A cool dice mechanic that seems like it would make the transition between GM and player more natural and fluid. Brought to you by the author of Otherkind and Apocalypse World, and expanding on the dice concepts from the former.
http://www.lumpley.com/archive/148.html
http://www.lumpley.com/archive/148.html
Besides G/E, Psi*Run uses an Otherkind dice mechanic. Love it for the interesting situations that it puts the player in.
ReplyDeleteI love Otherkin dice! I love how it has the "push the story forward" built right in. I less love having to think up so many dangers right before rolling, haha. But nothing a pre-fab dangers chart can't fix.
ReplyDeleteTrue, true. Psi*Run's tight premise really helps with that. There are always chasers and getting caught is bad news.
ReplyDeleteI've read a play-through of Psi*Run and thought it looked very dramatic, but I've never tried it myself. Just too far from my usual gaming group's play-style, sadly!
ReplyDeleteFrom other anyway posts I've read, danger negotiation is very smooth with multiple players. What I've usually done is kind of taking a page from Ghost/Echo, with its clearly defined dangers, and making a general chart that's a little broader, basically prompts. The random rolls are very satisfying to incorporate.
I also quite like "purchasing" results after the roll. Makes it feel like a choice in exactly the way that "roll a d20, add modifiers, compare to target dc" doesn't. There's nothing like having three important things to purchase and only one success to spend! Just very exhilarating.
Ghost/Echo was made by John Harper, not Vincent Baker directly IIRC.
ReplyDeleteThe name of Vincent's game was Otherkind.
Wow, is that really 12 years old? I feel old...
ReplyDelete