Displaced Demonstration – Eiru, Pyracan – Friday, 6:00 PM

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  • #1464
    Razorback
    Participant

    Come one, come all! Have some mayhem planned on Eiru for 6 PM, Friday night, and everyone’s invited. It’s been a while since I’ve run an event of this nature, so I’m really excited about it, and hope to make it as fun for everyone concerned as possible.

    The event taking place on Eiru may (and probably will) include combat, so please be prepared for that (at least mentally). We will be testing out a new dice mechanic that may be taking on official status if it works out over events for the next few weeks. It’s pretty simple, and I’m including a copy of it here, but I’ll be walking everyone through it when we get rolling anyway. That said, if there are any mechanical questions, or questions about the scene itself while it is in progress, please send them via page. I am hoping to maximize the amount of story we cover and minimize the amount of time required to cover it.

    Attack Roll:
    +roll <skill> + <specialty> + <damage shift> vs <defender>’s <skill>+<specialty>+<damage shift>

    Damage Roll:
    +roll <success margin>+<weapon damage> vs <endurance>+<size modifer>+<armor>
    Result applied to future attack and defense rolls as damage shift.

    Results Guidlines
    When a certain level of damage shift has been achieved (agreed upon by the players before combat begins), the player who has done the most damage can compel a win result.
    Prior to reaching those damage shift thresholds, the losing player can concede a victory, allowing themself to be knocked out, or injured, to avoid getting closer to a less desirable consequence.

    The following is a suggested format that players can choose.

    Damage Shift Possible Outcome
    <3 Draw, no clear winner
    >3 but <10 Clear advantage but no clear winner
    >10 Significant Injury Possible
    >15 Incapacitating Injury Sustained
    >20 Death (With full consent and/or a ref present)
    Size Chart

    Tiny (-2)
    Nemoni

    Small (-1)
    Castori
    Gankri
    Kretonian
    Lotorian
    Lyiri
    Mekke
    Myini
    Nall
    Odarite
    Opodian
    Ritikk
    Tupai
    Ydhari
    Yoridini

    Medium (0)
    Centauran
    Grimlahd
    Human
    Kirviri
    Muscipulan
    Llivori
    Otherian
    Phyrrian
    Pyracani
    Shohobian
    Theorian
    Timonae
    Vollistan

    Large (+1)
    Aukami
    Demarian
    Falari
    G’ahnli
    Thul

    Huge (+2)
    B’hiri
    Hekayti
    Zangali

    Gargantuan (+3)
    Drrhaan

    #1489
    Razorback
    Participant

    So, while the recent event did suffer from a lack of attendance, mostly due to RL conflicts (which is to be expected), I’m going to go ahead and call it a win. It opened the door on a story arc that I want to try exploring further. My thanks to both Alhambra and Eunji for joining the event, and for being good sports about the whole thing.

    The combat portion of the event was resolved fairly quickly, I think, as NPC police came in to assist. The benefits of a small town with actively armed residents. As far as the testing of the combat ruleset, I’m pretty satisfied with what happened. The randomness of the dice system being what it is, players were sometimes frustrated when their low levels of success made it difficult to damage armored opponents. Being that only a few rounds were exchanged, and players were pretty consistent with the use of non-lethal force, I’m afraid that it is something to be expected. While there is certainly a place for non-lethal force, IRL, armored opponents are not very susceptible to tasers, billy clubs or fisticuffs. That said, I had the endurance levels of most of the tougher antagonists set at an average of 5, which is pretty high. I might consider lowering it in future events.

    Those who have feedback are more than welcome to reply.

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