You awaken in a large, metal pyramid of some sort. In the middle of the pyramid is a red rug. On 3 of the walls are a series of pedstals labled I, II, III, IV, V, VI, VII, VIII, IX and X. One the wall behind you is a glowing, blue screen suspended in mid air. In front of it are 10 buttons with the roman numerals on them. In the middle of the screen is a button labeled "Help"
You are all currently in underwear specific to your gender.
All you can remember is your age, appearance and that you heard a voice say "Find the keys and your freedom is assured. Good luck."
Give me a action and a gender.
Taking ten players, let's rock.
Rules:
quote=RTD Standard 1.0 ruleset] The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player, that player may make a roll to avoid the threat.[/quote]
For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:
* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free
For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.
Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
Additional Game Rules:
Permadeath is in effect. This means no "ghost" characters, but the player can still get raised and isn't kicked out at once. On a bright side, if you didn't get in the first player roster, you can take a slot once someone dies permanently.
((Crudely copy and pasted from the rules of Multiworld Madness, the inspiration for this RTD.
Read it here:
http://www.bay12forums.com/smf/index.php?topic=24188.0 ))
Playerlist:
GreatWyrmGold
Wwolin
stefmore90
Nirur Torir
DarkArtemisFowl
Persus13
IronyOwl
scapheap
Antur
TCM
Waitlist:
WhitiusOpus