RTDs, in essence, are simple, random games. That simplicity is beautiful, yet we strive to improve on it. Add complexity, and use an unbalanced, mostly non-sensical ruleset to create a greater story. Complexity and plot are nice, but this game returns to the roots of the RTD: Random stuff will happen. It will not make sense. Players will die. Repeatedly. Cope.
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 character, that character makes a roll to avoid the threat.
Additionally, bonuses or penalties may take outcomes above or below what a die may roll. This will generally be a Bad Thing.
A nice thing about RTDs is that they may contain any number of players. Due to GM limitations, however, most games only contain 5-8 players at any one time.
I will be experimenting here. One thing limiting GMs is the status updates. Keeping things organized takes time and effort. By shifting this to the players and only posting results, I should be able to take more players at any one time.
All action posts MUST contain your character sheet, fully updated. Spoiler tags are preferred. (Any changes that need to take place will be bolded in the turn posts.)
All actions must be in bold.
Only actions may be in bold.
If multiple posts by the same person have a bold action, I'm using the first post. Edit actions in old posts, or live by them.
Sorry to be harsh, but following these simple steps will make it much easier, motivating me to update more frequently. I also wish to test this method for something more complicated I plan to GM some time down the line.
Many actions will great XP on a 3, 4, or 5. XP does not carry over between levels. Skill levels are as follows:
No skill - 0/4 XP.
Novice - 0/8 xp. Up to one -1 penalty nullified.
Apprentice - 0/12 xp. Up to 1 -1 penalty nullified. +1 to actions.
Competent - 0/16 xp. Up to 2 -1 penalties nullified. +1 to actions.
Skilled - 0/20 xp. Up to 3 -1 penalties nullified. +1 to actions.
Proficient - 0/24 xp. Up to 4 -1 penalties nullified. +1 to actions.
Expert - 0/28 xp. Up to 5 -1 penalties nullified. +1 to actions.
The pattern continues. This allows you to still fail, and doesn't give masters an overshot every time they use the skill. It also allows dying legendary people to (somehow) forge that death laser satellite.
Items of power may be found. Generally, each item will carry a +1 bonus. This stacks with the +1 bonus from an apprentice, but will not stack with other items - You may have a gun of +1 accuracy and goggles of +1 accuracy, but you'll only get +1 accuracy from items.
Magic is possible. Due to magic's unstable nature, magical actions will always have a -1 penalty. This is largely nullified by being an apprentice or higher, but it's still there, using one of the penalty nullifications from being skilled.
Name:
Gender: <Male or female only>
Life: 4/4
Skills:
Novice <PICK ONE. Mundane, no starting with magic.> (0/8)
Inventory:
Nothing.
Backstory:
It is March 17th, 2011. Scientists have discovered the impossible: A personification of Destiny. The human race is, apparently, destined to die out in ten years or so. Luck, not standing for this nonsense, has begun imbuing a select few people with the Esseence of Luck, which is apparently able to stop Destiny. Or something.
You failed to hear the rest, as the bartender switches the TV off, muttering something about drunken scientists. Suddenly, you feel enlightened. It's hard to describe, but the standard laws of physics no longer apply to you. Looking around the crowded bar, nine other patrons appear to also be immune to the laws of physics. Some glowing man hurries out of the bar, apparently having something more useful to do.
Waiting list:
NONE
Post actions as you sign-up. Please pay close attention to the bolded section under "Special Rules." Ten slots are available.