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dice:diverse_gameplay [2018/08/01 11:49] fiakaiera added interactions and conflict (incomplete) |
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- | ====== ๐ฒ Gameplay Guide ====== | ||
- | **Furrian Dice**, simplified as Fia โ Dice, is a simple free-formed tabletop roleplaying game based on [[: | ||
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- | Though there' | ||
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- | {{INLINETOC}} | ||
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- | ===== ๐ค Players ===== | ||
- | Players of Furrian Dice is divided into a **Field Master** and its **cast**. One cannot work without the other. | ||
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- | <fs 2em>๐ Field Master</ | ||
- | The **Field Master** ('' | ||
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- | The FM is the one who creates the adventures for the cast, they describe situations to let them decide what they will do, and the one who determines and narrates the outcome of their choices. They also dictate what is and is not allowed. | ||
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- | <fs 2em>๐ฅ Cast</ | ||
- | The **cast** are the group of players who will be the ones going through the FM's adventure laid out for them. | ||
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- | Each player that is not an FM creates and plays a character as part of the cast and teams up with other members of the cast (played by friends). As part of the cast, it is their role for their character to make choices for the story to go on. | ||
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- | </ | ||
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- | ===== ๐ Flow of Gameplay ===== | ||
- | **Everything is led by the FM** as they dictate through their story. As part of the cast, you are given a chance to interact with the story and try as much to play through or go wild it it, as long as you don't end up throwing everyone off. The purpose of the game is to have fun, afterall. | ||
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- | ==== Decisions ==== | ||
- | When the cast is given a chance to interact (or interrupt depending on the FM), they can do any of these: | ||
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- | <fs 2em>๐ค Do Something</ | ||
- | **As long as it's within your reach**, you can do an action related to the what is given. | ||
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- | **As long as you have the opportunity to do so**, you can use a skill related to what is given. | ||
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- | Details about it is explained in the [[# | ||
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- | </ | ||
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- | ==== Interactions and Conflicts ===== | ||
- | The cast may do whatever may want in the flow of the adventure, but at times the FM may prompt them with the following based on their decision: | ||
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- | <fs 2em>โ Interaction</ | ||
- | An **interaction** is when a cast member has to **roll a dice for a degree of success** as a result of their dictated action. This is usually done for actions that does not have to be resisted. | ||
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- | More is dictated in the [[# | ||
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- | A **conflict** is where a cast member has to **work their way to success through several rolls of the dice** in order to succeed in their dictated action. | ||
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- | This could be either **resisted or not**. More is explained in the [[# | ||
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- | Both of them are dictated by a degree of success, which is explained in the next section. | ||
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- | ===== ๐ฒ Success ===== | ||
- | **Degrees of Success** (or simply, **Success**) dictates how much you are successful when doing a task from rolling a six-sided dice (D6). | ||
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- | <fs 2em>๐ฒ Degrees of Success</ | ||
- | |< 100% 12% 11% 11% 11% 11% 11% 11% 11% 11%>| | ||
- | ^ Roll | <fs 2em>'' | ||
- | ^ Success? | <fc # | ||
- | ^ Degrees of Success | -2\\ <fc # | ||
- | </ | ||
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- | ==== Success or Failure? ==== | ||
- | What happens is dependent on the result of the dice: | ||
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- | **Failure** (Success 0) will result into their desired action not happening at all. | ||
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- | A **Critical Failure** (Success -1) is a failure <fc # | ||
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- | A **Lucky Failure** (Success -2 or less) is a failure <fc # | ||
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- | **Success** (Success 2) will result into their desired action happening as intended. | ||
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- | A **Critical Success** (Success 3) is a success <fc # | ||
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- | A **Lucky Success** (Success 4 or more) is a success <fc # | ||
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- | A **Partial Success** (Success 1) is a <fc # | ||
- | </ | ||
- | </ | ||
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- | ==== Other Factors ==== | ||
- | In addition to these degrees, there are other factors that contributes to their success: | ||
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- | **If you roll multiple dice**, that member of the cast can **pick which die** will be the result of their action. | ||
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- | **Example: | ||
- | * The cast member ends up with โโโ (2, 3 and 5) on their roll, they can pick โ (5) as their success. | ||
- | * Alternatively, | ||
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- | <fs 2em>๐ Ones and Sixes</ | ||
- | For **every 1s or 6s that the cast member did not pick**, their roll is: | ||
- | * ... **reduced by 1** for every โ (dice facing 1); and | ||
- | * ... **added by 1** for every โ (dice facing 6). | ||
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- | **Example: | ||
- | * The cast member ends up with โโ (1 and 5) and picks โ (5), they end up with the roll of โ (4). | ||
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- | <div clear></ | ||
- | </ | ||
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- | ===== โ Interactions ===== | ||
- | When a character is given a chance to do an interaction, | ||
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- | Usually, **when an interaction is not actively resisted**, (like scenery or environment interactions) you roll for a degree of success. | ||
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- | Not every situation follows the standard and sometimes interactions are done this way: | ||
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- | * โญ **Point Penalty** -- <fc # | ||
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- | * ๐ด **Dice Penalty** -- <fc # | ||
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- | * ๐ต **Easy Success** -- <fc # | ||
- | </ | ||
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- | ===== โ๏ธ Conflict ===== | ||
- | When the situation calls for it, the party will have no choice but to do conflict. There are three types of conflict that the FM can impose on the party. | ||
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- | After every conflict, experience is gained. How much is dictated in the [[# | ||
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- | <fs 2em>๐ One-sided Conflict</ | ||
- | **If the interaction requires more effort or successes than expected**, then it becomes a one-sided conflict. A one-sided conflict will always go through like this: | ||
- | * The opposing interaction will always start with 10 Action Points ('' | ||
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- | * Keep rolling for success | ||
- | * If the roll is <fc # | ||
- | * If the roll is a <fc # | ||
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- | * If the opposing interaction ends up with '' | ||
- | </ | ||
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- | <div> | ||
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- | Context Conflict happens **when something or someone is actively resisted**. This usually happens in conversations or conflicts happening in the world. Context conflicts always go like this: | ||
- | * Both sides will start with 10 Action Points ('' | ||
- | * The value used depends on the trait in context (for example: '' | ||
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- | * Both sides will have to roll for success AND damage for each turn | ||
- | * **Number of dice:** 1 + any skills used | ||
- | * **As success**< | ||
- | * <fc # | ||
- | * There will only be failures and successes | ||
- | * Partial Success counts as a success instead | ||
- | * Crtical and Lucky success or failures counts only as a success or failure | ||
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- | * **As damage**< | ||
- | * Both sides will have their trait value added to their damage | ||
- | * All values of the dice is considered | ||
- | * ('' | ||
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- | * The higher valued side will have the other side take damage on their AP | ||
- | * They will take damage depending on the value of the winning side | ||
- | * ...but is reduced by the value of the opposing side | ||
- | * ('' | ||
- | * Any negative value will be treated as 0 | ||
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- | * The conflict is won once their opponent reaches '' | ||
- | </ | ||
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- | FIXME | ||
- | </ | ||
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- | <div clear></ | ||
- | </ |