Editing Samsara:Checks

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But don’t restrict yourself to wild coincidences (although they are the easiest to come up with).  The Goon concept can be very useful here: while fighting his arch-nemesis and his underlings, the Great Swordsman is attempting to kill the Big Bad.  When he rolls low and delivers checks to himself, maybe the villain’s goons swarmed in on him and it takes his several seconds to kill them, thus hindering his goal.  Yes, he kills a bunch of guys on a bad roll.  He is a bad-ass; let the game represent him as a bad-ass.  Nothing makes a weaker story than having a character who is supposed to be cool roll badly and trip over himself as he walks across the floor.  What contests and checks mean has to be kept firmly in mind and ideas about “to hit rolls” and “damage” tossed out the window while you are playing with SAMSARA.
 
But don’t restrict yourself to wild coincidences (although they are the easiest to come up with).  The Goon concept can be very useful here: while fighting his arch-nemesis and his underlings, the Great Swordsman is attempting to kill the Big Bad.  When he rolls low and delivers checks to himself, maybe the villain’s goons swarmed in on him and it takes his several seconds to kill them, thus hindering his goal.  Yes, he kills a bunch of guys on a bad roll.  He is a bad-ass; let the game represent him as a bad-ass.  Nothing makes a weaker story than having a character who is supposed to be cool roll badly and trip over himself as he walks across the floor.  What contests and checks mean has to be kept firmly in mind and ideas about “to hit rolls” and “damage” tossed out the window while you are playing with SAMSARA.
  
===Variation: Who Interprets the Roll?===
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===Variation: Who Interpret the Roll?===
 
Rather than always having the GM interpret every roll, this function might be opened up to the players.  One way to do this is to let the player narrate the results of a successful roll and the GM interpret the receiving of checks.  The player then gets to describe how cool he is when he comes out on top.
 
Rather than always having the GM interpret every roll, this function might be opened up to the players.  One way to do this is to let the player narrate the results of a successful roll and the GM interpret the receiving of checks.  The player then gets to describe how cool he is when he comes out on top.
  
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===Variation: Checks as Hit Points or Wound Levels===
 
===Variation: Checks as Hit Points or Wound Levels===
To mitigate the “Death Spiral”[http://random.average-bear.com/TheoryTopics/DeathSpiral] effect of receiving checks, the game could played with the checks functioning more as counters (like the archetypal “hit points”), than as active, negative modifiers.  In the basic form of this variation, characters receiving checks mark them as usual, but the checks do not apply as modifiers to their subsequent actions in the contest.  The checked actor continues to function at full effectiveness throughout the contest.  The contest still ends when the total checks received provide a net -6 to his contest rolls.  So an actor functions at full effectiveness in the contest until he loses.  This can be a bit more over-the-top than the default rule.
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To mitigate the “Death Spiral” effect as receiving checks, the game could played with the checks functioning more as counters (like the archetypal “hit points”), than as active, negative modifiers.  In the basic from of this variation, characters receiving checks mark them as usual, but the checks do not apply as modifiers to their subsequent actions in the contest.  The checked actor continues to function at full effectiveness throughout the contest.  The contest still ends when the total checks received provide a net -6 to his contest rolls.  So an actor functions at full effectiveness in the contest until he loses.  This can be a bit more over-the-top than the default rule.
  
 
Another way to implement this would be to regard the checks as counters along a wound level chart, which can be as simple or complex as preferred.  As above, checks do not act as active, negative modifiers, but as counters.  For example, one could make the rule that for every 3 checks received in the contest, the character does make subsequent rolls in the contest at a cumulative -1.  This means that actors will function slightly less well as they begin losing the contest, though not nearly so badly as in the default rules.  Characters with a higher initial modifier will have farther to fall than those with low beginning modifiers; an average actor will take 3 checks and perform at -1, and then be out of the contest at -6.
 
Another way to implement this would be to regard the checks as counters along a wound level chart, which can be as simple or complex as preferred.  As above, checks do not act as active, negative modifiers, but as counters.  For example, one could make the rule that for every 3 checks received in the contest, the character does make subsequent rolls in the contest at a cumulative -1.  This means that actors will function slightly less well as they begin losing the contest, though not nearly so badly as in the default rules.  Characters with a higher initial modifier will have farther to fall than those with low beginning modifiers; an average actor will take 3 checks and perform at -1, and then be out of the contest at -6.
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How do you recover?  Severe checks will naturally heal at a rate of 1 per game day.  If you want.  Or 2 if your characters are more heroic.  Or every other day if you playing are playing up the struggle to survive.  But you could have guessed that sort of answer by now.
 
How do you recover?  Severe checks will naturally heal at a rate of 1 per game day.  If you want.  Or 2 if your characters are more heroic.  Or every other day if you playing are playing up the struggle to survive.  But you could have guessed that sort of answer by now.
 
 
Contents
 
 
[[Samsara:Main Page|Main Page]]
 
  
 
1.[[Samsara:Fundamentals|Fundamentals]]
 
1.[[Samsara:Fundamentals|Fundamentals]]
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9.[[Samsara:Samsara points|Samsara Points]]
 
9.[[Samsara:Samsara points|Samsara Points]]
  
10.[[Samsara:Long term play|Long Term Play]]
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10.[[Samsara:Ultramundane abilities|Appendix A--Ultramundane Abilities]]
 
 
11.[[Samsara:Examples of play|Examples of Play]]
 
 
 
12.[[Samsara:Ultramundane abilities|Appendix A - Ultramundane Abilities]]
 
 
 
13.[[Samsara:Settings|Appendix B – Settings]]
 

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