Welcome to the pitch session, @Mahnmut
Before we play I’d like to go over what I intend to host for you, and get feedback on what you want to focus on, and just as importantly, what you aren’t interested in.What’s the system?
It’s just this thing I’ve made called Rebel Script. It’s not the greatest roleplaying system, just my own. It’s got the stuff I like, which is fiction first over complex rules, and getting to roll lots of dice.
Here’s the wiki, updating whenever I have time.
Give it to me brief!
When your action is uncontested you do it to the best of your ability as established by your aspects, traits and skills. Act out the result.
There’s no rolling dice to do something your character is designed for. If your character has the Strong aspect, and you want to move a big rock out of the way of a stream over a few minutes, you do it.
When you are challenged, describe what you intend to do and your current goal. The host will lay out the dangers and consequences should things go awry up front. Take one die. Then create a dice pool.
- Add a die if you have an appropriate aspect.
- Add a die if an ally assists you.
- Add a die if you accept a turn of fate.
- Add a die if you have a situational bonus.
- Add a die if you spend momentum.
If you choose to take further risk
, double your dice pool.
Now roll the dice.
On a 6, you succeed. Additional 6’s create momentum.
You drive the fiction forward.
On a 4 or 5, the outcome is mixed.
Consequence and compromise drive the fiction forward.
On a 1, 2, or 3, your action is twisted against you. Take a condition, as established.
The threat drives the fiction forward.
If you decide you go too far
, roll your dice pool again and accept the result.
Finally, if you have a relevant skill
, always take an option.
Together we act out the result.
Dice rolling is pretty robust, but once you learn it, this is it. Let’s say you have to fight a huge eagle! You start with a single d6, then add your aspect Quick for another d6, and finally add one more as your ally distracts the eagle. Whoever assists you shares in the result of your roll, for better or worse.
Turn of fate, take further risk and go too far are all ways to get more dice in return for accepting trouble. I’ll get into them as we play (though they are on the wiki), they’re basically permission for dramaWhere’s my HP?
There ain’t none! Instead you have 6 condition clocks. When your highest result is 1, 2 or 3, you take a condition. Write it down next to a clock. If a clock gets filled it becomes a permanent scar, a debility you’re stuck with. If you have 6 conditions at once, you’re in serious trouble.What’s the story?
I’m thinking you’ll be part of a mythical first tribe, woken fully grown and without history. No one is in charge, yet, and no one has invented anything, save a few basic items, like pointy stick and loincloth. Your goal will be to map out your island home, create rules and culture for the tribe, invent whatever the tribe needs to survive, and overcome the challenges of the world.How long are we playing?
Just a couple weeks I guess. It’s a play-test. I’ll get us to an end point, and pick it back up another time if we all have fun with it. No pressure on when you post.