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Dice-Based RP & CYOA Thread - Printable Version

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Dice-Based RP & CYOA Thread - sir - 11-07-2014

DIE DICEHAUS

<img style="Them bones, them bones, twenty-sided bones" src="http://i.imgur.com/n5tLY8h.jpg" style="max-width:100%;]

Forum roleplaying! Last bastion of total freedom, unstructured storytelling, and sweet, sweet anarchy.

But sometimes, a little structure, a little direction...it's nice, right? It's entirely possible I'm the only one who thinks so, but just in case, this is my special thread to recruit people for any sort of roleplaying that involves:

<ul type="disc]
<li>Dice</li>
<li>Stats</li>
<li>GM/DM Guided Play</li>
<li>Choose Your Own Adventure Stories</li>
<li>Tabletop Tomfoolery not Otherwise Specified</li>
</ul>

I'm not the world's best roleplayer, but I am one of nature's dungeon masters. I enjoy freeform roleplaying too, but this is my favorite way to play! For those who might not be familiar with the mechanics of dice-based systems, here's a quick primer.

Polyhedral Playtime
The tabletop roleplaying system most people are familiar with is D&D: Dungeons and Dragons. While far from the only game in town, it is fairly representative of the tropes of the genre, and makes a good introduction.

D&D is a d20 system, meaning it primarily uses a twenty-sided die as a resolution mechanic. In other words, when you as a player want to do something risky- leap across a chasm, bury your axe in the skull of a giant, or convince the duke to let you go- you roll a twenty-sided die, and compare the result to a particular number.

In D&D, that number is called the DC, or difficulty class.
In cases of static opposition, your roll is compared to a static value: the crevasse doesn't get to roll the dice to become suddenly wider while you're jumping across. Your DM will set these static values according to the difficulty of the task. One step above a ditch, a chasm might be DC 10, while a yawning black void ten feet across could be DC 20 or above.

In cases of active opposition, there are two ways the DC might be determined. If you're making an attack or doing something similar (like attempting to control someone's mind with magic), your roll's result is compared to your target's relevant defense. An axe might be turned aside by armor, while a poison could be resisted with physical hardiness. If you're using your skills in competition with someone else, you both roll and the results are compared: does your golden tongue beat the duke's heart of iron? Are you better at dodging through the streets than the emir's guardsmen?

Last but not least, the results of a die roll are only partially random. Just as in life, there is an element of chance, but your qualities influence the result as well. In dice-based roleplaying, these qualities are represented by various numerical attributes. Your character might have a high strength attribute, high intelligence, and low wisdom, for instance. Such a person would be clever and athletic, but headstrong and impulsive.
A naturally charismatic person is convincing: roll d20+Charisma to talk them into it.
A master thief has nimble fingers and extensive training: roll d20+ Dexterity + Thievery to pick the lock.

Obviously, not all of the above mechanics will apply to any given dice-based forum game. However, they do serve as a good overview and they play up some of the strengths dice can bring to the table.
Firstly, dice can help reduce friction:
<ul type="disc]<li>Actions are Resolved Impartially: Dice adjudicate combat and other contests between players with mathematical fairness. Either your roll had a high enough result, or it didn't- cops and robbers arguments are kept to a minimum.</li><li>Defined Characteristics: When your character's powers and abilities are down on paper, spontaneously developing pyrokinesis at need is an unlikely scenario. God-modding becomes an impossibility.</li><li>Varied Roles: Most dice-based games are modeled around a team with varied abilities working toward a common goal. This reduces overlap between characters and allows each player a chance to shine.</li></ul><div>Beyond avoiding arguments, the presence of a DM/GM provides some tangible benefits:

<ul type="disc]<li>Minor Characters: Most people want to play heroic and interesting characters, not farmer Bob or atmosphere technician Janine. A dungeon master, or DM, takes cares of these important (but not usually intriguing) characters so the players can focus on other things.</li><li>Direction and Focus: Too many cooks spoil the soup, as the adage goes. The DM takes a leading role in guiding the story, setting the stage, and responding to the players- everyone contributes, but it's harder for one person to derail matters or drag things out.</li><li>Secrets and Lies: If your character has a secret past, a secret power, and so on, a DM can make sure you have a chance to dramatically reveal it. Additionally, the DM has a bag of tricks to shake up your worldview, change the dynamics of the setting, and start a new phase of the story that no single character could match.</li></ul><div>If any of the above sounds appealing to you, dice-based RP could be your new thing![/align]
[/align]
To Find Out What CYOA Means, Turn to Page 6
Choose-your-own-adventure or CYOA is sometimes referred to as Interactive Fiction, and has a long history in the form of books, games, and other media.

It represents a bridge between traditional storytelling, wherein the audience has no direct input, and collaborative storytelling such as RP, in which the audience/players create all the content.

The work of creation is divided up as follows: the author creates the characters, the setting, and the background of the story. The audience is then invited to dictate the actions of the story's protagonist, either freely, or by choosing from a menu of decisions.

In a book or game, the only approach possible is that limited menu of decisions; however, live CYOA (or 'quest threads') allows the author to give the audience free reign, and to adapt the story to their listeners on the fly much as a roleplaying DM does.

Voting in Quest Threads is an ideal pursuit for those who want to be involved in a variety of stories, but may not have the time or energy to play as yet another character: it's singularly easy to drop in, cast your vote, and await the results.




Dice-Based RP & CYOA Thread - sir - 11-08-2014

<u style="font-weight:bold;]TOOTH AND CLAW[/u]


Swift Signals
It echoes out in a hundred systems, calibrated for a hundred species. In human colonies, the signal carries a subsonic background; like a heartbeat, racing onward to apoplexy. In Jobari space, it is a pirate broadcast prefaced with algorithmic pops and crackles, a steganographic call to war.

In every language, in every system, the message is the same.


Welcome to the race of a lifetime! Welcome to Tooth and Claw!


The Crimson Line
Tooth and Claw is, quite simply, one of the most popular entertainment ventures in TAF space.


The brainchild of August Reddin I-V, it consists of three phases, each broadcast from a different planetary system. Contestants are ferried between systems in the famed Reddin Enterprises Crimson Line, transports so luxurious as to be more floating palace than cargo hauler.


It’s best, if you’re lucky enough to be a contestant, to enjoy luxury while you can. Each phase of the race consists of a race- sometimes in vacuum, sometimes in atmosphere, sometimes on the ground. And each phase of the race also includes a combat trial, in any of a number of environments.


Each team consists of two participants: an AI-driven ship acting as its own pilot, and a biological mechanic who may also serve as navigator or weapons officer. The ship risks death by drive implosion, structural integrity failure, and core destruction. The mechanic risks death by vacuum, weapons fire, and radiation.


The winning team gains a massive purse in TAF credits and the right to resleeving in whatever form they choose, synthetic or biological. The losing teams gain nothing, and any who are destroyed or killed are resleeved or re-instantiated in generic bodies and hulls, product (and courtesy) of Reddin Enterprises. Without a thick bankroll, they are likely to stay there.


Speed and Stardom
August Reddin- at least, August I, August IV, and August III- preaches a doctrine of independence. Contestants are not allowed to be sponsored, nor can they be the sole product of a given corporation. They can, however, accept donations in good faith, and such donations are sorely needed for repairs, upgrades, and publicity (beyond that provided by the colorful commentary of Tooth and Claw itself).


In short, the race is as much popularity contest as it is navigational endeavor.


This facet of the competition has bred a pageant atmosphere, with every ship seeking to distinguish itself in the eyes of the public with over-the-top personalities, setting themselves up as underdog heroes, charming rogues, or thuggish villains (whom many will bankroll out of perversity). A racer who puts on an impeccable performance, but doesn’t bother playing to the crowd, can find final victory more distant than expected as resupply and repair proves impossible.

Brass Tacks

The rules of the yearly Tooth and Claw Triple Threat race are as follows.


Team Composition

Each team must consist of one biological crew member, and one sapient vessel with a crew complement of one. Vessels may be, at maximum, corvette class or equivalent in size. Biologicals must be singular entities or hive minds with less than 30 component entities.


Team Funds

Teams may not accept formal sponsorship, and may not be employees of a corporation.

Each team is issued a race account, to which fans and informal sponsors may donate. Tooth and Claw LLC will match 50% of all donations. All repair and resupply for the duration of the race is to be purchased using the funds in said donation account.


Selection

The Triple Threat race will accept, at most, 50 contestants. Previous winners have priority, followed by winners of recruiting events held by Reddin Enterprises.


Elimination

Contestants will be eliminated under the following circumstances:

• Mechanical failure resulting in zero mobility

• Mechanical failure resulting in death of guiding intelligence or crew

• Failure to finish in top 50% of contestants in first and second phases

• Noncompliance with race rules.


Race Structure and Victory Conditions

There are three phases overall, each taking place in a new stellar system.


Each phase has one combat section, and one speed-trial section. Order of sections is random.


Victory in combat sections will be determined by a panel of judges. Victory in speed-trial sections will be determined by course completion time. Relative scores in both sections will be averaged to determine final ranking for the phase.


The top three overall contestants will receive resleevings in synthetic or bioform bodies or hulls of their choice.
The overall winner receives an additional 5 million TAF credits.


Vessel Systems

Contestants may mount any form of propulsion, defensive, and communication systems desired. Weapon systems must be Class B or below. There are no further rules as regards vessel systems or configuration.








Dice-Based RP & CYOA Thread - Tindome - 11-08-2014

I've already told you about at least one CYOA I want you to do~


Dice-Based RP & CYOA Thread - sir - 11-08-2014

<quote source="/post/155/thread" timestamp="1415475058" author="@Tindome]I've already told you about at least one CYOA I want you to do~[/quote]I'm aware~
It's still cooking but it will be in the second post as soon as I feel confident about it/have enough content.

In the meantime I guess everybody can try and judge from the basic elements:
<ul type="disc]<li>Sentient Transforming Spaceships: kicking ass on the ground or among the stars</li><li>Combat Racing: pull ahead, or pull the trigger</li><li>Performance and Persona: face-heel turns alongside photon torpedoes</li><li>All or Nothing: the winner is set for life, the loser is set to die</li></ul>

Three word summary:
Interplanetary Transformer Deathrace


Dice-Based RP & CYOA Thread - megs - 11-08-2014

Sentient spaceship robots: my dream <3


Dice-Based RP & CYOA Thread - Tindome - 11-08-2014

Specifically the part I contributed was that this would be a CYOA with canonical consequences in Osiris and other subforums in that universe. So, like... depending on races and stuff, characters in other threads would be able to comment on "oh man did you see that race the other day, who are you rooting for" etc etc. Meow I think it would be really really cool and I want it so baaaad.


Dice-Based RP & CYOA Thread - megs - 11-08-2014

Rocket will be all: I spent twenty hours custom outfitting that ship and then the fucker went and LOST.

Just a bit of incentive.


Dice-Based RP & CYOA Thread - sir - 11-08-2014

Posted a few quick notes about the setting/proposed storyline in my reserved post, so people can make a slightly more informed decision regarding interest levels.


Dice-Based RP & CYOA Thread - Tindome - 11-08-2014

MAKE A THREAD I AM SO EXCITED BY THE PROSPECT OF THIS YOU HAVE NO IDEA

Kreska will be such a big fucking fan of this because she has a need for speed and also no one in their right mind will ever let her near a vehicle I WANT TO WRITE ABOUT KRESKA THE WWE/NASCAR FAN


Dice-Based RP & CYOA Thread - sir - 11-09-2014

I done did that thing what you wanted, as you know.
The temptation now is to try and run superhero and fantasy quests, too, which would result in sudden head explosion.