.
Then for skill checks it used a pool dice system - Agility 4 meant the character rolled 4 dice for an agility test and Luck 2 meant a character rolled 2 dice for a Luck check, for example. Every 6 was a success, or 5+ on easier tasks. It meant that characters had good flavour because they had some things there were really good at and other areas other characters exceeded at. Also, sometimes players would be rewarded for multiple successes sometimes like getting extra loot, which I think they enjoyed.
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