Sunday, June 25, 2023

Double Trouble: Fantasy Adventure (sample text #11)

A One-And-Many Game

In a manner common to most TRPGs, DT is a one-and-many game. The "one" is a sort of coach called the Game Manager. The "many" are a team called the Players.

The Game Manager (GM)

The GM starts the game and guides its pacing. They initiate the conversation by describing the setting and current events. Discussion then moves around the table.

The Players

Players take turns in order, adding to the conversation initiated by the GM. Each player explains their actions and reactions to settings and events, adding to the story.

Player Characters (PC)

Players control a single protagonist in the game called a Player Character.  The PC is the player's avatar, their conduit to the worlds and stories that evolve during play.

Non Player Characters (NPC)

In addition to describing settings and events, the GM speaks for all of the Non Player Characters and creatures that players meet in each scene during the game.



Scenes

The goal of DT is to create and enjoy a shared story. The story is made of scenes. Scenes are reactive locations meant to engage players and illicit responses from PCs.

On Your Turn? (Players)

Describe what your PC does or says based on the information you have. Feel free to ask questions, and if asked to make an Action Roll, grab your dice! (See page 1.)

"Action" As A Game Term

If a player describes something to affect the scene, this may be an action. An action is something that employs a skill to alter an aspect of a scene with uncertain results.

Hand Waving

Lots of actions have uncertain results. In most cases the GM will simply work with players to describe the most plausible outcome. However, dice are usually more fun.

When Should You Roll?

When troublesome failure seems as much fun to your story as triumphant success, let the dice decide. Roll only when success and failure can help equally to guide your story.

Before Rolling the Dice

Decide which core skill is most relevant to the action being attempted. Then discuss the effects that success and failure might have on the story. Now you're ready to roll!

Only Players Make Action Rolls

If the GM describes how a monster has attacked or how a ceiling has collapsed, it's up to the players to roll a Dodge Action to get their PCs out of harm's way!

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