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<blockquote data-quote="Ovinomancer" data-source="post: 8084395" data-attributes="member: 16814"><p>Easy-peasy using Forged in the Dark.</p><p></p><p>Scene: PC Deckard, searching for replicants, has entered the toymaker's apartment. The scene is chaotic, with all manner of pseudo-replicant toys moving and chattering in a cacophony of sound and motion. </p><p></p><p>Deckard: I'm going to Survey the room to make sure no replicants are hiding in this mess.</p><p></p><p>GM: Sure, it's a Risky Position, as there's possible danger here, and will have normal Effect.<span style="color: rgb(65, 168, 95)"> [Position is the GM's call, and sets the level of risk for failures or consequences. Effect is also the GM's call, and is the balance for the action taken against the fiction -- hitting a wall with your fist to break it down would have No Effect, for instance, unless you have something else to bring to play]</span></p><p></p><p>Deckard: (rolls) Um, my highest is a 5.</p><p></p><p>GM: Okay, that's success with complication. You slowly move through the room, and your attention is caught by a fully human-shaped figure. It's definitely a replicant of some kind, but it might be a toy or lower model instead of the ones you're seeking. Right now, though, it's not moving at all, appearing as if deactivated or broken in some way, and covered in a sheer dustcover. <span style="color: rgb(65, 168, 95)">[Success here is finding something that fits the goal of finding a replicant, the complication being that it appears like it might be not a replicant you wanted (put the goal at risk).]</span></p><p></p><p>Deckard: Huh, I don't really trust it, it might be faking. I'm going to carefully pull off the dustcover and check it, keeping my pistol at the ready.</p><p></p><p>GM: okay, what's the Action here?</p><p></p><p>Deckard: Um, I guess I'll use Study, even through I'm not great at it? <span style="color: rgb(65, 168, 95)">[In Blades, the Action is always the player's choice -- they get to decide how a thing happens but the dice decide if it succeeds or not.]</span></p><p></p><p>GM: Your call. The position is still Risky, Effect is normal. Roll it. </p><p></p><p>Deckard: Ugh, a 2. <span style="color: rgb(65, 168, 95)">[In Blades, you roll a pool of d6's according to your Action rating (and a few other things) and take the highest result. 1-3 fails, 4-5 is a success with complication or cost, 6 is a full success. A success always moves toward the player's stated intent.]</span></p><p></p><p>GM: That's a failure. You pull off the dustcover and study the replicant, but it doesn't move. Just as you start to relax a bit, though, it suddenly locks eyes with you and a brutal kick sends you flying through the air to land on you back, your pistol skittering off somewhere as it's knocked from your grip. The replicant stands and begins cartwheeling towards you, what do you do?! <span style="color: rgb(65, 168, 95)">[Here, the failure is represented by thinking this doll wasn't a threat but it actually being one and so the PC is caught offguard. The GM has latitude to narrate PC actions on a failure.]</span></p><p></p><p>Deckard: Crud! Okay, I'm going to look for my gun and hope it didn't go too far away. I'm going to use another Survey action. </p><p></p><p>GM: Okay, it's going to be Desperate, though, as the replicant is bearing down on you rapidly, and with limited Effect due to the fact you're prone and in immediate danger and locating your firearm isn't addressing that directly. Still want to? <span style="color: rgb(65, 168, 95)">[Desperate position means that consequences can be dire. Limited effect means that the PC will move towards the goal, but not achieve it in this action.]</span></p><p></p><p>Deckard: I think hand to hand is going to be a worse outcome for me, so yeah, I'll do it. I've got a pretty good survey, so if that's successful I'll Push for greater effect. (rolls) Curse the luck! Highest is a 3. <span style="color: rgb(65, 168, 95)">[PC can Push, either for an extra die on the roll or to improve the Effect of a roll, but not both, at the cost of 2 Stress. Stress is a limited pool that's used by the PC to offset consequences or improve outcomes. Running out of Stress removes the PC from the scene and earns the PC a Trauma.]</span></p><p></p><p>GM: Ooh, not good. You get to your hands and knees and see your pistol just out of reach, but before you can even move towards it, the replicant ends her gymnastic rush with a leap that has her lands across your shoulders, head trapped between vicelike thighs. She slowly forces you to turn so you're looking up at her, and brings both fists down in a savage blow that causes a level 3 harm -- severe concussion -- and leaves you dazed on the floor. She backs up to start another run at you, likely your last. <span style="color: rgb(65, 168, 95)">[Harm is a possible consequence in Blades. It's a directly applied wound or condition based on the Position. Here, the Position was Desperate, so the Harm can be up to level 3. Level 3 Harms are incapacitating, at least immediately. If a PC ever suffers 2 Level 3 harms, they die.]</span></p><p></p><p>Deckard: Man! Okay, I'm going to Resist that Harm with Prowess. (rolls) I got a 4, so that'll cost me 2 Stress. <span style="color: rgb(65, 168, 95)">[Resisting is a tool the PCs have to reduce the effect of a consequence. The failure still happens -- Resisting cannot remove the failure -- but the consequence is reduced. This costs 6 stress minus the highest roll on the Resist check.]</span></p><p></p><p>GM: Okay, you lucked out and this replicant isn't a combat model so the blow didn't land as well as it should have, and leaves you with a level 2 concussion instead. You're still on the floor and she's still starting her second run, but you won't need to push to act now. What are you going to do?<span style="color: rgb(65, 168, 95)"> [On a Resist, the GM is required to reduce the consequence, but there's leeway here. Usually, with a Harm, the level is reduced by 1, although this isn't a hard and fast rule. The goal is to stick to the fiction -- here Deckard was struck powerfully in a compromised situation, so more reduction doesn't follow the fiction.]</span></p><p></p><p>Deckard: I'm going to roll for my gun and shoot her! Should I use Hunt or Skirmish -- I'd rather use Hunt as I have more there.</p><p></p><p>GM: Up to you, either would work here. Either way, it's a Desperate situation, normally with normal Effect, but because of your concussion that's going to be reduced to limited.</p><p></p><p>Deckard: Hunt it is, then, I'll have to Push for Effect. (rolls) I got a 6! Woot! Hey, I got two 6's, doesn't that do something?</p><p></p><p>GM: Yup, that's a critical success, it automatically bumps up the Effect of your action, so that'll be normal effect. You --</p><p></p><p>Deckard: -- wait, can I still Push for more Effect, take that to great Effect?</p><p></p><p>GM: -- sure, 2 more Stress for the Push, and probably a good call. You roll for the pistol, bringing it up and firing at the middle of the three blurry shapes tumbling towards you. You catch it dead square center mass, blowing the replicant out of the air. She lands and begins wildly drumming her limbs around and screaming, loud but out of the action.</p><p></p><p>Deckard: Wow, close one. I'll get up and shoot her until she stops moving. Best to make sure.</p><p></p><p>GM: Okay, you do. It takes a few more shots, but this replicant is retired. What do you do next, there's still at least one more replicant running around?</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8084395, member: 16814"] Easy-peasy using Forged in the Dark. Scene: PC Deckard, searching for replicants, has entered the toymaker's apartment. The scene is chaotic, with all manner of pseudo-replicant toys moving and chattering in a cacophony of sound and motion. Deckard: I'm going to Survey the room to make sure no replicants are hiding in this mess. GM: Sure, it's a Risky Position, as there's possible danger here, and will have normal Effect.[COLOR=rgb(65, 168, 95)] [Position is the GM's call, and sets the level of risk for failures or consequences. Effect is also the GM's call, and is the balance for the action taken against the fiction -- hitting a wall with your fist to break it down would have No Effect, for instance, unless you have something else to bring to play][/COLOR] Deckard: (rolls) Um, my highest is a 5. GM: Okay, that's success with complication. You slowly move through the room, and your attention is caught by a fully human-shaped figure. It's definitely a replicant of some kind, but it might be a toy or lower model instead of the ones you're seeking. Right now, though, it's not moving at all, appearing as if deactivated or broken in some way, and covered in a sheer dustcover. [COLOR=rgb(65, 168, 95)][Success here is finding something that fits the goal of finding a replicant, the complication being that it appears like it might be not a replicant you wanted (put the goal at risk).][/COLOR] Deckard: Huh, I don't really trust it, it might be faking. I'm going to carefully pull off the dustcover and check it, keeping my pistol at the ready. GM: okay, what's the Action here? Deckard: Um, I guess I'll use Study, even through I'm not great at it? [COLOR=rgb(65, 168, 95)][In Blades, the Action is always the player's choice -- they get to decide how a thing happens but the dice decide if it succeeds or not.][/COLOR] GM: Your call. The position is still Risky, Effect is normal. Roll it. Deckard: Ugh, a 2. [COLOR=rgb(65, 168, 95)][In Blades, you roll a pool of d6's according to your Action rating (and a few other things) and take the highest result. 1-3 fails, 4-5 is a success with complication or cost, 6 is a full success. A success always moves toward the player's stated intent.][/COLOR] GM: That's a failure. You pull off the dustcover and study the replicant, but it doesn't move. Just as you start to relax a bit, though, it suddenly locks eyes with you and a brutal kick sends you flying through the air to land on you back, your pistol skittering off somewhere as it's knocked from your grip. The replicant stands and begins cartwheeling towards you, what do you do?! [COLOR=rgb(65, 168, 95)][Here, the failure is represented by thinking this doll wasn't a threat but it actually being one and so the PC is caught offguard. The GM has latitude to narrate PC actions on a failure.][/COLOR] Deckard: Crud! Okay, I'm going to look for my gun and hope it didn't go too far away. I'm going to use another Survey action. GM: Okay, it's going to be Desperate, though, as the replicant is bearing down on you rapidly, and with limited Effect due to the fact you're prone and in immediate danger and locating your firearm isn't addressing that directly. Still want to? [COLOR=rgb(65, 168, 95)][Desperate position means that consequences can be dire. Limited effect means that the PC will move towards the goal, but not achieve it in this action.][/COLOR] Deckard: I think hand to hand is going to be a worse outcome for me, so yeah, I'll do it. I've got a pretty good survey, so if that's successful I'll Push for greater effect. (rolls) Curse the luck! Highest is a 3. [COLOR=rgb(65, 168, 95)][PC can Push, either for an extra die on the roll or to improve the Effect of a roll, but not both, at the cost of 2 Stress. Stress is a limited pool that's used by the PC to offset consequences or improve outcomes. Running out of Stress removes the PC from the scene and earns the PC a Trauma.][/COLOR] GM: Ooh, not good. You get to your hands and knees and see your pistol just out of reach, but before you can even move towards it, the replicant ends her gymnastic rush with a leap that has her lands across your shoulders, head trapped between vicelike thighs. She slowly forces you to turn so you're looking up at her, and brings both fists down in a savage blow that causes a level 3 harm -- severe concussion -- and leaves you dazed on the floor. She backs up to start another run at you, likely your last. [COLOR=rgb(65, 168, 95)][Harm is a possible consequence in Blades. It's a directly applied wound or condition based on the Position. Here, the Position was Desperate, so the Harm can be up to level 3. Level 3 Harms are incapacitating, at least immediately. If a PC ever suffers 2 Level 3 harms, they die.][/COLOR] Deckard: Man! Okay, I'm going to Resist that Harm with Prowess. (rolls) I got a 4, so that'll cost me 2 Stress. [COLOR=rgb(65, 168, 95)][Resisting is a tool the PCs have to reduce the effect of a consequence. The failure still happens -- Resisting cannot remove the failure -- but the consequence is reduced. This costs 6 stress minus the highest roll on the Resist check.][/COLOR] GM: Okay, you lucked out and this replicant isn't a combat model so the blow didn't land as well as it should have, and leaves you with a level 2 concussion instead. You're still on the floor and she's still starting her second run, but you won't need to push to act now. What are you going to do?[COLOR=rgb(65, 168, 95)] [On a Resist, the GM is required to reduce the consequence, but there's leeway here. Usually, with a Harm, the level is reduced by 1, although this isn't a hard and fast rule. The goal is to stick to the fiction -- here Deckard was struck powerfully in a compromised situation, so more reduction doesn't follow the fiction.][/COLOR] Deckard: I'm going to roll for my gun and shoot her! Should I use Hunt or Skirmish -- I'd rather use Hunt as I have more there. GM: Up to you, either would work here. Either way, it's a Desperate situation, normally with normal Effect, but because of your concussion that's going to be reduced to limited. Deckard: Hunt it is, then, I'll have to Push for Effect. (rolls) I got a 6! Woot! Hey, I got two 6's, doesn't that do something? GM: Yup, that's a critical success, it automatically bumps up the Effect of your action, so that'll be normal effect. You -- Deckard: -- wait, can I still Push for more Effect, take that to great Effect? GM: -- sure, 2 more Stress for the Push, and probably a good call. You roll for the pistol, bringing it up and firing at the middle of the three blurry shapes tumbling towards you. You catch it dead square center mass, blowing the replicant out of the air. She lands and begins wildly drumming her limbs around and screaming, loud but out of the action. Deckard: Wow, close one. I'll get up and shoot her until she stops moving. Best to make sure. GM: Okay, you do. It takes a few more shots, but this replicant is retired. What do you do next, there's still at least one more replicant running around? [/QUOTE]
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