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Pick Your Favorite Game Style!

FireLance

Legend
Please note humor tag. Play nice, okay? ;)

Which of the following is your favorite game style?

[SBLOCK=Method I]1. Create a Level 1 character.

2. Embark on adventure.

3. You encounter ... [Roll 1d4]
1: A kobold
2: A troll
3: A dragon
4: Orcus​

4. Tell your DM how you will handle the encounter. If the DM likes your answer, you beat the monster. Gain a level and go to 2. Otherwise, go to 5.

5. You fight the monster! [Roll 1d4]
1. The monster kills you. Go to 1.
2. You and the monster kill each other. Go to 1.
3. You kill the monster but a trap kills you. Go to 1.
4. You kill the monster. Gain a level and go to 2.​
[/SBLOCK]
[SBLOCK=Method II]1. Create a Level 1 character.

2. Embark on adventure.

3. You encounter ... [Roll 1d4]
1: A kobold
2: A troll
3: A dragon
4: Orcus​

4. You fight the monster! [Roll 1d4]
1. The monster kills you, but the DMPC teleports in, kills the monster and raises you from the dead. Go to 2.
2. The monster nearly kills you, but the DMPC teleports in and kills the monster. Go to 2.
3. You almost kill the monster, but the DMPC teleports in and kills the monster first. You gain a level anyway. Go to 2.
4. You kill the monster. Gain a level and go to 2.​
[/SBLOCK]
[SBLOCK=Method III]1. Create a Level 1 character.

2. You are still creating your character.

3. You are still creating your character.

4. You finish creating your character.

5. Embark on adventure.

6. You encounter ...
If Level = 1: A kobold
If Level = 2: A troll
If Level = 3: A dragon
If Level > 3: Orcus​

7. You fight the monster! If Level = 1, go to 11. Otherwise, go to 8.

8. You are still fighting the monster. If Level = 2, go to 11. Otherwise, go to 9.

9. You are still fighting the monster. If Level = 3, go to 11. Otherwise, go to 10.

10. By all that is holy, you are still fighting that [censored] monster.

11. The fight ends. [Roll 1d4]
1. Actually, it doesn't. Halfway through the fight, the DM realizes that he made a mistake. Go to 7.
2. The monster kills you. The DM contemplates taking up another hobby but grits his teeth and tells you to go to 1.
3. The monster nearly kills you, but the DM manages to come up with some reason on the fly why the monster didn't kill you. Go to 5.
4. You kill the monster. Gain a level and go to 12.​

12. Level up your character.

13. You are still levelling up your character.

14. You are still levelling up your character.

15. You finish levelling up your character. Go to 5.[/SBLOCK]
[SBLOCK=Method IV]1. Create a Level 1 character. If you are using the Character Builder, go to 3. Otherwise, go to 2.

2. You are still creating your character.

3. You finish creating your character.

4. Embark on adventure.

5. You encounter ... [Roll 1d4]
1: 20 minion ...
2: 5 standard ...
3: 2 elite ...
4: 1 solo ...

If Level = 1: kobold(s)
If Level = 2: troll(s)
If Level = 3: dragon(s)
If Level = 4: Orcus(es)​

6. You fight the monster(s)! If you are fighting minions, go to 10. Otherwise, go to 7.

7. You are still fighting the monster(s). If you are fighting standard monsters, go to 10. Otherwise, go to 8.

8. You are still fighting the monster(s). If you are fighting elite monsters, go to 10. Otherwise, go to 9.

9. By all that is holy, you are still fighting that [censored] monster.

10. The fight ends. [Roll 1d4]
1. The monster(s) kill(s) you. Go to 1.
2. The monster(s) nearly kill(s) you, but you break out your daily powers and kill the monster(s) instead. Go to 11.
3. The monster(s) nearly kill(s) you, but the DM allows you to try a stunt from page 42 of the DMG and you kill the monster(s) instead. Go to 11.
4. You kill the monster(s). Go to 11.​

11. If Level = 4, your character achieves his epic destiny. Go to 1. Otherwise, gain a level and go to 12.

12. Level up your character. If you are using the Character Builder, go to 14. Otherwise, go to 13.

13. You are still levelling up your character.

14. You finish levelling up your character. Go to 4.[/SBLOCK]
 
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Jack7

First Post
FL, I'd probably say 1 is closest to me, and us.

But it really kinda goes like this (Method 5):

1. Create character.

2. Embark on adventure that is really a mission that is part of a campaign.

3. Encounter monster or NPC you've never seen or heard of before.

4. Party and Monster/NPC:

a. study each other
b. try to communicate
c. party attacks monster or NPC and monster/NPC runs away
d. monster/NPC attacks party and party runs away
e. somebody gets killed or maimed for life in a tooth and claw fight, and probably robbed to boot, and somebody else thinks they had it coming for not being very smart in the first place

5. Next encounter goes different if lessons have been learned, next encounter goes far, far worse if nothing much was learned.

6. Adventure continues until enough lessons are learned, or enough people die, or mission ends.

7. If character gets killed and buried then kid (if there is one) gets inheritance and takes up where old man left off. If not then brother or cousin or former servant or former associate wants to try his hand after thinking about what dead man did all wrong.

8. If monster gets killed then body is cut up and hauled back home to use for magical substances and to sell or study. And there's a big party with wine and food and gals and girlfriends.

9. If NPC gets killed then somebody else comes looking in secret to settle that score. Which usually leads to 4e and then back to 1 again. But could also lead to:

10. Somebody lives long enough to level up, get a reward, start a treasure horde, buy or be given as estate, and gain a reputation. Which leads to 4e again, or a public office or title, or retirement while kid takes up where old man left off because he's too crippled up to fight and adventure and explore anymore.
 

Piratecat

Sesquipedalian
I prefer:

[SBLOCK=Method Alpha]1. Create a Red Clearance character.

2. Enjoy a bowl of red Hot Fun while waiting for your Mission Briefing to be called.

3. You ... [Roll 1d4]
1: Accidentally eat an orange soynugget and are shot by your fellow troubleshooters for treason.
2: Mishear the Briefing Room location despite being Communications Officer, and are shot by your fellow troubleshooters for treason.
3: Report to a Confession Booth to report a fellow citizen, The Computer mishears, and you are instead executed for treason.
4: You are attended by a medbot Mark IV after being slightly scratched with a spork. The medbot kills you with a bandaid.​

4. Your second clone arrives.

5. You head to the Mission Briefing. Someone shoots the autobot pilot in the back of the head as part of a secret society mission. The autobot crashes and everybody dies in a fiery explosion.

6. Your third clone arrives.

7. While arguing about why the autobot crashed, someone sticks a grenade down your coveralls before you even get out of the clone banks. You hop backwards into them and try to pin them against the wall until it explodes. You miss and plummet into their clone vat instead, splattering their future selves against the facility's walls.

8. Your fourth clone arrives, chuckling.

9. You are frog-marched towards the briefing room by a troop of Vulture Soldiers. En route the Hygiene Officer calls a mandatory emergency hygiene inspection. You fail, earning a 1000 cr fine, and a scrubbot is summoned to help sanitize you. Sadly, the scrubbot has had its asimov chip removed by the loyalty officer and polishes right through your skin with its dermabrator. Ouch.

10. Your fifth clone arrives.

11. The red clearance door to the briefing room is across 5' of blue hallway. Your team leader volunteers you to make it security-safe by everyone else walking on your blood. You protest vociferously, and are told to file a standard complaint with PLC.

12. Your 6th and last clone arrives.

13. Your team's equipment officer accuses you of treasonous malfeasance for being so reckless with your life; since clones are computer property, he claims you are squandering Alpha Complex resources for dying so often.

You ... [Roll 1d4]
1: Yell "Die, Capitalist Pig-Dog!" and pull the pin of your illicit plasma grenade. It fails to go off, and you are shot.
2: Humbly accept the accusation and report to a Confession Booth for recycling into reactor shielding.
3. Are sent to PLC to fill out the paperwork for your wasted clone lives; this takes 3.4 weekcycles, meaning you miss your mission, and are thus executed for being AWOL.
4. Make a brilliant counter-argument that gets the entire team executed instead of you, get a medal, get promoted to Orange clearance, and then get executed for having witnessed such vast incompetence.​
[/sblock]
 
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Piratecat

Sesquipedalian
*looks blankly for a few moments*

Oh, I get it.
It's a complete Paranoia game in a nutshell. Do you (d6):
1. Trust the computer
2. Assume the Computer is your friend
3. Stay alert
4. Trust no one
5. Keep your laser handy
6. Remember that hygiene is mandatory​
 

MichaelK

First Post
It's a complete Paranoia game in a nutshell. Do you (d6):
1. Trust the computer
2. Assume the Computer is your friend
3. Stay alert
4. Trust no one
5. Keep your laser handy
6. Remember that hygiene is mandatory​

Hmmm, very interesting... wait, is that information classified? What colour?

*Prepares to shoot self in head*
 

A Passing Maniac

First Post
Personally, I'm a fan of...

[sblock=Method Iä]1. Create a character.

2. You are summoned by a relative or old friend, who is ... [Roll 1d4]

  • 1: Dying
  • 2: Not dying, but going to die horribly sometime during the investigation
  • 3: Actually dead; his heirs did the summoning
  • 4: Secretly an evil cultist
3. Embark on investigation.

4. You find some clues! They lead you to ... [Roll 1d4]

  • 1: Some evil cultists. Go to 5.
  • 2: Some zombies. Go to 6.
  • 3: A shoggoth. Go to 6.
  • 4: Cthulhu. Go to 6.
5. You fight the evil cultists. [Roll 1d6]

  • 1: You flee and survive. Go to 4.
  • 2: You flee but trip over a loose floorboard, hit your head on the ground, and die. Go to 1.
  • 3: You manage to win the fight. Go to 4.
  • 4: You manage to win the fight, but then the cultists become zombies and you die. Go to 1.
  • 5: You mishandle your own dynamite and die. Go to 1.
  • 6: You are captured by the evil cultists, who then make you die. Go to 1.
6. You fight the zombies, shoggoth, or Cthulhu. You lose. [Flip a coin]

  • Heads: You survive, but go crazy. Gibber madly and go to 1.
  • Tails: You die. Horribly. Go to 1.
[/sblock]
(;,;)
 


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