Roll to Escape is a minimalist RtD where the goal of the players is to escape from the many locations that they find themselves in.
Rolls
Being massively unprepared for something is an autofailure of proportional intensity - impossible difficulty. Being unprepared for something gives you a -1 - hard difficulty. Being somewhat prepared for something gives you a +0 - medium difficulty. Being especially prepared for something gives you a +1 - easy difficulty. Being massively prepared for something is an autosuccess of proportional intensity - trivial difficulty.
0: You failed catastrophically at your goal. Your mechanized grappling hook bounced off the top of the fence and hit you, making a loud sound which alerted the night watchman. Fail to overcome an obstacle, and create a new one or make an existing one worse.
1: You failed badly in a critical part of your goal. Your mechanized grappling hook gripped onto the top of the fence, but the motor failed and broke the rope, rendering the grappling hook useless. Fail to overcome an obstacle, and lose your preparation.
2: You failed to achieve your goal. Your mechanized grappling hook bounced off the fence and fell to the ground. Fail to overcome an obstacle.
3: You partially succeeded at your goal. Your mechanized grappling hook gripped onto the top of the fence, but the motor failed so you’ll have to climb up yourself. Partially overcome part of an obstacle.
4: You succeeded at your goal. Your mechanized grappling hook gripped onto the top of the fence, and pulled you up to the top of the fence. Overcome part of an obstacle.
5: You succeeded well in a critical part of your goal. Your mechanized grappling hook gripped onto the top of the fence, pulled you up to the top of the fence, and silently lowered you down to the other side after you hastily tinkered with it a bit. Overcome an obstacle.
6: You overshoot your goal. Your mechanized grappling hook gripped onto the top of the fence, and pulled you up so hard that you were launched all the way over the fence, landing a few feet away from the night watchman. Overcome an obstacle, but gain a disadvantage to overcoming the next.
7: You overshot overshooting. Your mechanized grappling hook gripped onto the top of the fence, and pulled you up so hard that you were launched all the way over the fence, landing behind a bush where the night watchman couldn’t see you, resulting in him not noticing anything. Overcome an obstacle, and gain an advantage to overcoming the next.
Characters, Actions
Roll to Escape is minimalist, so there’s a pretty wide range of allowed actions.
Your character, however, has to be human, at least when they start.
Also, expect acquiring magic or superpowers to take a lot of rolls.
Not that doing the above is a bad idea. It’ll probably be easier in the long run than having to prepare something for each obstacle.
If you want, you can do conditional actions. They can be conditional on the success of other player’s actions (ex: “Only launch my mechanized grappling hook if the night watchman is distracted by an animal noise, otherwise build a backup”), or on the difficulty of the action (ex: “Only build a mechanized grappling hook if it’s medium-difficulty or easier, otherwise practice building mechanical stuff”).
But if you do, be sure to say what you’ll do if the condition is false.
Not all actions require preparation.
Affecting Other Players
You can assist other players with their actions. You can do so directly (ex: by helping them aim their mechanical grappling hook), or indirectly (ex: by distracting the night watchman with an animal noise).
You can, in theory, do PvP (ex: by shooting someone with your mechanical grappling hook), but there’s not much point to striking first. It only slows you, and others, down.
Locations, Obstacles, Rounds, Chapters
Each location has a certain number of obstacles.
For a player to escape the location, they must overcome or bypass all of the obstacles.
Once they have escaped, they may still take actions, but they do not get a head start on the next location.
A round consists of one location, and ends when all players either have escaped, are dead, or have forfeited.
A chapter is a group of rounds. If all players are dead or have forfeited, the chapter resets to the beginning.
Player Cap, Waitlist
The player cap is 6.
When you die, or if the player cap is reached, you may choose to enter the waitlist.
When a chapter begins, players are taken from the waitlist to fill the player cap. Surviving players stay.
Players (6/6):
-- TricMagic
-- TamerVirus
-- Questorhank
-- Shadowclaw777
-- Coolrune206
-- MonkeyMarkMario
Waitlist (4):
- Naturegirl1999
- King Zultan
- Kakaluncha
- The Canadian kitten
Chapter 1, Attempt 1, Round 1: Picnic TableYou are sitting at a picnic table. Normally this wouldn’t be too strange, but there are several baffling facts.
A: It is nighttime. Are there ever picnics at night?
B: Do you even know each other? Who are these people?
C: Who is that old man with an insane grin sitting at the head of the table in a rocking chair?
Noticing your confusion, the old man speaks.
“Well hello there! I am The Insane Old Man! But you know who I am! But I’ll tell you anyways!
As The Insane Old Man, I store all the insanity of the world and keep it from going insane!”
He spreads his arms dramatically.
“But it’s a two-way street!
…actually, don’t a right turn and a left turn make even half a street a three-way street?
So don’t that mean that a two-way street is limited somehow?”
He places a hand to his chin, thinking.
“Wait, where was I?
Oh yeah! It’s a two-way street. The crazier the world gets, the less crazy I get!”
He spreads his arms dramatically. Again.
“…wasn’t there something else… oh yeah, the picnic!
A shame that this is the only time we could all meet here, but what can ya do?
Dig in!”
Location: A picnic table.
Obstacles: None. The insane old man is not an obstacle.
Notes:
The insane old man is sitting in a rocking chair.
There is nothing on the picnic table.
Players:
None yet.
…yeah, you know what? We can just move on to round 2.
Chapter 1, Attempt 1, Round 2: Cheerful CaretakerA woman rushes out of the darkness. “Grandpa, you know you’re not supposed to leave the house alone! You work the night shift, but you’re with Dad then!”
Then, she sees you. She blinks in surprise…
and begins making conversation, talking at a rapid-fire pace!You have better things to do than engage in small talk… but you have a social obligation to be polite!
Location: A picnic table.
Obstacles: Social obligation to make conversation
Notes:
The insane old man is sitting in a rocking chair.
There is nothing on the picnic table.
Players:
None yet.