
Bump Truck
Pator Tech School Minmatar Republic
14
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Posted - 2012.11.19 21:16:00 -
[1] - Quote
A friend a I play a super stripped down version of DnD which is pretty fun and easy to start.
1. Each player chooses an item and a skill, that's it. Make sure you pick good ones as you're not getting any more guaranteed.
2. The DM (Dungeon / Game Master), picks a setting and a first problem.
3. The player tries to do something. If it is a skill they know give them a modifier, then modify based on how hard the task is (getting dressed is easier than gunnery but you might trouser fail). Roll a D20, 1 Massive lol fail, 2-5 fail, 5-10 poor result, 10-15 Decent result, 16-19, Success, 20, Moment of tremendous glory. (You can find D20 simulators online / smartphone)
4. If the player succeeded they now have gained a little skill in that area. If they fail a skill check twice they can NEVER learn that area. (Try and fix a warp drive twice and fail you can never learn warp core engineering, so it's good to get training before attempting a really hard skill).
5. The environment responds, roll a D20, again, low means bad for the player, high means good for the player.
Repeat steps 3 - 5 until you are so high and tired you have to sleep.
The main skill of DM'ing is giving someone a new problem before they have solved the one they are working on, don't frustrate them at every turn but don't let them succeed to much, try and get them turned around and nested in a lot of layers.
That's the whole rules, super easy.
Example.
Player 1 chooses Engineering and an Omni Tool, Player 2 chooses Gunnery and a Plasma Rifle. (Item + Skill) DM: You are on a ship in the sleeping quarters, suddenly you awake as the ship is rocked by an explosion. (Setting + Problem) Player 1. Is there anyone else with us? Rolls, 3. DM. Yes, you have a sentient virus living in your leg. Player 1. Lame. Player 2. I want to find a communicator to talk to the bridge. Rolls, 16. (For a successful search Player 2 gains a little search skill, a few more successes means a +1 to searches in the future.) DM. You search the walls and find the intercom and press the buzzer. The captain is shouting at the other end, "Kite the pirates, MWD to full power". DM. Rolls 7. Your ship is rocked by another explosion, you here the damage control officer shout "captain, shields at 60%". Player 1. Ok, I want to go through the door and get to the bridge. Rolls 8. DM. You open the door and are met by a small fire (another problem to solve before they can work on the pirates). What do you want to do. Player 1. Jump over it! Rolls ... etc, etc etc
It's quite easy to be the DM, just give people a problem and let them use their intelligence to solve it. Don't give them stuff they have to do, let them follow the paths they are interested in. The characters will get better at stuff they do a lot and therefore do more of it, naturally developing the character and getting rid of the need for character creation.
If you really want to go full on you can prepare in advance. However just creating evil empires and pirate factions and trade disputes, big problems, is the easiest way to make it immersive. It takes the characters a long time to build up the resources to confront these problems.
We could even play in this thread if you guys are up for it, don't know if that's allowed. If it is pick a skill and an item. |