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08:00
you seem to imply in some way that nothing I say ever contributes to the conversation :P
08:13
30 messages moved to Area 51
Sorry @BESW, I'm still new to this stuff :(
@Saffron No worries. It's not that it's a bad discussion--quite the opposite, if it weren't useful I'd let it languish in an off-topic chat quite happily.
08:45
Hello people
@Zachiel hello
[wave]
Morning
I'd like to flood the chat with Intelligent considerations (which are really considerations about the Intelligence score), in order to explore the possibility to simplify a question I wrote.
How's your logic skills at this time of the day?
08:54
It's 4 in the morning.
^.^
@LymiaAluysia I'll take this as a "nope nope nope nope nope I'm out"
Depends on the question. :P
Also, my parents would probably kill me if I was still awake at 4AM, and I'm 29
You should think about moving out :p
The costs, man, the costs.
08:57
Its 10 am, throw it at me :P
(I would need a job to be able to move out. Then again I'd probably need to go sleeping way earlier, in order to be able to do my job properly.)
So, I know BESW and Trogdor to be familiar with D&D 3.5e, I don't know about the others here.
Reasonably familiar, though I've never really optimized.
3.5, 3.P
from the D&D scene
I have played it a few times at any rate
Anyway, I recently wrote a question about optimizing skill points, and the problem has several inputs, two of which are the character's staring intelligence score and the possibility to increase your age for gaining a +1
09:00
@Zachiel find a girldfriend/boyfriend and move in with him, if you're subtle, it's free food and free house
@Zachiel My librarian was a 67-year-old human for exactly that reason.
@Saffron hahahahaha I wish.
(I'm really bad at romance)
Anyhow
@BESW Playing people /that/ old isn't so fun though. :P
At least, not to me.
I believe there is also a feat that gives skill points
If I remember correctly
If I want to maximize skill points gain, I'd be under the impression that I need my starting Int score (age included) to be odd, so that I could add a +5 to it with the tome. Why starting with an even score and only adding a +4 when you got money?
09:02
@LymiaAluysia BESW's librarian was very fun.
@trogdor but that is independent on Int optimization
yeah
true
just mentioning
Oh, I think I already know most of the tricks in the book, but thanks anyway.
@doppelgreener Eh? :P
Optimizing skill points seems weird to me. Is this just a theoretical question?
So I tought: well, one reason to start with an even score would be if I were to max my initial int and could not afford to decrease my physical stats.
09:05
3.5 handles skill points in an odd way
yes it does
since I don't believe you gain skill points retroactively for gaining int
I would house rule that you should (you gain hp retroactivly for con boosts)
@LymiaAluysia I'm just trying, given an already built character, to get all I can from it. I'm obsessed by lost opportunities.
@LymiaAluysia He built a Librarian lich who could yell "SHUT UP!" and knock out everyone in the vicinity.
He was built to kill entire cities, and leave all the books intact.
It very much depends on if you are trying to optimise skills or skill rolls.
09:06
@Mourdos While I like the idea, if I'm the one making a character I'm not the one in charge of deciding house rules.
Time stop, nonlethal sonic damage, and an overwhelming amount of delayed sonic explosions served pretty well to make everyone be quiet and leave him alone.
That doesn't sound like a very fun librarian. :(
Sounds more like a apocalyptical monster to me
@LymiaAluysia He was very fun if you were not his enemy.
This was in an epic level 3.5e campaign that was completely insane.
Yeah, well, it's pretty easy to make an enemy out of a grumpy librarian, don't you think.
09:08
@Mourdos skills. I often find myself wishing for some more point to spend here and there, often just for flavor, and I'm -always- points-starved. Even on characters who gain 21 skill points per level.
IIRC he also managed to figure out a combination in the spell point system such that he regenerated spell points faster than he could use them.
so, since I'm going to buy a +5 Int tome sooner or later, I'm trying to see how early I can get it and if itìs more convenient to buy a smaller tome earlier, even if this means spending more overall
So my first idea is: If I can only increase my age once from character creation to the end of the campaign, is there any event that makes it more convenient to do it later than character creation?
And my own answer is yes, if you would start with an even score, and I should consider an odd score anyway for checking when to buy tomes, because the age increase should come with the first tome, since a +2 tome costs more than a +1 one and +1+1 would therefore let me carry more money to the next level, possibly letting me purchase other tomes earlier.
Am I right in saying that I can ignore the age point in the optimization procedure, considering it part of my starting intelligence?
I really hate to say this, but I think its true, that the way to do this is to abuse a thought bottle.
So that you can gain all your HD again with a better int score
I think that works, I've never really looked at the applications of a thought bottle though.
09:34
@Mourdos Yeah, but that's too cheesy for any DM I know.
@LymiaAluysia In terms of role-playing (rather than mechanics) "old people" are no less fun to play than anyone else. I particularly enjoy it, actually.
And in terms of mechanics, it's only less fun if physical ability is the primary focus of the campaign and you don't compensate for it.
D&D 3.5, for example, looks like a physical ability campaign but is in fact dominated by mental ability (wizards rule, fighters drool).
@BESW the only thing that worries me about old age is the huge Constitution penalties. When your Con score is -, on the other hand...
@Zachiel That's why he became a lich at epic levels.
Prior to that, I had 1 hp per HD, and that was quite deliberate: I was invited to join that group as a player to demonstrate non-fighting encounter techniques, so I designed a character with a vested interest in avoiding fighting.
(He was also the healer, so when there was fighting, everyone else wanted to keep him alive.)
09:51
@BESW I didn't mean in mechanics terms. It's just, well, not something I like RPing, really. That's all. :P
And I really like RPing old people.
Is it usual to create a character in D&D to fit an optimization purpose and not a personality ?
@Saffron It's impossible to say anything's usual about D&D because it's played so many different ways by so many different people, but it is a common approach, yes.
10:09
@Saffron Sometimes, going personality first leaves you with nearly unplayable characters.
@Zachiel Well, "unplayable" is very table-specific. Most, if not all tables I've played at, there was no such thing as unplayable.
D&D of every edition is a system where some choices are better than others. Depending on the choices of your fellow players, you need to pay attention to the mechanical impact of your choices to a greater or lesser extent in order to participate meaningfully to the story.
(I had several characters I needed to scale down or retire because my choices were making other players' choices irrelevant.)
Hi
And, yes. But - It is important then to be on the same page (queue same page link)
Both these links can be found in my rpg.se profile, for future reference.
Ah, yes.
10:16
(And both blogs are authored by rpg.se citizens!)
@lisardggY That's why I said sometimes (Partly. Partly because sometimes you want to play a personality that's perfectly compatible with optimal choices)
My D&D PC creation generally went, "What does the party need? What mechanics can accomplish that which I'll enjoy using? ...what's a fun personality that would do this?"
@doppelgreener [wave]
@BESW Hi!
10:40
@Zachiel what do you mean ?
Nearly unplayable char?
@Saffron I played in a game with a guy who designed a character that dealt a large cupful of dice worth of damage at the beginning of every encounter, and then was nearly worthless for the rest of the encounter. If his first-round target proved to have resistance to critical hits (undead, animated object, creature with certain kinds of armour...), his first-round damage was also negated.
That's why I like Fate so much. You design CHARACTERS not MECHANICS :)
Our own @trogdor rolled up a 3.5 monk which dealt decent damage when she hit--but her attack bonus was so low compared to those of the other PCs that if she had a chance of hitting, everyone else hit automagically--and to challenge the others, monsters had defences so high she couldn't hit them at all.
I designed a quarterling (halfling with a permanent reduce person effect) ninja who could hide in plain sight in the noonday sun from creatures with supernatural senses--but none of the rest of the party could, so any time I used him to his full potential all the other players had to sit and watch while the GM and I did our thing because their characters couldn't join.
All these characters were, in very real senses, "unplayable."
10:56
I made a dead earth character. It was also unplayable :P
5
We tried, but they were frustrating at best. At worst, they required the rest of the group to cater to that particular character's needs in order for more than one person at the table to have fun at a time.
I was just thinking at "I want a character with a specific fighting style that the rules don't support"
@BESW but then it's a system issue, not a char creation issue
@BESW note to self: when i do a D&D campaign wherein the ultimate antagonists are a disreputable roving band of murderhobos, make sure the entire world stigmatises any use of stealth as ridiculous
The GM can (and should) restrict these loopholes I think
10:57
You mean like a world where Honor and Chivalry reign?
@Saffron That's the point, I think. The system makes it VERY easy to create characters which should not be played.
Just give up now and move to Fate.
Everything is better.
(Personal opinion)
@BESW yes but what I'm saying is, you can allow a personality-based character creation, and still restrict chars that are not balanced.
I hadn't noticed :P
@Saffron generally only happens after the fact though - find out the character's unplayable, make a new one
those weren't, y'know, "loopholes", they were just a few mechanics that might've looked good on paper but turned out horrible in play
10:59
@doppelgreener Instead of making a new one, you can nerf this one (OOC or IC through plot events)
Many groups try to restrict chargen options: "only X books," "don't use Y submechanic," "be sure you character can do Z."
D&D is so unbalanced in it's own logic that in 3.0/3.5 (i forget exactly which one) I build a sorcerer that at a certain point had more armor and life and damage while fighting with a sword than the fighter. (Because of spells)
I guess my point is, is it really that fun to rely so much on a system to have fun ?
But whitelisting is overly restrictive for most D&D playstyles, and blacklisting such an expansive selection of options is a never-ending case of reactionary banning.
Which is why I suggest Fate.
I am a total convert.
11:01
@Saffron I don't know what that's meant to say, really.
Yeah what a crappy sentence
You can have fun with or without a system, but if you're playing with a system, the point is that you're playing with it so that it helps you to have fun, right?
I mean that, relying so much on a system seems to break the fun to me
@Saffron The system is part of the fun. Some people play RPGs for the roleplaying. Some for the stories. Some for the mechanics - that layer of the game where you get to use the rules to achieve stuff.
The extreme conclusion of that notion is that we should all abandon RPG systems and play only free-form improvisation games.
It's a matter of finding the system which best fits your group's playstyle.
11:02
@BESW yeah, that kinda sucked
(To be clear, "some" means that most people have a mixture of all these elements).
@Saffron If I pick a system, I pick it so that I can rely on it to help me have fun! That's the entire point of having picked it at all. If I can't rely on the system to help me have fun, there's a problem.
one of the things I don't miss about 3.5 is the ridiculous character power discrepancy
I spent years in D&D trying to make it fit my playstyle before I figured out there were other systems that already came pretty close to how I want my games to behave.
Isn't FATE one of those RP systems with a focus on telling a story together rather than playing a character?
11:03
I guess I just don't understand that way of playing RPGs
Or am I getting my systems mixed up again?
I should try it some days
@Saffron I know people for whom characterization/roleplaying is a distant second behind the mechanics. It's not the way I like to play, but it's common, and I can certainly understand its appeal.
@LymiaAluysia Maybe you're thinking of Microscope.

What kind of game is Fate?

Jul 24 '13 at 7:43, 22 minutes total – 43 messages, 5 users, 0 stars

Bookmarked Aug 26 '13 at 15:00 by BESW

@LymiaAluysia Those two aren't opposed. You tell a story together and play a character. But there's characters, and you're telling their story.
Yeah, maybe Microscope is what you're thinking of, if you're thinking of one that doesn't emphasize the characters.
11:04
@LymiaAluysia It's not either/or. Fate wants you to play a character and participate in the story telling beyond the scope of that character.
From my perspective, a system is just a way to decide what's going on when nobody knows what to decide
@Saffron ??
@Saffron That's a good way of looking at it.
Systems shouldn't dictate what you do.
But many groups want to shunt that decision-making process off very early in the storytelling, so that they discover what the system says happens in response to their inputs.
11:06
@Saffron This is similar to my point of view. The system isn't "the game", but a set of tools that help you play "the game". What "the game" actually is is a bit hard to define, but it's the collective play experience of the players, characters, plot, etc.
It's more like playing a video game then
Forget what a RPG tabletop pen and paper game is for a moment. You get a bunch of friends together at your house. You decide to play something. Well - everyone is an equal, everyone wants to have fun, everyone should participate. Well - now you decide to play a RPG. So you all play it together, the story is yours, and you take it where you want it to go - You don't look at a system to see what to do - then it's not a RPG, its a board/card game.
For example: Fate says that if only success or failure would be interesting/further the story, you just have that happen. If both would be interesting/further the story, then you can apply mechanics and randomisation to determine which happens.
I guess it'd be more accurate to say that it's more opposed to trying to play a character immersively? I recall hearing something about an RP system where you were supposed to go "Roll a spot check to see if you see the trap in the hallway" instead of something more like "Roll a spot check" or even "I roll a spot check in secret behind in the GM screen", and seem to recall it's FATE for some reason.
In D&D, it's not a matter of "what impact does this action's outcome have on the story;" it's a much narrower focus of "Do I succeed or fail if I try to do this?" rather than "What happens if I succeed or fail at this?"
11:08
Fate is just fantastic and I can't get enough.
@InbarRose Did you get into the DFRPG Accelerated playtest?
@InbarRose RPG is just playing a role, so what you said IS a RPG IMO
..... no ?
@BESW That isn't exactly what I remember hearing about /some/ system (and can't for the life of me remember where I read it, or what system it was...), so. That sounds like a good idea in any system, really.
@LymiaAluysia It's a common standard for what are often called "narrative-first" games.
11:09
@LymiaAluysia I think what you're alluding to here is the concept of "the author stance", rather than "the actor stance". In the latter, the classic D&D mode of play, the player is expected to know only what his character knows and experience the game through that character. In the former, you're like the (shared, collaborative) author of the story, so you know things your character doesn't. You can be aware of the trap, while still playing the game to see whether your character finds it or not.
@BESW Does fate supports variation in the failure - success scope ?
@lisardggY Good example.
@LymiaAluysia Fate's approach would be something like: "I'm going to Investigate to see if I can find a secret door to that basement we're looking for..." (GM sets a target of 6, I roll Investigate, I get 6+.) "... Aha! I find a trap door beneath the carpet!" (There is now a secret door that retroactively existed all along, even though we only "discovered" its existence just now. We proceed through it to the basement.)
@Saffron Yes!
@Saffron It's all narrative pretty much. There are very thin mechanics.
11:10
Extreme failure; failure; tie/success at cost; success; extreme success.
@BESW * Success with Style
@BESW I don't think I've ever played in a campaign before where there wasn't an overarching narrative, really, so, I'm not sure I can say anything about the difference.
@BESW It's weird because every single "description" that I get about fate seems to be what every GM do on any systems I've experienced so far
@LymiaAluysia "narrative-first" is an approach to applying mechanics to storytelling, rather than whether there is a story.
@BESW So it correspond more to a concept than a real system to me :p
11:11
The games "Mechanics" are mostly narrative.
The only real mechanical part of the game are the skills.
@Saffron I think BESW and I had this conversation before, where we both said that Fate aims to do exactly what we had been doing already for most of our roleplaying careers, only doing so outside the system, rather than embraced by the system as a primary mechanic.
@Saffron Yeah, but Fate does it as part of the system rather than as a hack or fix to the system applied by the GM.
@BESW * by the GM
Yes.
@lisardggY Makes sense then. I've never actually be in a game like that, so. My gut feeling is that I probably wouldn't be so good at RPing in that kind of game, but, I should probably give it a try first. :P
11:13
Take a look at some sample games.
@doppelgreener I see. Keeps things going smoothly instead of letting the players get stuck on "you find nothing" over and over, right?
We've run a lot of text-based Fate sessions, recorded here.
I was thinking more of the author viewpoint games that someone was talking about instead of a FATE game. I've been involved in similar games before-- or at least, played in the same style.
@LymiaAluysia Yes. A major difference between Fate and D&D is that Fate expects the characters to be the primary agent of pushing the story forward. You can't just pull them along like you can in D&D.
@BESW Note the Dice rolls will appear as a d6 for him
11:15
The thing is that, I think the two (fate concept, and system rules) are different needs, and we need both. So you can't really use Fate as a system IMO , since you also need a system for you specific need
Fate characters are proactive and capable. As opposed to D&D characters, who can easily get away with being purely reactive.
Fate characters actively shape their own world, and the GM is there to facilitate them doing so.
As well as give them the consequences of how they do so.
@Saffron Fate is also a fully fledged system.
But can you play L5R by dumping the system, and using fully Fate ?
I don't think so
Because L5R's system was created exclusively to target some specific needs
That a generic system can not solve
If the narrative structure Fate is designed to provide matches that of L5R, then yes.
But it's mechanics are such that all you need is a simple small piece of paper for your character - there are no looking up abilities or feats or skills or spells. Everything is right in front of you. Everything boils down to a selection of skills which is how you interact with everything, the rest of the effects (bonus or penalty + special abilities) are all granted from narrative elements (in this case, aspects and stunts)
11:17
Is there a difference here between a game where a lot about the world is rather fixed (in particular, if you wanna avoid contradicting things you've established before) but players are still proactive and what you're describing?
There are four different published Doctor Who RPG systems. This weekend I'm running a Doctor Who game in Fate.
@LymiaAluysia Somewhat, depending on the extremity of the pre-designed world, but not really.
So long as all the players are in agreement on what is fixed, it's fine.
But then it's not Doctor Who RPG, and you do not achieve the same things as with the systems created for Doctor Who right ?
@Saffron I think Fate does better than Doctor Who: Adventures in Time and Space with doing the things with DWAITAS is trying to do.
Ditto Fate vs the official SG-1 RPG, which used d20 Modern. Urgh.
Well some systems are dump anyways I agree
(And I think Cthulhu Dark does a better job of supporting Lovecraftian horror with mechanics than Call of Cthulhu.)
11:20
But some are pretty well made for the universe it supports, and will always do a better job (with some "fate concept" tweeks from the GM) than any generic system
Fate isn't a concept; it's a system
@BESW I guess I'm more wondering what you mean by "reactive", I suppose. My group's only tried Pathfinder as far as traditional (in the sense of hack-and-slash stuff like D&D) systems go, and I doubt a group used to stuff like Maid RPG, or Paranoia would play Pathfinder like the 'reactive' players would.
Fate is a setting-agnostic RPG engine; it provides mechanics which support telling a certain KIND of story, regardless of the trappings of setting applied to the story.
Or, well, "get away with being purely reactive"
I know, I introduced "fate concept" as what fate system is trying to achieve, but through not a system, but changes by the GM
11:22
it's been in many many games (like Dresden Files RPG and some others mentioned in its tag wiki), and now has its own standalone systems: Fate Core, and Fate Accelerated
@Saffron ahh, alright.
What comes with the "fate concept" then?
@LymiaAluysia Doppelgreener is the one who said that, actually. [bows to Greener]
Errr
Opps
To me it's breaking the rules of the system so that it seems more realistic, natural, and in line with the plot
afk a while
@doppelgreener hi
11:23
afk too
@LymiaAluysia Hi! Reactive is like...
DM: You find a goblin encampment!
Players: Oh no! Let's attack them!
DM: You win! What do you do now?
Players: Uh, I dunno. We look around. What do we find?
DM: You find a note from Governor Wilkins!
Players: Oh no! Let's go hunt him down and attack him!
I should probably go look into FATE sometime, honestly. It sounds like it wouldn't be a bad match for how I usually GM stuff. How complex is FATE exactly? Or, rather... how about: Does it have/could it support any source books outside the core rulebook?
In a certain mode of play, the DM can be relied upon to drop down breadcrumbs for the players to follow, with the players doing absolutely nothing if they're not given breadcrumbs.
The exact opposite of this is Sandbox play, where the players are relied upon to do whatever they want. However, D&D 3.5e involves huge and hefty stat blocks and carefully crafted encounter, which makes the on-the-spot improv required by sandbox play fairly challenging.
In Fate, however, I'll give you an example of being proactive: My players were in a town suffering Werewolf attacks. The Sherrif was suspicious to them; they could've actually attempted to declare (mechanically) that the sherrif was the werewolf! - but they didn't, we're still getting new to the system. What they did do was sneak into a house that'd been attacked, and start creating their own evidence. I had to respond to that by deciding what that evidence trail lead to.
They decided to investigate the woods, I had to improvise some scenes around what they were doing.
The players were pushing me as the GM to declare the story they were creating.
And Fate makes it easy enough to improvise that I was able to do a good job of that.
I'm not quite sure what'd be the major difference between reactive playstyles and sandbox play where you are able to find lots of clues and pointers (when you go looking). Right now, it sounds like a difference between the GMs defining the world and the players being able to define parts of the world outside their character, is that correct?
@LymiaAluysia That's correct. The players actively define and shape their world. (Unlike in Sandbox: they still don't get to define the world, they just get to do whatever they want inside the world the DM creates for them.)
Fate gives the players lots of ways to shape the world themselves, decide what's in it, create new things, change things, etc.
11:31
So, the reactive style of play you were talking about is more the GM deciding the world /and/ basically story direction. (because the players aren't going to go off investigating without explicit prompting?)
Yeah, that clears things up a lot. :P
@LymiaAluysia Yes, precisely. Reactive play is where, if the players were left to their own devices without anything to tell them where to go next, they'd basically twiddle their thumbs and poke at things until the GM gave them a breadcrumb.
In D&D 3.5 and 4e, I did extensive complex worldbuilding independently of my players, but I set it up so that the players would then tumble through the world poking things and making things happen.
Proactive play means the players throw their own breadcrumbs a few feet away then chase after them.
@BESW Or that! In D&D 4e, I was also able to create a world which had a very fragile balance of power between certain forces, and the players were going to be invited to try to act within the conflict and act as the tipping force. The world would be profoundly shaped by their actions.
(Never got to do that campaign, but nevertheless...)
And sandbox play is where the GM still controls the world (the players aren't pulling something out of a box without GM prompting there, unlike proactive play), but are choosing where to go, and what to do in that world?
@LymiaAluysia Well, sandbox relies on the players to be proactive too - there's nothing to react to, they have to choose their own path. Just that in D&D's sandbox play, the world is still 100% the DM's creation, the only thing the players control are their characters. In Fate, the world is a collaborative creation between the players and the GM.
D&D sandbox play, and Fate, both rely on players to be proactive.
11:37
Oh, whoops. I thought "proactive play" was meant to refer to that specific playstyle. :P
Proactive just means: "You initiate things yourself."
Yeah. I was thinking about my own group and wondering what exactly we were doing under that system. :P
"Things happen because you decide they are going to start happening, and then you do them."
So, the difference between sandbox play and FATE is basically "You do something, and stuff happens", and "You decide something happens and your character and other things follow suit", right
Definitely sounds fun to run, at least. Though I'm not sure how much I'd enjoy playing that.
@LymiaAluysia yeah, the simple difference is that the players themselves get to declare things about the world or NPCs as true.
that's pretty much it, but then a whole lot follows from that in them getting to mould the world.
11:40
Yeah, my group usually doesn't do it. Or, well... no.
the GM's still the major content creator, but as a GM I rely on my players to create stuff too.
It's useful to remember that none of these playstyles are often seen in their pure form at the table.
One early game where I had a co-GM, a few players did that in the first few sessions. The other GM and I were a little confused privately in PM, but, went along with it. Though, it basically stopped happening after that.
Almost every group is a little bit of one and a lot of another with a splash of something else...
I'm curious if those players were used to the kind of style FATE usually does now. I wouldn't be surprised knowing one of them, at least.
11:43
@BESW Yeah, I do have to create content for my players to follow, too.
@BESW I know. :P
@doppelgreener I think it'd be an interesting challenge to try and run, at least. Or maybe play, but, that sounds like it'd be hard(er) to just jump into.
(Incidentally, it's "Fate", as a name, not "FATE" as an acronym. It used to be, but is no longer)
(... geez, confusion all over. e.e)
s/FATE/Fate/g
In my experience, players that are totally new to RPGs instinctively use an improvisational narrative-first approach. If their group isn't using that style, it gets squashed pretty fast.
I'm pretty sure we had 4/4 new players, so. I don't recall consciously discouraging it, but, I guess nobody encouraged it either.
(Well... no. Only new to extended campaigns. Two were completely new AFAIK)
11:48
Systems like D&D, which require mechanics to justify actions and have a pre-implied setting, make it hard to maintain that kind of approach to play without active effort.
(In D&D, you say "I use X mechanic to do Y action." In Fate, you say "I do Y action; what mechanic shall we use to describe it?")
3
@BESW You forgot the most important part of that. In Fate it's "I want to do Y action; Should we use mechanics? Is it interesting? Why? And what mechanics should we use?"
We were using Magical Burst, which doesn't really heavily use mechanisms for actions outside battle, so. I guess it still has standard rolls for magical effects, which would wouldn't exactly encourge that play style.
Of course it's much more streamlined than that.
Even then, we usually just didn't roll when there wasn't an interesting reason.
In Fate, how do you deal with players declaring something about the world that would be hard to work into anything... or just makes no sense relative to the current situation?
@LymiaAluysia If something doesn't make sense according to the narrative, the other players call you on it.
@LymiaAluysia Then there are systems where you roll to make things interesting. Roll For Shoes uses its mechanics to progressively discover things about the world and the characters.
11:54
Ooooo RFS!
It's a silly game, but interesting.
My character wakes up from his sleep. I check to see if my sword is still nearby!
d6
Dice bot. :o
1d7
11:55
You know, thats also SLUG
:P
1d10
In my last game someone called his character "Loud Bear." Someone asked if he was actually a bear, so he rolled for it. He was.
11:55
d4 d6 d8 d10 d12 d20
No coins either. :(
This reminds me of Sir Bearington the Bear
4d6 2d20
11:55
4
20
@InbarRose I roll to see if your sword is lost. You'd better oppose this.
d6
@LymiaAluysia Standard polyhedral dice, 1-9, you can have "d" and it'll make two assumptions. One die, six sides.
Image, not a link. SFW
11:56
d 1d20
20
(I remember an instance of a player being proactive and pulling something in the world, and the other GM deciding to take the opportunity to introduce a major character early)
11:57
@doppelgreener It's already gone.
d6+4
Not the most advanced dicebot. :P
Also, I go away for lunch, come back and there are 124 unread messages
Guess that's the consequences of using images though.
@InbarRose Not nearby doesn't mean it's altogether lost necessarily!
11:58
RFS? Random Fate Session? :P
I seem to recall I once had a trouble of "Promoted from the Field"
Roll For Shoes!
Oh.
Even sillier.
Which explained why my character had bad social skills but was a military commander
11:58
I look for my robe and wizards hat.
d6
I use a point.
Do anything 1.
Robe and Wizards Hat 2.
woohoo!
@DiceService You found it! It's in the hands of... SIR BEARINGTON. Your faithful neighbour. What the hell's he doing with your sword!?
Can we stop playing Chairman Mao now? :(

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