Nobody's had the nerve to challenge the Schwartz organization from the outside for quite a while. And now, it looks like you may actually have a definite connection with someone on the inside.
The Schwartz Citadel's walls have never been breached before, even though members of… Read On ». As El Diablo turns his back to signal his victory, you make your move. He never sees your finisher coming. You rise from the mat and raise your new championship belt overhead to an arena going mad. Professional wrestling is scripted, but it is not fake. The money, fame, and glory are all very re… Read On ».
You're the people of a small harbor town which is home to a beacon of high seas gambling, an odd North Korean import, and more dirty deals than you might realize are right under your nose. There's money to be won, wares to be peddled, deals to be made, and lives to be lost. What's Lady Luck got in store? Duty, honor, structure. It binds us all together towards our divine purpose and keeps order, but it rules a man from birth until death, and it favors some while demanding from others.
If the rules could be bent for just this one time, if the gods could shift their affections only slightly, we could find some small measure more than fate has set aside for us.
That is, of course, if everyone else stays in their place afterward Adrilankha By Corey Reid. English Fan Playset fantasy.
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English Design Contest animals holiday weird. English Fan Playset modern tv comedy spies. English Fan Playset horror s. English Playset of the Month horror modern. Bad Habits By Nick Wedig. English Fan Playset modern religious. English Fan Playset modern comedy romance weird custom rules. Bangkok By Chad Bowser. English Design Contest modern historical s spies. Click to expand TristramEvans said:. I shall include a recommendation score with each one I post. S'mon Legendary Member. Joined Aug 16, Messages Reaction score Get the free Companion too for the lifepath system, encounter charts and a second sample sector.
Last edited: Aug 1, Or a modern 'Deadlands'. The sample settings are great fun too. Currently my go-to RPG for casual play. Joined Jul 6, Messages 49 Reaction score That appears to generally be true but you'll have to do a bit of work if you don't want a high-powered game out of the gate.
Comes across as heartbreaker-esque but it appears somewhat solid. This one is intended to be a "try before you buy" kind of thing but nothing is forcing you to buy it. MEGA is a game that contains all of the 80s tropes in fantasy gaming.
Chainmail bikinis, obtuse dice systems, and gratuitous chart lookups. Amar seems to do away with all of that. Joined May 15, Messages 4, Reaction score 8, Not the full system, a QuickStart I suppose, but a little more robust than many quickstarts. Joined Jun 9, Messages Reaction score Voros Doomed Investigator. Joined Sep 23, Messages 11, Reaction score 20, To Defeat the Ancient Evil! Objects, Needs, and Locations are then associated to a relationship. For example: Two players may decide their relationship is based in crime; a gambler and his bookie, and that between them they share The Chicken Hut.
Perhaps that is where the gambler places his bets, or where the bookie has set up shop…. After the Relationships, Objects, Needs, and Locations are defined, the group then takes a few minutes and comes up with their characters working with their relationships among the other characters, and the needs, objects, and locations they share.
Characters do not have any stats, skills, or feats, just a relationship and perhaps a need, object, or location. The rest is up to the player. The setup is the key to the game. Done correctly and as a group, the game will take off when play starts. It is worth taking time at this point to make sure that all the characters are set and that everyone is on the same page.
Act One comprises the first half of the scenes for the game, and it typically establishes what crazy plan is about to take place. The actual play of the game takes place in scenes; one scene for each die in the pool. A scene is focused on a specific character and is narrated by a player.
This is a great mechanic as it grants a certain level of control to the player, whose turn it is, but at the same time, forces the player to improv part of the scene, based on the input of the other players.
Unlike a traditional RPG, the player who is narrating is in complete control of the scene. There are no skill checks or challenges to be made. The player just describes the action, and any dialog.
The group is welcome to offer up suggestions as well, but in the end, the player whose turn it is, is the narrator. The outcome of the scene is represented by either a white die for good or a black die for bad , which is taken from the pool of dice established at the start of play. If the player is resolving the scene, then he can take the die representing the desired outcome. If the player has framed the scene, then the group determines the outcome by passing a die from the pool of dice to the player.
In Act One the narrating player awards the die from the scene to another player in the group. For players who have not played in a diceless game before, you may experience a bit of anxiety in the sheer openness that the narrating player has.
The good part is that anxiety goes away quickly and in a few scenes, it feels totally natural. After the last scene in Act One, comes The Tilt. The Tilt describes those events that send the plan established in Act One into disarray. Players roll the dice they have accumulated in Act One, and the player with the highest total of white dice and the one with the highest total of black dice, choose the elements of the Tilt from the Tilt list, which is set up in a manner similar to the Relationships, Needs, Objects, and Locations.
Once the elements of the Tilt are selected, the group takes a few minutes to figure out how they apply. Once very one is comfortable with how the Tilt is going to occur, then Act Two begins. Act Two is where The Tilt comes to fruition and where the wheels come off the wagon. It comprises the last half of the scenes, where the action is heading to the tragic and at times sickly funny set of events that will lead to the finale of the story.
Act Two is also played in scenes, just as Act One, with the only notable difference being that in Act Two the player keeps the die that he selected for his scene. How many dice and what colors of dice will ultimately determine the fate of the character.
When the final scene is played, then comes the…. The Aftermath determines how your character survives the story. Each player rolls and totals the dice they have accumulated during the game, and consults the aftermath tables in the rulebook. If this all sounds chaotic, it can be, although I have yet to play in a session in which we could not make a perfectly sensible - though often somewhat outrageous - story. We decided that my name was Pauli Parizzi and I was a night tech working at the morgue.
FR was Dr. Jason Kapono, the city ME and my boss. He was childhood friends with Raul Gianelli, a corrupt assistant DA with mob connections. Kopono and Raul's dark secret was that Kopono was being paid to falsify autopsies to conceal mob hits. I was making money by draining corpses of blood and then selling it to the blood bank yeah, I was that stupid. Obviously the morgue was the central location of the game.
As far as the city bus went, we decided to see how that would show up during play. Play then begins. The session's story is broken into two acts, with the table working collaboratively to create the story, with each character getting two spotlight scenes per act. For each of these scenes, the player can either choose to establish the scene where it occurs and who is present , or to resolve the scene determining what the ultimate outcome is, good or bad, success or failure.
Whatever the player chooses, the rest of the players collectively handle the other job. Scenes might be sequential, flashbacks, or even flash-forwards — whatever suits the particular framing player s needs or desires.
Scenes are resolved simply by choosing either a white die or a black Outcome Die — a white die signals a positive outcome for the spotlight character, while a black die indicates a negative outcome. In Act One, you hand the die to another player once the scene is over and they add it to their personal pile.
In our game, I had the first scene in Act I and chose to establish. Kopono, asking DH to play a hospital tech named Frankie as an extra. At the end of the scene, the players decided that things ought to turn out well for Pauli and so a white die was handed to me which I then passed on to another player.
That's all there really is to the mechanics. There is no conflict or task resolution — instead it is all handled purely based on what feels right for the story, chosen by whoever has resolution rights. While the dice white or black signal whether or not the outcome of a scene is positive or negative, it is completely up to the player - perhaps with the input of the others at the table - to determine how it is good or bad.
Thus, while one person might interpret a black die meaning their character loses an arm in a wood chipper, another player might decide the black die means the wood chipper runs out of gas. In one scene, Raul and Kopono meet with a mob boss who is very unhappy with Kopono's careless behavior it later turns out that Kopono is a recovering alcoholic who has fallen off the wagon and has gotten more and more careless with his doctored autopsies.
FR had decided that he would resolve the scene and towards the end chose a white Outcome die from the pile, signaling that the overall outcome of the scene would turn out positively for Kopono. In the end the mob boss seems satisfied by Dr.
Kopono's explanations and lets him going but not before warning him that any more mistakes would lead to Kopono taking up permanent residence at the bottom of the Hudson River. Play continues around the table, with each character starring in a spotlight scene until half the dice are gone - a die is handed out at the end of each scene and with four dice total per player at the beginning, that means each character gets two spotlight scenes per act.
It is at this point that each player rolls the dice they have in front of them and then a 'Tilt Table' is consulted, which essentially throws in an unexpected twist into the story which will be incorporated into Act Two.
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