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[Revised] How 2d6 Works

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Posts:
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2d6
Based On PBTA

Character Sheet
NAME
LOOK: (what the character is wearing or their style)
ADVANCED MOVES
[*]
[*]
HP:

THE GAME IS A CONVERSATION
This is an improvisational game in which you create a story together. The story emerges from a conversation between the players, with the Game Master describing the initial situation and the rest of the players describing what their characters do in response. This leads into an ongoing back-and-forth between the Game Master and the players, as each decision and action leads to a new situation, requiring new decisions about what happens next.

The Game Master will describe the game's world to you, and ask questions. You respond to that world (with descriptions, and moves when they are called for), and answer those questions.

MOVES
Players make moves to find the Big Bad Evil and kill it. Moves are moments of danger and uncertainty. You never know quite how they'll turn out.

Your character's moves cover all the things you can do where the game's rules get involved in the story.

Most of the time, you'll be describing what your character says, where they go or what they do without activating a move. That goes for everything that a normal person could do, in situations where failure would not be interesting and where there's no particular danger.

In circumstances where a normal person couldn't do what you want to do, or the drama of the story requires it, or its dangerous, that's when the moves come in and control how well you do.

YOU HAVE TO MAKE THE MOVE
A key element to moves is "you have to make the move."

This means that if you want to manipulate someone during the session, you need to describe your character attempting to do that before you roll. The Game Master will see you are making a move and ask you to roll. If the Game Master does not realize you are making a move you can always ask to roll after you have emoted the attempt.

All rolls are made with two six-sided dice. In game you can type /2d6. The game will then roll the dice and give you the total.

Sometimes the Game Master will give you advantage or disadvantage on the roll. Advantage gives you +2 on the roll. Disadvantage gives you -2 on the roll.

All the rolls are player facing, the Game Master will emote the success, failures or reaction of the world around you. This cuts down on the math and keeps the game flowing. Lets talk about what moves you can do.

THE BASIC MOVES
OVERCOME
This covers trying to do something under conditions of particular stress or danger. Examples of OVERCOMING are: staying on task while a Rancor screams at you; barricading a door while under fire; resisting the mental suggestion of a Jedi.
[*] On a 10+, you accomplish your goal
[*] On a 7-9, you succeed but at a cost.
[*] On a 0-6, take 1 point of damage or receive a hard move from the Game Master.

ATTACK
This is used when you are fighting something.
[*] On a 10+, deal 2 points of damage
[*] On a 7-9, deal 1 point of damage
[*] On a 0-6, take 1 point of damage or receive a hard move from the Game Master.

MANIPULATE
This is used to get people to do what you want, but you need to them a reason to do it first. What counts as a reason will depend on your relationship with the person. Examples are: you gave them a reason to trust you; you offer them a reward; or use real (or fake) authority.
[*] On a 10+, they agree as long as you reward them as promised.
[*] On a 7-9, they agree but only if you agree to do something for them first.
[*] On a 0-6, your approach is all wrong, you offend or anger them.

INVESTIGATE
This is used to check things out, study something or analyze a situation. This move can be used on both an npc or the environment.
[*] On a 10+, ask 2 questions and the Game Master will answer truthfully.
[*] On a 7-9, ask 1 question and the Game Master will answer truthfully.
[*] On a 0-6, receive a hard move from the Game Master.

HELP
This is used to help or hinder another player. Also, used to restore HP to another player's character.
[*] On a 10+, when helping add +2 to their roll; if hindering add -2 to their roll.
[*] On a 7-9, when helping add +1 to their roll; if hindering add -1 to their roll.
[*] On a 0-6, receive a hard move from the GM

ADVANCED MOVES
Advanced Moves represent a characters special abilities or favorite piece of gear. This can be a specific force ability, a favorite weapon, a particular technique or a specific skill. Advanced Moves are a way to make your character unique and valuable to the team.

Advance Moves can be used anytime during the session, when it is applicable. An Example is: Lana always feels more confident when wearing her red lipstick. She doesn't know what it is about the gloss but whenever she has it on, she always seems to get her way. Red Lipstick grants Lana +2 to roll. (Keep in mind, Lana wouldn't use the red lipstick to attack, it wouldn't be applicable but she could definitely use it to manipulate someone.)

Advance Moves grant a +2 to the roll. An Advance Move should do one of the five basic moves listed above. It is a way to show the character's expertise by giving them a higher probability to succeed.

HEALTH POINT
When you take damage the Game Master will tell you what happened and how many points of HP you lose. All characters start with 5 HP. If your character reaches 0 HP they are rendered unconscious for the rest of the scene or until an ally player successfully uses the Help Move. Health Points can only be recovered by another player using the Help Move or an appropriate Advance Move.

GAME MASTER'S HARD MOVES
As the Game Master you should make the world feel real, give every npc a reason to live and be fans of the player's characters. Whenever a player rolls a 0-6 or there is a lull in action or everyone is confused as what to do next, choose from the following list of moves.

• Separate them.
• Capture someone.
• Put someone in a spot.
• Trade damage for damage (as established).
• Announce off-screen badness.
• Announce future badness.
• Inflict damage (as established).
• Take away their stuff.
• Make them buy.
• Activate their stuff’s downside.
• Tell them the possible consequences and ask.
• Offer an opportunity, with or without a cost.
• Turn their move back on them.
• Make a threat move.
• After every move: “what do you do?”

These aren’t technical terms or jargon: “announce future badness,” for instance, means think of something bad that’s probably going to happen in the future, and announce it. “Make them buy” means the thing they want? They’re looking to you to tell them if they can have it? If they want it, they have to buy it. And so on. Then, “what do you do?”

[Several parts of this guide has been adapted from Apocalypse World and Monster of the Week]

Yki Lechari
DossierMemoir
Posted Jan 27, 19 · OP · Last edited Mar 18, 19
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Yki Lechari
DossierMemoir
Posted Jan 27, 19 · OP
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Yki Lechari
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Yki Lechari
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Posted Mar 18, 19 · OP
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