[size=150]Hello, and welcome to Roll to Dodge![/size]
Roll to Dodge is a free-form role-playing game (usually played over forum or IRC) designed to have simple enough rules that anyone can jump in and start playing immediately. (don’t think I came up with it. It’s so simple I would not be original even if I did create something like that myself). The rules go like this:
Each turn, a player submits an action and at the end of the turn, GM (me, that is) rolls some six-sided dice, one for each player to determine the result of each action.
There are six levels of success, depending on the number rolled, shown below: *(Each of the levels comes with an example result to making a 1955 Bavarian Racing Challenge submission)
*
1 - Critical Failure - The action is effectively not performed and instead backfires horribly (Example: As you finished the submission and decided to test it, Automation threw an error saying “WTF is this crap?!”, and then, your computer exploded
2 - Failure - The action is not performed, pretty much (Example: You came up with nothing. You could not get around the limitations)
3 - Partial success - The action is performed, but the results aren’t as good as the player wanted (Example: You did build a car for the contest. However, it took you 3 hours to do so, and the result is just average)
4 - Success - The action is performed adequately (Example: After 1 hour of tinkering around, you get a top 10 car)
5 - Epic Success - The action is performed very well, better expected (Example: It did not take you long to build a car. Moreover, no one seems to come close to your laptimes. You might even get the first place!
6 - Overshoot - The action is performed too well for your own good, and has unforeseen consequences. (Example: As you finished the submission, Windows threw a message saying “This…This is so epic! I…I gotta make this real life!”. The car started up and drove through the screen, right towards you.)
When you are attacked or overshoot (and sometimes, when you get a critical failure too) , you will have to Roll to Dodge the attack. This works exactly the same as the normal action, except it’s performed automatically, and the 6 counts as you counter-attacking the attacker.
You can do any action you wish (Go to some other place, try to find something, craft something from the items in your equipment, attack somebody, for an instance). Keep it kinda reasonable though. If you decide to do something gamebreaking (for an instance, become invulnerable to any attacks), I WILL nerf your action. Also, keep in mind that in most of the locations in the game, most of the location’s features are completely unknown (even by me) until the feature gets brought up (and possibly settled by the die roll). For an instance, if you are looking for a shelter in some outdoors location, and get a 4, it’ll turn out some hut or something like this was there all along.
Oh, and keep to one action per turn (I’ll be angry if you try to skew that one too much). Oh, and talking’s usually a free action.
Now, due to the nature of Roll to Dodge, I won’t be doing any special signups. You just can jump into the play. (with some nice arrival as the first action perhaps). Every player begins with 40 HP and some ordinary clothing…
The first roll will be after 4 players come in, or in roughly 24 hours from now, whichever comes later.
Ok, so here’s the zeroth description:
It’s sometime just before the midday. You wake up in some grassy meadow with no recollection of what happened to you, or how you got here. You spot a sole tree standing in the meadow. You also spot you have nothing in your pockets
The first players face the scenario above.