Conversation started Oct 21, 2014 at 3:55.
Oct 21, 2014 03:55
Okay, so here's the scenario. Assume you've been hacking your way through hordes of [insert enemy here]. (If it's important to the puzzle you can define them during the brainstorm.)
> You’re standing in a moonlit jungle clearing next to a cliff-face. Embedded in the cliff, partly obscured by vines, is a set of double stone doors twenty feet high. They’re flanked by rows of statues that look like feathered serpents, and the cliff around the doors is deeply etched with curlycue patterns. The doors themselves, however, appear utterly smooth: no handles, no knocker, nothing.
One of you asks the obvious: “So… how do we get in?”
1-2 is - 3-4 is neutral, and 5-6 is +
> STEP ONE: Begin the brainstorm.
Everyone taking part cites a reason why they’re getting involved by compelling one of their aspects: tell the GM which of your character aspects is leading your character to be part of the brainstorm, and get a Fate point for it.
@BESW Er. As in, why we want to get into the door?
Or as in why we would know something about this situation?
Or why you feel like you should be part of tackling the puzzle.
Oct 21, 2014 03:57
I assume everyone else/at least one other person, is going to participate
everything is better when you do it with freinds
I'm a professional engineer. I'd be interested in this door, by virtue of having never seen one like it before.
Being, as I am, an Elven Guardian of the Forest, I'm here to free this jungle (however strange a forest it is to me) from the [vile enemy we've been hacking]. All signs point to this place being significant to them.
So we've got two people compelling their character's interest in the activity itself.
Nice.
Lots of fiddly bits. If this door's mechanism isn't just pushing, there must be some kind of machinery involved.
Also, these are stone doors. That has dwarf written all over it.
Oct 21, 2014 03:59
Okay! Everyone bring your Fate point total from 3 to 4 on your character's stat block, and we'll begin trying to figure this door out.
So the fiddly bits are inside the door, then?
@Smurfton Kove is assuming that a door without handles has fiddly bits instead.
Somewhere.
@BESW I don't think I can actually edit it.
Try refreshing.
Ok, cool, thanks :)
Oct 21, 2014 04:01
@BESW Or possibly just needs to be shoved open by main force.
@trogdor Increment your FP.
I suppose that the curlicues on the door are the fiddly bits, then.
just a sec
@Smurfton Curlicues, incidentally.
Oct 21, 2014 04:02
Curlycues, curlicues, it's correctly spelled several different ways.
Also, the curlicues are on the cliff around the door. The door is smooth.
I think we're getting ahead of ourselves. These ideas you postulate would likely have a place in the process we're about to follow.
there we go
Right, so Kove can assume this all he wants, but if he wins a roll to establish a fact then he can tell us he's discovered it's true!
> STEP TWO: Establish the first fact
Next, all participants roll simultaneously to create an advantage using a relevant skill against a difficulty of Good (+3). Each player can (and is encouraged to) use a different skill. The relevance of the skill here will depend entirely on the situation at hand, but t should be a skill that covers something the player will want to talk about more, or that sparks an idea.
So declare the skill you're using to roll, then roll 4d6 and tell us the total result.
Oct 21, 2014 04:04
Do we want to have something in mind to do with it first?
Lore 4d6 (+6 to create wilderness advantages, I can't possibly fail here)
4d6
@Smurfton No, you just have to tell us the skill you're using.
nice
Notice
4d
Oct 21, 2014 04:05
(If you win, then you tell us what you've discovered.)
So, do I have to prove that there is complicated machinery to invoke my aspect for it?
@Miniman Nope. If you win, then it's assumed there was!
Mechanics +4 (Lots of fiddly bits)
4d6
(Or you could establish a fact like No moving parts, which would be hilarious.)
Oct 21, 2014 04:06
looks like I got 4 overall
I beat the rating we need,.. but I didn't "win"
notice 4d6 (+2) (Maybe +2 for the impending danger?)
or does that even make a difference yet? do we just all have to beat the rating?
Calariel got +9 (wilderness) Lore
Kove got +6 Mechanics (fiddly bits)
Abraxus got +4 Notice
Thrumin got +5 Notice (danger)
Does anyone want to spend Fate points to modify your rolls? You can spend one Fate point for a +2 to the roll, but you have to point at an aspect which would reasonably help your action.
Oct 21, 2014 04:08
I suppose I could have motivated everyone else and gotten a better result than that
@BESW Or to reroll
oh well
The floor below the door isn't exactly the most solid. Will probably break if we try to ram the door. Might let us into the dungeon, though.
I'm good
Nobody wants to re-roll or get a +2?
Oct 21, 2014 04:10
Nah. Do we go in order, or just whenever?
I don't see a reason to just yet
@BESW Why should I?
@BESW I already have +5
@Smurfton you probably shouldn't right now
A reminder only the person who won the roll gets to establish facts
Which is presently Calariel, who will get to say something that becomes fact
Oct 21, 2014 04:11
Everything else is words in the wind
> Whoever succeeds and has the highest result (make a note of number) is the “winner.” The winner gets to do two things.
First, they record one or more victories, depending on the margin of success (see p134).
Second, they get to introduce a fact. This takes the form of a situation aspect, and must follow three guidelines.
If no one succeeds on the roll, nobody establishes a fact or places an aspect—nothing useful comes out of that segment of the investigation, and it’s back to Square One.
If there’s a tie for the highest total, each tying player gets to establish a fact, but only one victo
but anyone wanting to beat 9 would need plus 4 at least
There'll be more rolls :)
My mechanics can make +6 with architecture.
@Smurfton I mean to add to the roll you already have right now
that's what Fate Points are for
Oct 21, 2014 04:12
Oh, yeah.
but I honestly don't suggest spending 2 of them on our first roll of the game, especially under these specific conditions
@Magician Calariel succeeded by 3 or more, so he/she has two victories.
Now, here are the guidelines for establishing a fact:
> - It clearly derives from the skill used to create it.
- It clearly relates to the situation.
- It can be stated as an objective fact—an observation of something in the scene, a remembered bit of research, or some other piece of factual information that relates to the situation.
The fact doesn’t have to be something previously established in the fiction. Whether it comes from something the team’s already done or seen, or whether it’s something the player has invented from whole cloth, it’s equally valid in the brainstorm.
Calariel, please give us a pithy phrase describing the fact you've discovered.
Incredibly Sturdy Vines. We've been tracking through the jungle for a while, and seen these thick vines before. Why, I wouldn't be surprised if they could pull apart the stone gates on their own.
Now we are going to establish a second fact. This is the same process as before, but the difficulty is now equal to the previous round's winning roll: +9.
oh god
Oct 21, 2014 04:17
...
I'm so sorry.
So, declare the skill you're going to use, and roll!
yeah,.. that is gonna be one of the reasons not to just throw away FP
(magician internally: what have I doooooooone)
(BUT!! you all have lots of fate points available.)
@doppelgreener Nono. Externally it's that. Internally there's an evil grin.
mechanics (architechture) then.
Oct 21, 2014 04:17
@Magician that's the spirit
Tact (Don't mind me)
4d6
Oct 21, 2014 04:18
Lore again, 4d6
4d6
Intimidate, I think everyone else needs a "pep talk"
4d
....3
4, as I don't intend to create a wilderness advantage this time around.
Oct 21, 2014 04:20
Thrumin got +7 (architecture) Mechanics
Kove got +7 Tact (unnoticed)
Abraxus got +3 Intimidate (pep talk)
Calariel got +4 Lore
reroll
4d
**************************************************
this pep talk is definitely not landing very well
2
Thrumin and Kove, you're each one Fate point away from succeeding.
Oct 21, 2014 04:20
I'll add +2
@Miniman What aspect is helping you?
I've noticed. I'm thinking about it.
@BESW Wouldn't that be success at a minor cost?
Subtlety
@Magician Yes. Cost is GM's discretion.
Oct 21, 2014 04:21
w/e let's tie.
@Miniman Your aspects are the phrases in italics.
Ah, sorry
I do things my own way, then
The words with numbers by them are skills, and the bold phrases with sentences after them are stunts (like D&D feats).
...wait, this means the difficulty will stay at 9.
yes.
Oct 21, 2014 04:22
Okay, so Kove gets +9 (tie) with Tact (being unnoticed) while doing things his way.
Thrumin's spending a Fate point, too? What aspect is he invoking to get the +2?
These are your aspects:
- Dwarven siege engineer
- My faith guides my hammer
- Scars from the War
Oh, um. hm.
Wait, Dwarven Seige Engineer counts?
Alright then, DSE.
So Thrumin gets +9 (tie) with (architecture) Mechanics because he's a dwarven siege engineer.
@Smurfton yep, your concept is an aspect too, often one of the most reliably invocable ones
You both get to establish a fact about the puzzle you're facing! Mechanically it's an aspect, a short pithy phrase describing something which is true.
It should clearly derive from the skill you used, and the aspect you invoked.
It shouldn't contradict the previous fact which has been established.
It should clearly relate to the situation and be an objective fact--not a hypothesis or opinion.
Hold on, what was the description of the door, again? It's gone off the top of the page.
Oct 21, 2014 04:27
> You’re standing in a moonlit jungle clearing next to a cliff-face. Embedded in the cliff, partly obscured by vines, is a set of double stone doors twenty feet high. They’re flanked by rows of statues that look like feathered serpents, and the cliff around the doors is deeply etched with curlycue patterns. The doors themselves, however, appear utterly smooth: no handles, no knocker, nothing.
The Statues Can be Moved: While you guys were messing about at the door, I was looking at the statues.
The Serpent Statues are nearly ideal for ramming things with.
...well done
...Yes? Uses unnoticed and doing things my own way
Damn, Miniman, go team.
Oct 21, 2014 04:30
So The Statues Can Be Moved and... how about The Statues Are Tougher Than The Door?
Heh, accidental
Is that satisfactory?
The Serpent Statues are nearly ideal for ramming things with. Not only does my expert eye see them as sturdy, they also are not coiled at all.
How's that.
The idea is that the fact is also represented by an aspect.
The Statues Are Great For Ramming Things, then.
Oct 21, 2014 04:31
The full details are excellent, but BESW was also suggesting a short phrase which could serve as the aspect representing that fact.
Aspects are generally best at three to seven words long, abrupt and to the point.
@doppelgreener "The Statues are Great for Ramming", is fine, then.
The tie gives us one victory toward figuring out the puzzle, but at a cost. I shall say the cost is... The Statues Are Booby-Trapped.
Now we're moving into the third and final fact-establishing round.
Works the same way: Difficulty is still +9 because that's the winning roll last time.
Declare a skill and roll.
Lore, probably with +2 for wilderness
4d6
Oct 21, 2014 04:35
If you have a free invoke on an aspect from the previous rounds, you may use it for a +2 on this roll.
Toughness, +2(?) for receiving a non-weapon physical attack
4d
I think same as last time, intimidate for (better hopefully) pep talk
4d
Sorry, can't attack here. We're still in the "discovering facts" stage.
Oct 21, 2014 04:37
better?
I seem to have a 6
I'll spend my free invoke of Incredibly Sturdy Vines to reroll
4d
...figures
@Smurfton I'm not sure how that's going to establish a fact about the puzzle.
Oct 21, 2014 04:38
Mechanics (fiddly bits) +4
4d6
Couldn't it establish a fact about the booby trap?
Interesting. I'll allow it.
Not that I nearly succeeded.
@Smurfton You can spend a fate point to reroll, provided you have an aspect that can justify it.
E.g. recently my half-troll rolled very poorly for a physical feat, and I rerolled with the justification that because he's a half-troll, he could not possibly have botched it up that badly.
(I think that's legit. I'm going to check now.)
Oct 21, 2014 04:40
So I can invoke The Statues Can Be Moved as long as I have an excuse to apply it?
Yes.
Anyone can invoke it, but you can do it once for free.
Not that the reroll helped, of course :)
Oct 21, 2014 04:41
Thrumin has Scars from the War which implies he's had some combat training--that could be good for a re-roll.
Scars from the war: I really know how to get hurt, and how much it will hurt.
4d
Calariel has +4 for (wilderness) Lore related to sturdy vines.
Abraxus has +6 for Intimidate (pep talk).
Kove has +4 for Mechanics (fiddly bits).
Thrumin has +1 for Toughness (interacting with a trap) (in a painful way).
The difficulty is still +9.
So, on buying a reroll, you're betting you'll get more than +2 over your first roll?
Oct 21, 2014 04:42
Seems legit. You just have to explain why the aspect's relevant.
@Smurfton ouch, that sucks when that happens XD
It's possible that we fail to find any new facts this round.
oh wait, you did reach -2 though!
Is anyone going to spend more Fate points to try hitting +9?
I will spend 2
Oct 21, 2014 04:43
@BESW Tempted as I am to spend everything I've got, no.
I think it is proper use to use my friends aspect and my concept
I don't have enough.
I'm curious to see what happens when we fail
@Magician We do, however, have three victories already, which is exactly enough to formulate a hypothesis.
Oct 21, 2014 04:45
@BESW I thought ties didn't count?
@Miniman Ties give one victory for the whole round.
@Miniman Magician got two victories, remember?
Oh my. Abraxus has succeeded at +10 on Intimidate (pep talk) by talking to his friends in his role as a paladin of the Burning Hate.
Abraxus, please lay a Fact on us!
hmm
"It can't be that hard to figure out" ?
or do I have to actually say something about the door?
that's an opinion
Oct 21, 2014 04:47
(Actually, technically it's the number of facts that lets us form a hypothesis --you need at least three-- and the number of victories which determines how many free invokes are laid on the hypothesis's aspect.)
facts gotta be facts
It must be objective.
mk
ooh,.... heehe
Maybe as a paladin you know lore about the people who built this... temple...
Best pep talk ever?
"It's probably possible." -trogdor
Oct 21, 2014 04:48
The door isn't very thick
(Thus declaring that it's a temple and something about it.)
But you have to present this as something rising from intimidation.
grr
this isn't easy
(I put that stunt in there because I wanted to see if anyone would try this.)
The door isn't as thick as your thick skulls?
@BESW I did
Oct 21, 2014 04:49
36 mins ago, by BESW
> - It clearly derives from the skill used to create it.
- It clearly relates to the situation.
- It can be stated as an objective fact—an observation of something in the scene, a remembered bit of research, or some other piece of factual information that relates to the situation.
The fact doesn’t have to be something previously established in the fiction. Whether it comes from something the team’s already done or seen, or whether it’s something the player has invented from whole cloth, it’s equally valid in the brainstorm.
and now I almost regret it
Bah! That got snipped.
As an intimidating version of 'the door isn't very thick', I mean
> - It clearly derives from the skill used to create it.
- It clearly relates to the situation.
- It can be stated as an objective fact—an observation of something in the scene, a remembered bit of research, or some other piece of factual information that relates to the situation.
The fact doesn’t have to be something previously established in the fiction. Whether it comes from something the team’s already done or seen, or whether it’s something the player has invented from whole cloth, it’s equally valid in the brainstorm.
@trogdor Yeah, I think the trick is to start out with an idea for a fact you'd like to add, and only then look for a skill or aspects to invoke.
Oct 21, 2014 04:50
hmm I guess it doesn't actually have to be about the DOOR
cause we have vines in here
And curly carvings nobody's paid any attention to.
@BESW They stole my aspect :P
how about this?
you could make observation about the wind, or what the [INSERT ENEMY] was doing here, or how you can hear a waterfall, etc
Oct 21, 2014 04:52
"These carvings are made by Kobolds, this kind of Kobold door isn't made very thick, we can smash it open pretty easily"
Intimidate us!
That's more Lore-ish, isn't it?
I'm imagining Abraxis slamming his fist on the door to make a point, and the door makes a hollow noise.
ok
that works
The Door Trembles Before My Hate
2
(aside from the viability of using Intimidate in this exercise, I am fascinated that you turned Intimidation into a positive force through interpreting it as a sheer terrifying force of personality)
Oct 21, 2014 04:53
maybe add in that he suggests smashing it,... or one of you guys
Smash Door or smash YOU
Still gotta be a fact, not an opinion or hypothesis.
I've Smashed Skulls Thicker Than This Door?
Carved Idols Fear My Hateful Light
@BESW pretty sure I already established the fact I wanted
So what's the aspect?
I like The Door Trembles Before My Hate and I've Smashed Skulls Thicker Than This Door.
Oct 21, 2014 04:55
The second one sounds good to me
Excellent!
Now for the last part of the brainstorm.
We check how many facts we've got: four facts have been established.
That's three or more, so we know enough to formulate a hypothesis (if we had two or fewer, the GM would get to place an aspect regarding your inability to fathom the challenge).
> If you now have at least three facts, everyone rolls again. There is no difficulty to hit, it’s just an opposed roll for the highest total. Whoever wins this final roll gets to come up with a hypothesis that dictates what’s actually going on. This becomes the truth of the situation. The hypothesis must take into account and build on the facts already generated during the brainstorm.
Do we have to use a skill with this?
Yup.
Can it be a skill we've used before?
Yup!
Oct 21, 2014 04:58
yes
Tact(Don't Mind Me)
4d6
Lore (wilderness)
4d
Well, Mechanics (pro engineer) (+6)
4d6
Oct 21, 2014 04:59
every time.
hmm
does it count if I roll melee to SEE what is actually behind the door?
I'm.... not sure. Group?
How do you melee with your eyes?
it's probably the best shot I have
I don't
I melee AND THEN eyes
Oct 21, 2014 05:02
I think he's imagining, like, punching a hole in the door.
So you're just gonna smash open the door? Sounds good
I can see sticking a sword in and prying it open, but that's Athletics
Well, You've Smashed Skulls Thicker Than This Door. Guaranteed victory right there.
If the group allows you to fist the door, I'll allow it.
"If it won’t burn, smash it"
Oct 21, 2014 05:03
@Magician I am talking more, smashing a hole in it
Like, proving it's flimsy enough to be smashed down easily.
@trogdor Still not skill at arms, just brute strength.
@Magician I am literally taking a hammer to it like an attack
It's a blunt weapon.
it's melee not skill at arms
Oct 21, 2014 05:04
@trogdor Also, you've got 2 aspects on it
In D&D, stone has 8 damage resistance. Should work out.
(I think it's 8 anyway)
@trogdor I'd say it's either Athletics or Physique (which we don't seem to have).
Toughness is Physique re-skinned.
I'm not trying to tear down the whole thing
May I suggest...
Oct 21, 2014 05:05
I am literally swinging a hammer to make a hole to look through
The hypothesis is basically the solution to the problem.
so,......
The problem is "can't get through the door."
You've got movable statues that are made for ramming things.
Will the group allow rolling Melee if he uses a statue as a battering ram?
Oct 21, 2014 05:08
seems fair
@BESW Are you trying to say that melee with the statues is a good idea? How would that include the vines?
fair.
@Smurfton That's on him to do. I have some ideas how I'd do it.
So, roll for it @trogdor.
I don't think the skill fits, but lets move on with it, and see if it actually matters at all, after the roll.
Oct 21, 2014 05:09
4d
Kove gets +5 Tact (don't mind me)
Calariel gets +8 (wilderness) Lore
Abraxis gets +6 Melee
Thrumin gets +5 (architecture) Mechanics
So the facts are: Incredibly Strong Vines, The Statues Are Movable, The Statues Are Great For Ramming Things, and I've Smashed Skulls Thicker Than This Door?
pretty sure 8
Oct 21, 2014 05:09
@trogdor That stunt is +2 on the Attack action, not the Create Advantage action.
ah ok
but free invoke
Yup.
so 8 anyway
Isn't that an attack?
Not going to argue it, but that's how it feels to me.
@Smurfton Narratively, kinda-sorta-yeah. But mechanically attack is a separate kind of thing for a different situation.
Oct 21, 2014 05:11
I can go with it
The mechanical action here is Create Advantage: he's going to place an aspect on the scene which represents the puzzle's solution or understanding.
it's not exactly a weapon
Calariel and Abraxis are tied; the book doesn't actually say what to do when that happens in the hypothesis round.
I'll happily invoke Sturdy Vines to solve that :P
Need to go for dinner within half an hour, before everything closes.
Oct 21, 2014 05:12
Okay, so Calariel wins with +10. Correct?
Lay a solution on us, Calariel.
> The hypothesis becomes an aspect (replacing all situation aspects created during the brainstorm, as it’s an amalgam of them) with a number of invokes determined by the number of victories the brainstorm produced (in this case, one).
I think I will invoke
Oh ho. Pushing for the continued tie?
Smoldering rage in my stomache
Calariel, do you have a counter-invoke?
Sure, why not. Ramming Statues fits into my plan.
Oct 21, 2014 05:14
I'm tempted to invoke and use all my fate on this.
Nevermind.
Calariel is at +12 (wilderness) Lore focusing on the vines and ramming statues.
Abraxis is at +10 Melee focusing on the thin door and his smouldering rage.
mk
can't invoke anymore
so I am done
Question, does it actually matter who got how many victories before?
No.
Victories are totalled to determine how many free invokes are placed on the hypothesis aspect.
I see. So, I'm making a plan and putting it into an aspect?
Oct 21, 2014 05:17
This is where the process seems to deviate most from ARRPG's version, I think.
It may be reasonable for you to create an aspect representing the puzzle's nature or representing the enacted solution.
Ok, I'm going to voice my plan, and then we can figure out if we get an aspect that helps us enact it, or what.
Good.
The statues can be moved around. Maybe they had to stand in a particular configuration for the door to open, we don't know. We do know they're not firmly attached to the ground. If others can leverage them off of the ground, I'll cast a spell to cause the vines to contract rapidly. Timed correctly, it'll turn the statues into projectiles, flung at relatively thin doors by vine-ballistae.
@Magician Great plan! Except for the booby trap
Well, people who tilt the statues can deal with those :D
Oct 21, 2014 05:22
Doesn't the plan have to reference everything?
It does in ARRPG
@Smurfton It referenced all of the facts
Technically the booby traps aren't a "fact." They're a side effect, a cost of establishing a fact with a tie.
@Miniman Do the characters know about the booby trap? Did they detect it while discovering the statues are movable? Or will they only discover it when they trigger it?
@Adeptus No idea
Oct 21, 2014 05:23
I think the aspect Improvising Vine Ballistae with one free invoke would work well, and the booby traps will be their own amusing complication: they don't invalidate the plan.
@BESW It is just one free invoke from 4 victories we had?
Yup.
0 to 2 victories is a failure; 3 victories is success but no invoke; 4-5 is one free invoke; 6+ is two free invokes.
And on failure, we just look for another way in?
Hrm. So, would enacting the solution with the help of this aspect be the next scene? Because it kinda feels like it shouldn't be. Solution has been found.
On a failure I'd place an aspect representing your inability to figure it out.
And that's the conclusion of the brainstorm! All the established fact and cost aspects go away, but their narrative potency remains.
You've found the solution, and it's now up to the GM to decide if enacting it is interesting enough to call for more rolls (it might be, because booby traps).
 
Conversation ended Oct 21, 2014 at 5:26.