The Worlds of Katherine Kurtz

Role-Playing and Other Games => Ghosts of the Past Game => Topic started by: Bynw on November 15, 2017, 10:05:43 AM

Title: How some of this works
Post by: Bynw on November 15, 2017, 10:05:43 AM
In a pure free-form roleplaying environment everything is wide open. Sometimes there is a setting but beyond that what happens is what happes based solely on character interaction. The powers and abilities of the characters very greatly from mundanes with nothing to near gods walking the earth who can kill with a thought and finger point. There is very little if any arbitration if a player disagrees with another. New and old players come and go at will. There is no check or balance on the character's power levels. It can be quite chaotic but still very fun. Young kids play like this all the time. Generally the game is called "Cowboys and Indians" or "Cops and Robbers".

Since this will be semi free-form. We have some elements of a free-form roleplaying environment and of course elements of a more structured RPG. So here is what we will be working with in the game:

Title: Re: How some of this works
Post by: Jerusha on November 15, 2017, 10:55:51 AM
I have the scary feeling I am about to jump into the deep end. Fortunately, my character has spent many years at sea and actually knows how to swim!   ;D
Title: Re: How some of this works
Post by: Laurna on November 15, 2017, 03:40:51 PM
Quote from: Jerusha on November 15, 2017, 10:55:51 AM
I have the scary feeling I am about to jump into the deep end. Fortunately, my character has spent many years at sea and actually knows how to swim!   ;D

LOL Glad Darcy can swim. Washburn can swim too but am afraid with all this gear and chainmail that a long swim may not lead to a good outcome. LOL.

Bywn, Please tell me how this game is played. Is it by private messages only? Is it on the open forum pages so every one can read our progress? How do we tell the gamemaster and the other players what we are doing? Since I have only a few open hours in the late morning and after midnight, are we expected to make multiple moves over a few hours time. or is it more like a few moves each day.  I wish I could devote multiple hours a day to this, but work and family are priories.  Any suggestions are appreciated.
Title: Re: How some of this works
Post by: Bynw on November 15, 2017, 04:29:02 PM
the game will be played in the forum. there will be a new topic that you can reply to as things happen. private messages are for GM questions or communications that you dont want shared out in the open. sometimes private messages can be used for Rapport between Deryni as well. but the GM needs to be copied on all of those.

I'll post more on how it works
Title: Re: How some of this works
Post by: Bynw on November 15, 2017, 04:46:10 PM
Some gaming notation:

"If your character is speaking it should be in quotes like this sentence."

::If your character is performing some kind of action, any action at all. It should be surrounded in double colons::

**Or you can put actions in between asterisks if you like either of these options is OK. Most descriptive information posted by a GM will be in asterisks. After all it was a dark and stormy night.**

Doing most forms of Deryni magic is an action. Except of course for Rapport and direct telepathic communication. Commonly called Mind-Speech. So that is saying something but to indicate it is not vocalized. We will notate it like this:

::Rapport with other character:: @@"The humans are weak. They do not know we are communicating with our thoughts"@@

So you put the quoted speech between a couple of at signs at the beginning and end to set that speech apart from common speech.

Posts can be a bit loose, we aren't posting a story in novel format while playing.


Title: Re: How some of this works
Post by: Evie on November 15, 2017, 04:51:57 PM
If two people are posting simultaneous (or nearly simultaneous) posts that have them doing things that would contradict each other somehow, does the first post to make it into the thread have precedence?  Or how would that work? (Though at least the Forum's usual warning message that someone has posted a reply before you, and giving you a chance to edit your own message before posting, will probably help with this.)
Title: Re: How some of this works
Post by: Bynw on November 15, 2017, 05:06:41 PM
That's a good question. It would really depend on what it was and in some cases the 1st post would win. In other cases it may loose. And there maybe a Test involved and whoever wins that gets their action to be the official one. It is kinda rare in a play by post situation as there maybe days between some posts in the thread. So I don't expect it to turn up often but it is always a possibility.
Title: Re: How some of this works
Post by: Jerusha on November 15, 2017, 06:08:01 PM
Never having played an RPG before (and being a slow learner), I may need a little coaching.


Darcy Cameron:  "Woman, just throw the dice or I WILL have you keel-hauled!"

Sigh....
Title: Re: How some of this works
Post by: Bynw on November 15, 2017, 07:06:07 PM
You will do fine. In fact first time gamers are better than old hats usually.
Title: Re: How some of this works
Post by: drakensis on November 16, 2017, 02:03:33 AM
Speaking as someone who's done a fair bit of roleplaying, the golden rule is "Games are for fun. The rules are there to facilitate the fun and should not be allowed to get in the way of that. Nor should player's behaviour, so be nice to each other even if your characters disagree."
Title: Re: How some of this works
Post by: DesertRose on November 16, 2017, 05:49:56 AM
Quote from: drakensis on November 16, 2017, 02:03:33 AM
Speaking as someone who's done a fair bit of roleplaying, the golden rule is "Games are for fun. The rules are there to facilitate the fun and should not be allowed to get in the way of that. Nor should player's behaviour, so be nice to each other even if your characters disagree."

Yup, and Bynw as a GM is willing to bend (or flat-out break) the rules of any given system if it serves the story line and/or personal development of the characters. The rules are there to give it a little structure and guidance.  They aren't the end-all be-all of the game, or they shouldn't be.

I've gamed with Bynw GM'ing for quite some years (and IIRC, he played in the Shadowrun IRC campaign I GM'd myself a few years ago), and while I probably won't roll up a character for this campaign (too much other stuff going on for me at the moment), I can attest to him knowing what he's doing as a GM and not being ridiculous about rules if [Event/Behavior] makes sense in context of game play.
Title: Re: How some of this works
Post by: Laurna on January 06, 2018, 08:09:36 PM
I am putting together some of the not so ridged rules that we have agreed upon up to this date.

Quote from: Bynw on November 16, 2017, 08:07:02 AM

Just remember the important rule when it comes to rolling the dice.
1d6 is at a Disadvantage
2d6 is Standard
3d6 is at an Advantage

The total of the dice doesn't matter in most cases. It's just the individual rolls. And there we are looking for a 5 or a 6. Anything else doesn't help.

_____________________________________________

Quote from: Bynw on December 15, 2017, 07:53:53 AM
Quote from: Jerusha on December 14, 2017, 09:04:01 PM
Bynw, does every action in a fight require a roll of the dice?  For example, a defensive move that is not directly related to a strength?

If so, with the luck we are having today, I fear our heroes may not survive until morning!


In combat the first thing is an Initiative Test, which is 2d6 but they are added together for the total. The highest number goes first and the others follow in order of the total rolled.

During the characters turn they have 2 actions. Generally Move and Attack. But it can be Move and Move, or Attack and Attack. Or even change weapons is an action, as is picking something up or giving something to someone else. But you only get 2 each turn in combat.

Movement is limited to a maximum distance of 25 feet, if there is nothing hindering that movement.

Attacking is simple if you are within range. If you have Mastered a weapon you get an Advantage with it. So roll 3d6. If you are just Proficient with the weapon it is a Standard roll of 2d6. And if its any other kind of weapon you are at a Disadvantage so only roll 1d6.

If you are successful in the Attack, all weapons do only 1 point of damage.

There are 2 special actions available in during combat.

Focus. This gives you a success on your next attack roll if you get 4 or above.

Evade. Choosing this action allows you to Test at a Disadvantage (1d6) when you are hit in combat. If you succeed, then you take no damage. This only lasts until the start of your next turn.


Normally there are no rolls made to defend against an attack in combat. Unless you have some Trait that allows for it to happen. Otherwise you would have to choose Evade as one of your 2 actions every combat turn.

_________________________________________

Quote from: DesertRose on December 29, 2017, 02:16:40 PM
MAP
I went ahead and reposted the map link to its own thread under The Deryni Series -> General, and I set the topic as sticky so it stays fairly near the top of that sub-forum.  That way people can find the map if needed.
__________________________________

Quote from: revanne on December 08, 2017, 05:31:52 AM

Is it allowed to put small buts of dialogue in the mouths of other characters? Obviously they won't be the focus of the scene, and would be in character.
Quote from: Laurna on December 08, 2017, 05:34:43 AM
Morning Revanne.
Yes you may, as we all seem to have done it so far. Just try to keep it in character.

____________________________

Quote from: Jerusha on December 13, 2017, 05:57:42 AM
Bynw, how do we handle additional characters?  Can I introduce the one that Darcy and Washburn are now seeking, or does that fall to the game master?  (Although we sort of already did this with the townsfolk at the tavern.)  Just want to stay within the rules.
Quote from: Bynw on December 13, 2017, 07:21:47 AM
In non-free form style games. All of the NPCs (non-player characters) would be played by the GM (game master). Although some control would be given over to the players for important henchmen and retainers. However, this is semi-free-form. So there is more lattitude allowed. As players you drive the story. I'll step in from time to time to give it a push or kick in a specific direction, but it's mainly all you.

You can play the locals, unless I step in with something specific in mind for an encounter. You can play those that add to the excitement or otherwise drive the story. Such as whomever it was that has been spotted. Chances are its not Oswald himself, he's not that close yet. It could be one of his men. It could be someone completely innocent as well. Just enough paranoia to cause issues with the party heading to Rheumth.

___________________________________

Well since Evie brought it up. I did find this Critical fumble table in one of the other Tiny 6 rule books.


Critical Fumble Table
If you ever roll all "1s" on your Test, roll 3d6 and consult the below table:
3: You accidentally harm yourself. Take 1 damage.
4: You drop whatever you are holding due to the pain.
5: You stumble and fall. You must spend an action to stand back up.
6: You accidentally break or ruin a tool you are using or carrying.
7: You accidentally cause a random ally to drop something they're carrying.
8: You accidentally offend someone you shouldn't have.
9: You make a mistake and forget your next step in the plan.
10: You're off balance. The next time you Test, you have disadvantage.
11: You unintentionally mislead someone. Give an NPC or player bad info.
12: You accidentally break a minor law you were unaware of.
13: The equipment was faulty and causes a glitch that causes a random detour.
14: You accidentally misplace 1d6 Gold Coins.
15: You find something that belongs to someone else.
16: You accidentally harm an ally. Deal them 1 damage.
17: The next person you kill wasn't who you thought they were.
18: You deal yourself 2 damage on accident.

______________________________

Quote from: Bynw on December 21, 2017, 01:34:46 PM
Since it came up about how many HP our bad guy had. Here are a couple of a examples that would be usable of course we are free to give the NPCs as many HP as we like really.

Acolyte
HP: 1
Attack: Melee and Ranged
Movement: 25 Feet
Description: Acolytes are typically the blind followers and devotees of demonic creatures. The can come in the form of any sentient creature, Human, Deryni, or Human with power. Completely enthralled to their master, they are usually nothing more than protection and pawns for their masters.


Bandit
HP: 3
Attack: Melee or Ranged
Movement: 25 Feet
Description: Nearly anyone can take up the life of a bandit. Bandits usually hide and ambush unsuspecting travelers along roads far away from cities to prevent their capture. They can be equipped with any weapon an Adventurer could come across.
Traits:
Sneaky

_________________________

Quote from: Bynw on December 23, 2017, 01:18:31 PM
Some more info on HP (thats hit points) for the bad guys.
(see the actual rules for more details)

Threat Level     HP
Fodder             1
Low                 2
Medium           3-5
High                6-8
Heroic             9-14
Solo                15+


The Grand Duke Valerian Tiberios Hogan Marek Phourstanos of Byzantyun is most certainly at High if not more than that.
Title: Re: How some of this works
Post by: Laurna on January 06, 2018, 08:15:48 PM
Hero points

Quote from: Bynw on December 15, 2017, 03:49:52 PM
(( I am going to give everyone (all four of the PC's - the bad guy doesn't get one) what is going to be called a Hero Point. The player can spend this Hero point in any of the following ways:

  • You gain 1 additional die to Initiative Tests.
  • Gain 1 Hit Point, but you must be injured before using it this way.
  • You succeed on any Test with a roll of 4 or greater. Or if the success is already at that level it succeeds at the next lower pip.

Everyone has 1 (one) Hero Point. ))

(( this post had been edited ))
Title: Re: How some of this works
Post by: Laurna on January 14, 2018, 04:30:47 AM
Need help writing the enemies parts in combat.
Currently We have four towns folk in combat. One of the towns folk is a bully type leader, he carries a sharp dagger, he may have a sword too. The other three carry short swords. These men are low and medium threat. That means they have either two or 3-5 hit points(How do I determine?). They could also have one trait each.  So far in our story, the leader and two of the others have taken one hit point of damage each. They are wounded, but they are not out. ((After doing some more research on Tiny Dungeon combat. I hope I was not out-of-bounds with Washburn's first move and attack.  I am sure I was, but with the rush of adrenaline cursing through my veins at the time of writing, I may have been a bit over-zealous.  Now that that anxiousness had eased, I am attempting to make this fight go more in the manor of the game and not the story.)

Do the enemy get two move/attack actions? Are those actions tested the same as ours? 3d6 for their weapon of choice. or only 2d6 because they are towns folk and not necessary masters of their weapons?

What I am thinking of doing, is making all the enemy rolls at once, that is four men- two actions each- or 8 rolls total, and then writing the story around what the results were. I want to have the rolls as a foot note all at once at the bottom for reference. This way, all those notations don't break up the storytelling aspect.

So, if I have this right, I need to know how many hit points each of the four has, and I need someone to make 8 rolls for their attacks.

Oh and there will be a fifth man, the true leader of the Mearan sepretist in this town, who is posing as a townsman; he has Power trait and is human trained by a Deryni to get and send long distance Rapport. He would have been in the building where Wash over heard the conversation and he sent the four out. He may have a little nasty ideas up his sleeve to break into the Convent while everyone is distracted at the gate house.
Title: Re: How some of this works
Post by: Bynw on January 14, 2018, 09:56:27 AM
Your average town folk is going to have 1 or 2 HP and not proficient in any weapon, except for maybe a knife. So they would all have 1d6 for their attacks.

The average town guardsman is going to have 3 HP (a rare one at 4 HP). They will be proficient in one weapon and get 2d6 on their attacks.

The bad guys that are attacking will be similar. The run of the mill zealot anti Haldane troop is going to be in the 1 or 2 HP range and not very skilled. As they will be conscripted from the peasantry. While the officers of those troops will be like the guardsman.

We arent dealing with real armies yet. Knights, Lords and Kings in battle will be just like the PCs and sometimes even better.
Title: Re: How some of this works
Post by: revanne on January 14, 2018, 11:20:26 AM
So maybe we can assume that the leader in our current fracas who sounds like he has some experience in being a nasty piece of work could have 2hit points, one of which has has lost being coshed by Columcil, and would roll 2d6 for proficiency with his knife. Kieran I would think would have 2 hit points (unfortunately he has currently lost both) and 2d6 proficiency with a cross bow as gatekeeper. Not much use in close combat.
Bynw, I'm assuming I have to roll the badguy moves as they effect Columcil?
Title: Re: How some of this works
Post by: Laurna on January 14, 2018, 12:05:11 PM
LOL Honistly the dice only love me when I roll for the bad guy. ghessh./

((four bad guys, rolled 4x 1d2 to determine how many hit points each had. results 2,2,2,2 Verification Number: 1fx924vpqj))

Kieran gets  3 hit points,  He is not dead yet. he has one left.

Order of fight so far: even though we didn't roll initiative tests, I am going to go in the order that hits have been given to this moment.
        1.Lead bully   2. Columcil. 3. Washburn. 4. Kieran  5. 2nd thug hitting Kieran.

        Initiative tests for NPC's who have not attacked yet. : we have: 6. thug 3 rolled: 1:4 + 3 = 7     8.Thug 4 rolled 2: 2 + 3 = 5. and 7. first guard to make it into the room behind Wash 3: 2 + 4 = 6. 
The last three guards following will not be in the fight unless it continues to the end of the next full round.
Roll for attack Thug 3 he was moving first and attacking Culumcil in front of him. rolled 6 Verification Number: 1tnckzk5vx  Hit
Roll for damage Guard 1 Attacking closest bad guy That would be thug 4.  rolled 5 Verification Number: 23vskfdxwb  Hit
Thug 4 is down. 
Restart the same fight order.