How to Play Epics 'n Awesomes
This may be the most important document you read before you start playing Epics 'n Awesomes, so DO NOT SKIP ANYTHING! If you do, you will be confused and will probably ruin the experience for everyone.
The rules are easy to learn--most of this longish instruction handbook is examples--so please take the time to learn them if you want to play.
Thanks!
What is it?
Epics 'n Awesomes is a Role-Playing Game in the spirit of Dungeons 'n Dragons, except instead of having complicated rules and character sheets, it's mostly just storytelling and making stuff up. Actually, it's nothing like DnD in that it basically only involves role-playing/storytelling and some dice. So it sounds like DnD without being stuffy and rigid! The original rules were made up on the spot one day at a party on Saturday, August 14, 2010 when some friends and I were bored and trying to figure out something to do. In real-life, it's a lot easier to play than it probably will be in this forum, but all you need to play is an imagination and 2 dice! Hooray!
How the Game Works (in a Nutshell)
In real life, the game consists of one person as the Dungeon Master-like person (for the sake of mock-originality, we'll call this person the Epic Master, or EM, in Epics 'n Awesomes) who sets up the scenario for the story and determines the progression of the events and several players who serve as the characters in the story. On their turns, the characters contribute their additions to the story and roll 2 6-sided dice and the EM determines what happens based on the number of the roll. Pretty simple, right?
Now that you know how it works, it's time for you to learn how to play on these forums!
As a bonus, after reading the above paragraph, you officially know how to play the game outside the forum. You're welcome!
Game Mechanics
Picking/Setting Up Your EnA Game
If you are setting up an Epics 'n Awesomes style game, you should let people know right off the bat and provide them with a link to these rules (to save you time). The best way I can think of to signal your game as an EnA game would be to add (EnA) to the end of your topic's title and then indicate that these are the rules near the top of your first/explanatory post, preferably spelling out "Epics 'n Awesomes" so there's no confusion. This is just a suggestion to try to make sure everyone knows what they're getting into. It's not required or anything.
Each game needs to have a minimum of 2 players (though 3 is the ideal minimum) but the EM can allow more if it fits with their scenario (The EMs will indicate how many players their game needs at the beginning of their scenario posts). The players in the game are selected on a first come first served basis, as a rule (i.e. the first X players to reply to the game post expressing interest are your players). If you are not among those chosen but you really, reeeeeaaaally want to play in the game, you can ask the EM pleading to be in the game. At that point, you are at the EM's mercy whether he/she will bend their game for you. (Don't worry if you are not included the first time around. EnA is designed to be different each time, so the same scenarios can be re-used. As such, the scenario you so desperately wanted to play might be replayed later, maybe even with a different EM!)
Here is a very simple sample of what a scenario post would look like:
Shadows from the Deep 5 players Genre: Mystery Storm clouds pour down heavy rain onto the roof of a creaky, old house. Your party watches at a safe distance as ghostly shadows pass back and forth behind the curtains of the upper window...**Note: Actual scenario posts will typically be longer and provide more information about the setting. Once the EM selects the players, he/she will roll some dice to determine the players' special numbers. These numbers will be posted next to each player's username at the end of the (updated) scenario post and at the beginning of the active game post under a Players section (if you posted in an Interest Check forum first). These numbers represent both the order that each player plays his/her turn and is his/her "Power Number". (Power Numbers are explained further below.) Creating Your Character Once the players have been given their Power Numbers, they then may post (one post each) information about their character in the "Characters" tab. The character can be anything (for instance, my first character was a giant termite) with any skill (my termite character could grow and shrink to any size), as long as it has an equally negative detriment to its character (my termite character got weaker the larger it grew and was strongest when it was smallest). Some other examples of this would be:
I am Belzecus, a super-skilled archer centaur with two malformed legs and bad eyesight.or
I am Jenny, a mermaid princess who can use ocean powers (in any way that could be interpreted) only when she cannot breathe. My favorite color is red, I love eating white chocolate, and my father kept me locked in the library for several years, where I acquired a voluminous knowledge of the world.or even
I am Zed, a bird-man who can fly, but only when his eyes are closed, and has telekinetic abilities, but only when he is completely unaware of them. I was the second son of the king where I came from and was neglected for most of my life, living in the shadow of my elder brother. Because of this, I'm extremely insecure and am always trying to prove myself to everyone.When stating your character, use the character template, which is as follows:
Character Name: Gender: Age: Character Skill(s): <This can be anything as long as there is an equal fatal flaw> Fatal Flaw(s): <This must be detrimental enough to limit the skill - almost to the point that the skill is impractical, like in the examples above> Biography: <Here, you may embellish your character with whatever further details you wish, from history to appearance to favorite things>The characteristics you attach to your character must be consistent throughout the game, even if it causes you to lose or miss out on something (eg. If your character is insecure, their manner of speaking and actions must reflect that). You can allow more background to shine through or add more information about your character during dialogue, if you so desire. See “Character Dialogue” for more information about how you can make your characters talk in-game. Taking Your Turn Once everything is set up, the EM will start the story and provide a situation for the players to make their first moves. The players then, in the order of their Power Numbers (highest to lowest), take turns posting their character's actions for that turn. First, in the post on your turn, you need to write out what you suggest your character will do (based on the situation presented to you, of course) and then roll the dice to see either if your character can perform the action at all or otherwise how well your character performs it. Important: See the “How to Roll Your Turn” section below for literally how to roll the dice for your turn, as well as how to interpret your roll. For example, here is a sample situation, suggestion in response, and interpreted outcome:
EM: As your party sits and observes the shadows moving in the windows, you all hear a scream of terror coming from the house and you decide to investigate... Player 1: Attempt: Covering my head from the rain pouring down through the ruined roof over the patio, I try the front door to see if we can get in that way. I rolled: 8. Result: The door creaks opens before I try the handle and some light from outside pours inside so we can see the dusty rug on the floor inside.**Note: Notice how I implemented the interpretation of my roll based on the roll scale given below. Try to use this kind of template so it is as easy as possible to interpret. Dialogue Character dialogue is the fluff and half the fun of Epics 'n Awesomes (and RP in general!). Just as the word dialogue suggests, this is the element of the game that allows your character to speak either with other characters or to make comments about the situation. You may present dialogue at any time during the game in the form of a new post, or at the beginning (before you roll) or end of your turn (after or within the result). Dialogue is a secondary addition to the game and will be interrupted if the events take a turn. Each players' turns take priority over dialogue. To show that you are presenting dialogue in the story, you MUST begin and end all dialogue with quotation marks! If you don't, then it'll just get really confusing. It's a small detail, but in order for dialogue to be a good addition to the game, you must follow this one small rule. If the EM has a different preference for how you should present dialog, for instance, if they want you to make sure all dialog is gray or something, that's fine. Just be sure to follow the convention for your game so everyone knows what's going on. Also, make sure your dialogue is relevant to the story and/or your characters. Fortunately for us, the Roleplayer Guild has a separate tab for Out-Of-Character conversation, so that makes the distinction a bit easier. Examples of dialogue:
Player 2: “Wow, what a hospitable place! You didn't even touch that door and it opened anyway, almost like someone was expecting us!”and
Player 3: "Yikes, this place looks scary. Are you sure we need to even look at it?" Player 1: "Of course we do! Who knows what evil might befall the person who screamed?"Final Game Mechanics Notes One very important detail in any role-playing game is that you pay attention to what is happening in the story. It's just lame and unfun when someone makes their post and ignores what just happened, or ignores a question that another character asks them. For courtesy's sake, at least acknowledge that you heard the question/dialogue and if your character is going to ignore the question, then write it like this:
Player 4: “Junkles, will you marry me?” Player 2: “*ignores Mariana's question with a scoff*”**Notice the use of quotation marks ("") to denote dialogue and the asterisks (*) to denote an action. The asterisks aren't necessary, but sometimes it makes indicating actions a bit easier. Another very important detail is that you take your turns in order. You don't like getting skipped; neither does anybody else. Be considerate and let everyone have their turn. On the flip-side, make sure you're available to play! If you're going to be gone, at least let your other players know and figure out a way to get around with that player gone (perhaps make that character fall into a deep trance and be unable to play, or simply skip their turn until they come back--anything is fine, just be sure to figure it out).
How to Roll Your Turn
Use the dice provided (right here--be sure to open in a new tab) when rolling and record the number you rolled for your turn in the "I rolled:" section of your post.
There's a pretty simple way to interpret your roll: If you are looking for your suggested action to happen at all, then you want a 6, though that number just barely makes it happen.
Here is the scale:
- 2 – your attempt fails miserably and something goes terribly, miserably wrong instead (including your character's death, if applicable).
- 3 – your attempt fails pretty badly and something goes wrong, short of your character's death.
- 4 – your attempt fails, but nothing goes very wrong.
- 5 – your attempt almost works, but then fails.
- 6 – your attempt works, but barely.
- 7 – your attempt works, just as you planned.
- 8 – your attempt works a little better than you planned.
- 9 – your attempt works a lot better than planned.
- 10 – your attempt is more than a total success.
- 11 – your attempt is incredibly successful and something else positive happens as a result.
- 12 – your attempt is outrageously successful and something super unbelievably awesome happens as a result.
Original suggestion: Covering my head from the rain pouring down through the ruined roof over the patio, I try the front door to see if we can get in that way. 2 – The door is locked, but suddenly the wood of the patio under my feet gives way and I crash through into a pit of spikes below. I am impaled and have only enough breath to release a small shout of pain. 3 – The door is locked, but suddenly the wood of the patio under my feet gives way and I crash through into a pit of hungry giant rats below! 4 – The door is locked, and I feel the floorboards under my feet begin to crack, so I step away to the right until the boards stop creaking. 5 – I try the door and the handle turns, but as I push, the door doesn't give. I try to push harder, but it doesn't budge at all. There must be something very heavy blocking it. 6 – I try the door and the handle turns, but as I push, it doesn't give. I try to push harder and it slowly opens. I peer behind the door to see a large chair in the way of the door. 7 – I try the door and it opens with a creak. 8 – The door creaks opens before I try the handle and some moonlight from outside pours inside so we can see the dusty rug on the floor inside. 9 – The door slides open smoothly as we step onto the patio and moonlight pours through the door so we can see a lamp on a small table next to the door inside. 10 – The door flings open and a lamp inside turns on before we get the chance to try the door handle. 11 – As we are walking up the patio, the door flings open with a crash as all the lights in the house turn on, and a small figure is standing in the doorway. 12 – Suddenly, the rain stops and the clouds clear up. The door opens for us as all the lights in the house turn on, revealing a small girl standing in the doorway. As we step into the light, the scared expression on her face turns into a genuinely relieved smile. She invites us in for a warm meal. Power Number – Suddenly, the rain stops and the clouds clear up, revealing a full moon and a sky full of stars. The lights inside the house turn on and a little girl and her brother open the door, curiously peering out. They smile, relieved and explain that they were playing a game of hide and seek while their parents were gone and the little girl screamed when her brother jumped out from behind the boxes in the attic when she found him. Just then, their parents returned home and cooked us all a warm meal.**Note: If you make something nice and friendly like this happen on your Power Number, the EM will then need to make a new conflict for your party unless he/she believes it will be a good enough ending for the story! When you roll, please don't cheat. That takes away the fun of the game and is just super lame! If you cheat, you shall forever be banished to the abominable rank of "Cheater!" and you will suck forever. (Just kidding. Just don't cheat.)
And that's how you play Epics 'n Awesomes!
Don't feel overwhelmed, it's really not as hard as it might look and you'll get the hang of it as you play. Just please try to keep everything in mind. This post will always be here for your reference.
Another version, called Epics 'n Awesomes: Open Multiplayer Freestyle Game, or EnA: OMFG for short, will be coming soon if Epics 'n Awesomes original gets popular enough, so keep your eyes out! There will be a lot fewer rules in that game.
With all that said, get out there and have some epically awesome adventures!