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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Ragdollmaster wrote: >FULL RAMMAGE SPEED I lol'd. You're not ramming a damn battleship, you're going after a human  Unless he rolls a one and slams into a brick wall. All the excitement happens after I bit the dust... You could have at least mounted my corpse on the front of the car to add a extra layer of armour by using my own armour.
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Mon Oct 11, 2010 10:02 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Ragdollmaster wrote: >FULL RAMMAGE SPEED I lol'd. You're not ramming a damn battleship, you're going after a human  I sank your blurship. Wait, what?
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Mon Oct 11, 2010 10:03 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Hey blond, give Vlad a Cigar. He aint Russian if he does not have a cigar.
Or is that Cuban....
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Mon Oct 11, 2010 10:12 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
So I have full rest then? Very well! CONTROL THE PUNY MIND OF ONE OF THE MASSIVE ANIMALS AND MAKE IT KILL SOMETHING OTHER THAN ME!
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Mon Oct 11, 2010 10:20 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Bonus points if you ride a god damned giant boar.
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Mon Oct 11, 2010 10:47 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
FoiL wrote: Bonus points if you ride a god damned giant bear. He is Russian. Giant Bear. 
Last edited by caekdaemon on Mon Oct 11, 2010 10:58 pm, edited 1 time in total.
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Mon Oct 11, 2010 10:50 pm |
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HighEndNoob
Joined: Mon Feb 22, 2010 2:48 am Posts: 26
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Fire 3 bursts at the grendane person, and 3 bursts at the other person.
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Mon Oct 11, 2010 10:53 pm |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Looks like all the actions are in, but I can't roll for like 8 hours; I have TAFE. So there will be a roll waiting for you all tomorrow morning.
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Tue Oct 12, 2010 12:16 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Yoman987 wrote: It's funny, even I don't quite know how the story will end, exacrly. I kind of make stuff up as I go That's about how I do it too, except I've mostly gotten past the make stuff up portion. I'm into the realm of concrete story now.
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Tue Oct 12, 2010 1:01 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
If your story is way too scripted and narrow, then the players don't really get much choice in their actions, making the RTD boring. If your story is too improvised and broad, then the players don't ever really hit a climax or ending- it's just repetitive playing. The key is having a good balance between the two.
I typically plan out a story with a basic beginning, middle, and end (like we learned in elementary school, children), interspersed with various rising actions (such as major events, boss battles, etc), with multiple paths of gameplay that still end up in the same place. Eg, if I'm going to have a place in the story where there's a literal fork in the road, I need to know what I can have happen if the players go left or right, and I need to have a decent amount of planning ready for multiple rolls if they choose either path- say, at least two or three. From there on, it's a 33/33/33 relationship; 33% of what's going on is scripted, 33% is improvised by the players, 33% is bullshitted by me. The other 1% is donated to charity. If there's a major deviation from the main linear story, then I'll usually let the players enjoy their little tangent until A, too much time passes, or B, they decide to get back to the main story by themselves.
Yes, that is why I was hinting not-so-subtly for you guise to hurry up when you were stuck at the Compound for about 60 pages. Then again, fun stuff happened there (the mournful loss of a helicopter... oh, and I think a couple of soldiers, but who cares) so whatever.
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Tue Oct 12, 2010 1:16 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
I think mine is more of 50/25/25 50% Scripted 25% Players 25% Bullshitted Although, I've bullshitted and changed 50% of the scripted stuff, so...
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Tue Oct 12, 2010 1:21 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
So let's say, hypothetically, that for some strange reason you wanted me dead. There's not a thing in the world I could do to stop it? If it was part of the scripted?
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Tue Oct 12, 2010 1:36 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
^We don't predetermine the deaths of players- that defeats the whole purpose of rolling to avoid death.
Also, you could suicide in defiance.
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Tue Oct 12, 2010 1:45 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
I wouldn't put any specific player deaths as part of the scripted. But if it was, then yeah you'd be pretty ♥♥♥♥.
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Tue Oct 12, 2010 2:02 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: (srs) Roll To Dodge 2 - MULTIPLE HOSTILES
Alternatively, you can be predestined to have a higher rate of survival, but this can be nullified through stupidity. (Eg "Oh cool I'm a central plot character, may as well blindly charge at this battalion of soldiers") We can do rewrites if we need to  DMs CAN CHANGE HISTORY >:C
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Tue Oct 12, 2010 2:23 am |
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