• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Realistic or Modern Beyond the Pale: OOC Thread

Main
Here

Tlon

An illusion of the internet
The OOC thread for the Beyond the Pale rp! Post comments or questions here!
 
Hello! It's been so long since I do anything rp related.
I intend to ask some questions here before I post but I figured I could just ask in IC!
 
Hokay. So this first skill roll is a little contrived, but I wanted to get it out of the way so we can hammer out how this will go.

In dialogue I will give you options on different actions you can take, along with their difficulty. To attempt an action you must roll a 2d6 and it add to the relevant skill and then the underlying Attribute score. Success gains you 1 XP and more info; failure grants no XP and substantially less info. Depending on the action (up to our interpretation) you may lose Morale or Health if the action is especially absurd or ridiculous and something you really shouldn't have done given a rational brain (e.g., you attempted a Formidable Phsyical Instrument check with 1 Physique and fail - but you wouldn't lose anything if you succeed!).

You may also decide to take actions proactively, which is why I left the Other option. Just write something like "Attempt X with skill Y", I'll assign a difficulty, and then you roll. So you could do something like "Critique the aesthetics of the of the deceased's home with Conceptualization" and I will assign a difficulty. We can hash out what skill is relevant to what and what the outcome could be here! Like I mentioned before this is my first time with this system and I'm still trying to figure it through as well.

Skill difficulties look like this:
Trivial : 6-7
Easy : 8-9
Medium : 10-11
Challenging : 12
Formidable : 13
Legendary : 14
Heroic : 15
Godly : 16
Impossible : 18-20
 
You can attempt all the options if you like, but repeated failures may lead to loss of Health or Morale (depending on the checks). Dialogue is combat and you have to play it smart!
 
Hey, do clothes improve stats?
We should all have Halogen Watermarks, right? So we can get +1 to Esprit de Corps.
 
I’ve left out clothes making a difference since that would require a higher level of planning, creation, and management than I’m really ready to put in. Also, what with this being text, you don’t get to see the goofy clothes anyway.

Once we get going I will try to introduce the Thought Cabinet as a way to add “items” (which is what thoughts basically are) since the TC makes a lot more sense in a text format imo.
 
Dreamtique I would say that the first skill is Esprit de Corps not Suggestion, since you're asking about police business/relating with another cop. Unless you're going more for a charm thing than a gathering information thing. Lmk
 
Dreamtique I would say that the first skill is Esprit de Corps not Suggestion, since you're asking about police business/relating with another cop. Unless you're going more for a charm thing than a gathering information thing. Lmk
Okay! Let's go with that. I'll correct that right away.
 
Also: if you make a post just rping with the environment or Jerome (feel free to use him to play against, he's more a tool for a story than a characer) without an outright task I'll take that as a sign that you're ready to move on (e.g., the CBI exits the house).
 
Some questions about XP points.
1 XP is equivalent to 1 Attribute Point Gain and 8 XP equivalent to 1 Skill Point Gain right? I assume we can add them in straight away after we gained them?
 
For now let's do every successful active check is 1 xp, and every 5 xp is a new Skill Point. Skill Points can be used the moment you gain them.

I guess now I should explain the Thought Cabinet while we're at it. My current plan is that after every major "scenario", based on the story and the player's relative success in that scenario, certain Thoughts will be made available to the player for them to choose from.

In basic gaming terms a Thought is a temporary debuff that turns into a semi-permanent buff. Taking a Thought requires 1 Skill Point, so it's something you do in lieu of leveling up a Skill. Once you've taken a Thought you will suffer a debuff (it can be to Attributes or Skills or both) for some X amount of time. Once that X amount of time is over the Thought is "complete" and converts into a buff that lasts as long as you keep the Thought in your Thought Cabinet. Removing a Thought to replace with another costs 1 Skill Point. You can hold multiple Thoughts at once: buying an additional TC slot costs 1 Skill Point. It would then cost an additional Skill Point to put a Thought in that new slot.

Thoughts come in the following format. This Thought is called Mazovion Socio-Economics:

Requires 3h 10m research time
Research
  • -2 Visual Calculus: Looks like reaction...
Completion
  • -1 Authority: Downtrodden inva-communist
  • -1 Visual Calculus: Reaction, reaction everywhere!
  • Left-wing dialogue options give +4XP: Critical theory overdrive
It is one of my favorites not only for flavor but also because it illustrates that a Thought's buff can be something more abstract than just a stat change. I haven't decided on a format for how I'll write up buffs, but whatever it is will leave some space for the player to write their own stuff - like writing the flavor text on your own items.
 
Dreamtique Dreamtique
ENCYCLOPEDIA [Trivial: Success] No, you cannot increase your Attributes. Experience can only be used to gain skill points, which are used for skills. There are barely any ways to actually increase your attributes at all.

ELECTROCHEMISTRY [Trivial: Success] How about... drugs?

VOLITION [Challenging: Success] No. No no no no no. Absolutely not. Those things kill you.
 
Tlon Tlon Hey... how do these passive skill checks come up? Is it all you?

And for the active skill checks, if I obviously succeed, or obviously fail, do I need your input for what happens next?
Oh, and uhh, are you gonna put numbers on the skill checks instead of just their difficulty if they come up?
 
I'll be handling the passive skill checks. Obvious Succeeds/Fails add or deduct Morale/Health, you would still to be waiting on my input for whatever information you gain for the success.

I posted the difficulty to number relation up above. For when I provide options I'll always put the difficulty. For when a player wants to accomplish a task we can hash out what skill should apply or what the difficulty would be ooc. What exactly constitutes Medium vs Challenging vs Formidable is always going to be a little subjective, so moving forward we should try to come to agreement on difficulty before we throw the roll, apologies to Dreamtique
 
One more question about equipment - do characters generally carry all the usual tools of their trade with them, or are there restrictions? Just wondering if things like flashlights, pocket knives etc are readily available whenever we need them.
 
You can be said to have all the usual tools within reason. I'd rather not get into managing items, so I'm expecting players to sort of keep it on the level.
 
It's always good to start with impressive rolls... gotta get the 1's out there, first.

A short request for the coloration: Would you mind using something a little brighter than what you're using for the psyche-based skills right now (the violet/purple)? I'm using dark mode myself, and the contrast is no the best, at least for me personally.
 
Silanon - moving forward I think we want to wait till we decide on a difficulty first before rolling. Mostly because some may be hard and not ones you may want to make, given that you may lose Health or Morale for failures. That said, it's Visual Calculus Medium (since the area is well lit and clean but still requires some knowhow to figure out) and Enyclopedia Medium (since street preachers are common but actually knowing what they're talking about is something different). If you want to make these rolls anyway go ahead and reroll those rolls, otherwise you can look around and consider other options. Also, I'll try to use the lighter purple, so far I've been using the darker one. You can also just roll willy nilly too if you like and I can assign difficulty after, but this is a little more dangerous.

Agent - You don't need to but you can if you want
 
This'll take a while to get used to - might be the first time that I actually get to see the difficulty before rolling... I'll attempt both rolls, they should be visible in the initial post in a bit.
 
We could do it either way, depending on what everyone finds easier. It's been a little whie for me so if the custom is to roll first and ask questions later that works for me too.
 

Users who are viewing this thread

Back
Top