Hello, most excellent baytwelvites -- I am here to present you with an RTD that will provide frequent shifts in atmosphere, flavor, and setting. Mechanics, too, shall shift, as genres change as leaves brown as autumn nears. As this is not Roll to Simile, however, I shall linger not and provide the rules for your gentlemanly perusal:
Every three turns, a player may opt to Genre Shift rather than take an action. They must specify a genre (any genre!) and then 2d6 are rolled. Depending on the result, the genre (and world/environment) will undergo a change. Truthfully, an alternative title may be "Roll to Shift Realities" -- your exploits in one 'genre' are temporarily put on pause until your return.
If a 2 is rolled, then HORROR is selected. Enemies will be nightmarish ghouls and ghosts, axe murderers and possessed children. Objectives will be based around escaping whichever hellhole the players find themselves in, or seeking out the truth behind the horrors that befall them.
If a 3 is rolled, then CRIME is selected. Rival gangsters and police officers will open fire. The objectives will vary -- bank robberies, art thefts, assassinations.
If a 4 is rolled, then SPY is selected. International espionage and corrupt politicians. Government planes, underground facilities, and more. Objectives might include assassinations, planting bugs, and kidnapping or interrogation.
If a 5 is rolled, then ACTION is selected. Enemies will be terrorists, environments will be building interiors, desert bases, etc. Objectives will be based around destruction (destroy this terrorist stronghold, this nuclear missile base, this nation's capitol)
If a 6, 7, or 8 is rolled, then the genre will be shifted to the player's choice. Objective, enemies, and environment will be thought up on the spot by myself.
If a 9 is rolled, then FANTASY is selected. Knights and wizards, mages and sorcerors, dragons and legendary swords and castles. Objectives might include raising armies or eliminating troublesome necromancers.
If a 10 is rolled, then SCI-FI is selected. Laser guns and spaceships, asteroids and aliens. Objectives might include repairing a ship, defending a planet, or leading an interstellar voyage across the galaxy.
If a 11 is rolled, then HISTORICAL is selected. I will randomly generate a number between -4000 and 2011. Whatever comes up is the year this 'genre' will be set in. Objectives will presumably be based around something interesting that happened that year, if anything. I'll change the year once the objective is completed.
If a 12 is rolled, then the genre shifts to GM'S VOLITION. This is not so much a genre as it is a very terrible situation to find oneself in. If I dislike your character expect horrifying, gruesome deaths aplenty. The environment or objective will not change, but I will adjust your rolls by either +1 or -1 depending on whether I fancy you or not.
Beyond this, typical RTD rules apply. 1d6 is rolled for actions, 1 being some sort of horrible failure and 6 being an overshot of immense proportions. Equipment or acquired skills may affect the roll, and overshots above 8 are potentially reality-breaking.
You and three others are part of a hyper-elite team dedicated toward upholding the multiverse's stability. Recruited from various timelines, you are the best of the best, war heroes, great leaders, or perhaps just men and women who caught the eye of this vast overarching organization. Whatever the case, you are outliers and you have forgone your mortal souls in favor of becoming achronous recruits, members of an organization whose origin is not yet clear. What is clear is that you have been assigned many tasks and your supervisor cryptically expects them all to be completed. Provided on your person is your PORTABLE-MULTIVERSAL-REALITY-SHIFT-INDUCICATOR, or PMRSI. Charged by the very essence of time itself, apparently.
As you all gather in the conference room, idly sitting around the space-oak table, a message arrives on your PMRSI. "TWELVE MERITS UNTIL NEXT PROMOTION."
Apparently 'merits' are what you earn for completing objectives.
You exchange discussion with your team members, eager to decide on a reality to enter. You all put forth one idea, and decide to roll a die to select whose to pursue...
Name:
Gender:
Biography:
Reason for recruitment:
Preferred Starting Genre:
Player list:
1. dermonster (Derm)
2. lawastooshort (GzkGzk)
3. Sinpwn (Sinclair)
4. MrBrown (James)Waiting list:
1. micelus (Sam)
2. EMPTY
3. UNFILLED
4. AVAILABLE
5. NO ONE HERE
6. UNCLAIMED
FREE ACTIONS AND BOLD ACTIONSFree actions, such as asking questions and picking up items, should be written in italics. These will be given results almost immediately. Meanwhile, actions which are bolded will be rolled for. Only one bold action can be taken per turn.
GAME MECHANICS UNLOCKED: 1/??Conversation (not counting negotiation or intimidation) is a free action. Thus you are free to ask NPCs as many questions as you want. These will be answered immediately. This is to prevent the game from being bogged down as you investigate whatever world you find yourself in.