Ok, so this is the first time I'm doing a GUTS+ game on RolePlayerGuild, so it might take little bit to get into a groove. For reference, the player's handbook is available to read here: guts.plus/rules/players-handbook Please familiarize yourself with the rules—there's not too many, so it shouldn't be very tricky to play. For readers, this game is full with 4 players already. If you read along and notice someone drops out, you can ask to join if you'd like!
For dice, we're going to use the RolePlayerGuild dice system. Please create a "New Campaign" on there and name it something you'll remember for this game, maybe even put a link to this thread in the description. When you roll, please use the "Note" field to describe your roll, i.e. "Character name rolls a Quality name Check (Xd6) to do xyz thing". After you roll, put the link to the roll (using the "Copy Link" button on the roll) next to your roll, or better yet, hyperlink the result in your post! For example:
GM rolls a Thought Check (2d6) to test multiple dice: 4, 1
Because GUTS+ uses each individual die itself rather than just the total in most cases, you'll have to click on the roll's id number to see the "Breakdown" of the roll.
We're not going to be utilizing the optional magic system for this game unless it opens up into a bigger campaign at the end and you want to keep playing!
Check the Characters tab's first post for the format I'd like you to follow for the character sheet. It'd be excellent if you can keep your stats and inventories updated when things happen so we can keep track of things as well as possible!
As for timing and gameplay speed, I plan on checking in a couple times a day, but it's typically a bit more difficult for me to post on weekends. If you need more time, please let me know, but in general, I will try not to advance a scene until either 24+ hours have passed or everyone says they're ready to move on. I will reply to questions, observation checks, and NPC dialogue as soon as I can, though.
One last thing, try to keep your In-Character and Out-of-Character posts in the right sections. It's not super important, but I like to keep the role play separate from the conversation. If you have an OOC question that needs to be answered in lieu of what your character is trying to do, try to clearly label it in the IC post, i.e. "((OOC: Can I do xyz thing?))".
@Dusksong Omg it's beautiful! I had no idea you could do tables and stuff. Yeah, I'm gonna replace the one I have with that if you don't mind!
EDIT: I updated the character sheet template and it's much nicer now. I put more focus on the qualities over the age/nickname/whatever and reorganized some stuff, plus I added a Learning Experiences section, which I had forgotten before. Hopefully it's not too hard to edit!
Hey @Mae, @Vertigo, @rush99999, and @Dusksong! Just wanted to check if you all were still interested in trying this out. Still no rush, I just haven't heard anything in about a week so I wanted to try to make sure you were all ok.
Still interested, sorry for the delay. Kept being pulled from the PC most of the weekend. I've read through the system and gotten started on the sheet though, hopefully can finish soon.
- If my character doesn't know magic but I want her to learn some later down the line, should I start with or without the essence ability? And if not, should I leave room for it (ie 2 optional abilities instead of 3)?
- Where are the "skills and abilities" in the CS? Is it just the "Learning Experiences" part?
- Am I allowed to count 'a box of wooden pencils' and 'lunchbox' as two carried items? Even if the lunchbox has 4 small food items in it, and the box of pencils has like 12 pencils?
- If my character doesn't know magic but I want her to learn some later down the line, should I start with or without the essence ability? And if not, should I leave room for it (ie 2 optional abilities instead of 3)?
You can use the third quality for something else and learn Essence later—there's not really a limit on how many qualities you can get. :) If you think you'll forget later, you can add Essence and just not use it.
- Where are the "skills and abilities" in the CS? Is it just the "Learning Experiences" part?
Skills and abilities are more of a concept tied to qualities rather than being things in and of themselves. So rather than having skills, you can instead have qualities to stand in for them if you want, eg. you can choose the quality "Lockpicking" and it'll make an attempt at picking locks better, otherwise you'd have to use a quality like Utility or Theft or something like that.
The Learning Experiences are the experience points specific to each quality—when you negatively fail using a quality (i.e. roll 1), it gives you a learning experience for that quality plus a regular experience point. It's a little hard to explain, but hopefully it's not too hard to understand...
- Am I allowed to count 'a box of wooden pencils' and 'lunchbox' as two carried items? Even if the lunchbox has 4 small food items in it, and the box of pencils has like 12 pencils?
Yes! I need to update the section on Bundles so they're a little bit less vague, but yes. small containers of things are allowed. The idea is that when you use something from inside of one of them, you need to have at least 1 inventory slot open, i.e. you need a free hand.
Does all that make sense? Please feel free to ask more questions!
Where would we be in today's society without one? Duncan, for one, would be late from everywhere all the time, as he was not blessed with any form of innate sense of time. Has a lot of numbers, half of which he doesn't remember the origin of - ditto for pictures.
Wallet
Contains the usual; ID, credit card, loyal customer card to his local sports store, a few various stamp cards to different restaurants some cash (around $20's worth).
Keys
Keys to his home, car, bike and another unknown location. Comes with a small dog keychain, which he has named Bruno. Bruno is a good boy.
Chewing gum
Sugar-free, peppermint flavour.
Lighter
Black lighter with a bulldog's head emblazoned on the side. The fuel container is half-full (or half-empty, whichever way one wants to see the world).
Pack of cigarettes
His biggest sin, love and addiction. He replenishes his stock often, so this one is two cigs short of full.
Max Slots: 10Towel
Essential. Don't at him.
Water bottle
Hydration is important, he's learnt, and will never forget to bring water to practice again. Once was enough.
Change of shoes
Shoes more fit for the basketball court, they're considerably cleaner than his regular ones.
Uniform
The uniform he wears at practice; shorts, top and socks in the college's official trio of colours; blue, red and white.
Basketball
They were instructed to buy their own, so Duncan did - not that he uses it much outside practice. It's basically always in his sports bag.
Comb
His hair doesn't get stylish on its own, you know.
Hair wax spray
Nor does it stay that way.
Sports drink
When water is too boring and soda too bad an idea.
Packet of energy bars (4pcs)
Cranberry-chocolate-nut flavour, his favourite. He tends to always carry around a few for some quick energy recovery - or as a guilty pleasure snack when no one's looking.
Portable battery charger
In case he happens to run out of phone battery on the go. Carries it in his pocket if he doesn't happen to have a bag at hand.
Appearance
Torso:
Varsity jacket in his college's colours with the letter "R" patched onto the breast as proper. Underneath, one can spot a white t-shirt with the logo of whatever brand happened to make it.
Legs:
His favourite pair of jeans, identified as such by the torn knees and washed-out colour. He doesn't mind though; some people pay good money to buy theirs ready-torn, you know.
Feet:
Pair of casual sports shoes, good to run in. Rumour has it they used to be white upon purchase, though they're more grey at the moment.
Head:
Wireless headphones, found either on his head or wrapped around his neck.
Neck:
Steel chain necklace, not as expensive as first glance would have you believe.
Arms:
Sturdy wrist watch. Supposedly works underwater. Probably doesn't.
Back:
N/A
Waist:
Brown leather belt, more for style than utility.
The first thing people tend to notice about Duncan is his considerable height; standing at 6'6'', he's gotten told he was born to play basketball on more than one occasion. He has an athletic build as one would expect from a regular player, though some of his lazy habits outside the court have kept him from reaching his peak. He has broad shoulders and an angular face, with a prominent nose that apparently runs in the family. His hair is a thick mess of black, which he has to spend copious amounts of time molding into something resembling a faux hawk. His eyes are blue, and his skin moderately tan.
Duncan likes to look good, and generally takes good care of his appearance. Unfortunately for him, he isn't exactly swimming in money, so many of the more expensive brands are out of his reach. To compensate, he tries to buy particularly convincing counterfeits, or claims that the whole 'torn jeans and cheap accessories' look is a conscious fashion statement. Hey, in the end it's all about the attitude anyway; not what you wear, but how you wear it.
Biography
Duncan's childhood was no fairy tale, but it wasn't exactly a horror story either. He was born to a fairly average household, or so he's told. He has no recollection of his mother, and would rather if he didn't have any of his father either. Gambler and a drunkard, Jason Stewart was more indifferent than malicious towards his son, allowing the boy to come and go as he pleased ever since young. Still, Duncan remembers more than a few instances of broken furniture when his old man drank one beer to many or lost too much money at once.
Speaking of, for quite obvious reasons, the Stewarts were not swimming in money. Duncan had a roof over his head and food on his plate, but not much else. College was out of the question, for one, as was Duncan's biggest dream; a sports car of his own. He'd worked summer jobs at a local garage, fixing up cars of various kinds, and had fallen in love with them.
High school was a big turning point. By the then, Duncan was already half a head taller than most of his peers, and quickly ended up being scouted for the local basketball team. Truth be told, he had no real interest in the sport, and just figured he'd try it out for the hell of it. As it turned out, though, he was decent enough- and before he knew it, it was a little too late to quit. He made friends with some of his fellow players, who practically dragged him to practice day after day. He ended up getting a reputation. There was no way to quit without losing face.
So, basketball became his life, even ending up carrying him to college through a sport scholarship - further trapping him into the world of courts and hoops when really, he just wants to be a car mechanic or, hell, a street racer. That'd be cool. He has a decent enough car of his own now, and pretends to own many more. Because, uh, somewhere along the way, he might have kind of given off the impression that he came from a well-off family - and since he's lying about his interests anyway, might as well keep that lie up, too.
He was on his way back from practice when, well, he found himself waking up... somewhere.
Loud and boisterous, Duncan is sure to leave some sort of an impression wherever he goes. Name a party - or any social gathering, really - and you can be sure to find him there. If not flirting by the pool, then making a name for himself at the dance floor or the beer pong table. Unless he's passed out under the latter, that is. You would think that the son of an alcoholic would not readily touch alcohol, but you would be wrong. While he tends to turn to the cig more often than not when nervous or stressed, nicotine isn't quite as good a mind number as alcohol - and leads to less fun. It's fine, he can control it, he doesn't have a problem, okay.
As is quickly clear, Duncan tends to talk a lot. Whether to himself or others, he doesn't shy away from small talk, thinking out loud or throwing 'clever' one-liners where he sees appropriate - whether or not others might see it inappropriate. He's outgoing and sociable with a tendency for pulling pranks and teasing his peers - something that has caused undue conflict between him and some of his friends in the past. Admittedly, he can be a bit 'too much' at times; so focused on having fun that he forgets others' feelings in the process. Even so, he isn't a bad friend and will look out for those in his inner circle; sometimes he just needs a proverbial (or a literal) slap back to reality.
However, despite his well-crafted 'devil may care' attitude and love for high speeds in particular, Duncan is, at heart, an escapist and a coward, just as hooked on attention and adrenaline as he is on nicotine. He's deadly afraid of losing face or ruining his established reputation. In the same vein, though he likes to establish himself as the leader of most groups, when it comes down to it, he is a follower. He does like to shock people, but on a smaller scale; to do something unexpected every now and again to spruce things up, not to go against the establishment to make a statement. His reaction to scary situations is likely to be the same as to most other problems; by vehemently denying it and making light of it - at least until it's no longer possible. This makes him reckless, too stubborn to prove his non-existent bravery.
@Vertigo Duncan looks great! The only thing I'd change is to add his Sports Bag to his Back section under Accessories. Go ahead and post that in the Characters tab when you get a chance. :)