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<blockquote data-quote="aramis erak" data-source="post: 9661277" data-attributes="member: 6779310"><p>The trick is that the adventures need to be properly arthurian in tone.</p><p>Mechanically...</p><p>The way the campaign works, in 4th/5th...</p><p>Step 1: Spring Court. (for starting characters, just an infodump.</p><p>Step 2: the adventure of the year - GM's or from the campaign adventures as desired</p><p>Step 3: (Optional) Perform a solo adventure.</p><p>Step 4: (Optional) Winter Court – again, infodump; landholders must deliver tithes.</p><p>Step 5: Winter Phase – experience checks, resolve any construction projects and landholds, spouse, child, and horse/dog/hawk survival rolls.</p><p></p><p>The mechanics:</p><p>All Att/Trait/Passion/Skill rolls are 1d20 High-But-Not-Over. Consciousness checks are vs Current HP.</p><p>the 5 attributes are mostly used as saves </p><p>The Personality Trait Pairs - used as saves and as compels.</p><p>The Passions: Roll under to inspire. Can be opposed to compels.</p><p>The skills: usually opposed, but not always. Used to do things.</p><p>Inspiration: State goal, state skill, state passion, explain it's relevance, roll passion unooopsed - on Crit, double or +10, higher of, success +10 to skill on task; Fail, -5 to everything for a while; fumble, potentially go mad, or go mope. Max one inspiration at a time. If you fail the task, lower the passion and possibly have a madness episode.</p><p></p><p>The comparison in opposed rolls is highest successful roll; if adjusted skill >20, roll counts as roll+(skill-20), with 20+ being a critical success, no minimum failure chance. highest adjusted roll wins. Double crits are both crit. Melee, jousting: both use opposed rolls.</p><p></p><p>The compel: The GM states a presumed action and a roll to compel it upon, the player may argue a passion or trait with which to oppose. If the player's trait wins, they get a check in it and avoid the compel. If the trait wins, the player gains an experience check in it. If the player simply acquiesces, they may take the check in it. The most common compel is to hesitate to melee</p><p>Step 1: Valor test - If passed, may enter melee. if failed, go to step 2.</p><p>Step 2: Cowardly test – on success, flee from the fight. If failed, may go to step 1 next round</p><p></p><p>The second most common compel in my games has been for night-watch. Pass an energetic or fall asleep; many oppose it with their Loyalty Lord passion.</p><p></p><p>One option from the mailing lists was to use "Minor Inspiration" on traits - only +5 but still the -5 all on fail. I used to use it, but stopped before the last two campaigns I've run.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9661277, member: 6779310"] The trick is that the adventures need to be properly arthurian in tone. Mechanically... The way the campaign works, in 4th/5th... Step 1: Spring Court. (for starting characters, just an infodump. Step 2: the adventure of the year - GM's or from the campaign adventures as desired Step 3: (Optional) Perform a solo adventure. Step 4: (Optional) Winter Court – again, infodump; landholders must deliver tithes. Step 5: Winter Phase – experience checks, resolve any construction projects and landholds, spouse, child, and horse/dog/hawk survival rolls. The mechanics: All Att/Trait/Passion/Skill rolls are 1d20 High-But-Not-Over. Consciousness checks are vs Current HP. the 5 attributes are mostly used as saves The Personality Trait Pairs - used as saves and as compels. The Passions: Roll under to inspire. Can be opposed to compels. The skills: usually opposed, but not always. Used to do things. Inspiration: State goal, state skill, state passion, explain it's relevance, roll passion unooopsed - on Crit, double or +10, higher of, success +10 to skill on task; Fail, -5 to everything for a while; fumble, potentially go mad, or go mope. Max one inspiration at a time. If you fail the task, lower the passion and possibly have a madness episode. The comparison in opposed rolls is highest successful roll; if adjusted skill >20, roll counts as roll+(skill-20), with 20+ being a critical success, no minimum failure chance. highest adjusted roll wins. Double crits are both crit. Melee, jousting: both use opposed rolls. The compel: The GM states a presumed action and a roll to compel it upon, the player may argue a passion or trait with which to oppose. If the player's trait wins, they get a check in it and avoid the compel. If the trait wins, the player gains an experience check in it. If the player simply acquiesces, they may take the check in it. The most common compel is to hesitate to melee Step 1: Valor test - If passed, may enter melee. if failed, go to step 2. Step 2: Cowardly test – on success, flee from the fight. If failed, may go to step 1 next round The second most common compel in my games has been for night-watch. Pass an energetic or fall asleep; many oppose it with their Loyalty Lord passion. One option from the mailing lists was to use "Minor Inspiration" on traits - only +5 but still the -5 all on fail. I used to use it, but stopped before the last two campaigns I've run. [/QUOTE]
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