The rules of this RTD are a little different to what you may be used to. While most RTDs work off a graduating scale of success, with 1 representing total failure and 6 constituting a success of potentially dangerous magnitude, this one operates on extremes.
At the beginning of each round, you (the players) will collectively control a single character present in a random scenario. You will then be asked to dictate this character's actions, the success of which will be decided by a dice roll. Rolling any number between 2 and 6 guarantees some kind of success, or at least the avoidance of failure - you might just avoid getting killed, or you may win the day then and there. Rolling a 1, however, means immediate and spectacular death, which in turn means transitioning to a new scenario and the beginning of a new round. Feel free to take risks when dictating actions for me to narrate - as long as the dice doesn't come up with a 1, no horrible consequences will ensue. I'll try and include as many player suggestions as possible in every update, but contradictory suggestions will be included or excluded at my discretion.
Scenario I
Pvt. Jack Sandler, 67th Airborne Regiment
Somewhere above Amsterdam, the Netherlands
September, 1944
A thunderous crack jars you from your temporary stupor and you rapidly come to your senses. The sudden sound is joined by similar detonations in short order, and the air around you is soon a cacophony of both tame and ear-splitting explosions. Your seat rocks nauseatingly as your sizeable plane abruptly manoeuvres to one side, then the other in a hasty attempt to avoid getting torn from the clouds by the oncoming flak. A quick peek out of the dirty window between you and one of your squad-mates does nothing to assuage the knot in your stomach as you catch sight of a plane not unlike yours streaking towards the earth in a spectacular blaze. You unconsciously adjust the parachute pack strapped tightly across your torso - it's a small comfort, but comfort is scarce at 2,000ft above occupied Europe.
Your sergeant peers into the plane's cockpit and has a loud conversation with the co-pilot, which you don't catch a word of even though they're both shouting at the tops of their voices. Regardless, you know what's coming next. Ducking back into the cramped crew compartment, the sergeant slaps a nearby cowering private across the helmet and addresses the squad. "Alright, ladies!" he bellows over the crescendo of munitions choking the Dutch skies. "Green light in thirty seconds! You all know where to rendezvous! Kessler, you're up first!" As your superior rattles off the order in which you and your fellows will be making their exit, you note that you're up third - after Cpl. Olson and before Pvt. Diggins. Just as well, you tell yourself - you suspect that Diggins will lose his nerve and hold everyone else up. You're still trying to distract yourself by concentrating on these insignificant details as you unconsciously rise to your feet and grab the hanging handles above you.
The cargo bay door judders open and you're instantly blasted by the biting high-altitude winds, stealing your breath and dragging you out of your thoughts and back into the present. A distinct green light illuminates the helmet of the first jumper. Without hesitation, he throws himself bodily from the craft and immediately disappears from sight. With a barked order from the sergeant, Cpl. Olson stumbles forward and does the same. You can't help but imagine the two of them getting shredded by oncoming shrapnel as you force yourself forward, grasping the very same hand-holds that your two predecessors had tossed themselves from. You hear the order to jump. What do you do?