C] I think we should play a duo RPG in chat. We spend most of our time together in chat after all… and I think I’ve got a fun way to make that happen!
K) I’m intrigued… go on
C] Instead of a GM and Players, I am thinking about dividing game play roles into World Master and Party Master. The World Master controls the environment, the NPCs, the monsters, etc… much like a DM/GM does. But the Party Master controls all of the PCs in the party – even NPCs which tag along for a time with the party.
K) I’m with you
C] Outcomes of actions are entirely table-based. We will use only 1d6 to determine results of attempted actions. Tables will eventually be populated with good descriptions from play.
K) I may need to playtest this a bit to understand.
C] Sure… Your party, just two PCs currently, is walking down an overgrown forest trail when suddenly you hear a rustling nearby. Moments later you are surrounded by wolves… two in front of you and two behind you. What do you do?
K) Algor draws his sword and readies his shield for attack. “Ready yourself Denila!” he yells. Denila begins casting a spell. “Wolves don’t like fire I assume…” she says calmly
C] A wolf from behind snarls and leaps, making a bite attack against Algor.
C] That is the basic idea anyway. There are lots of gaps to be filled in as we play.
K) What is a Blunder Table?
C] It is like a Critical Fail. There will also be Dominance Tables for Critical Hits.
K) So how can I roll less than a 1 with a d6?
C] Modifiers. The wolf currently has a Defense of 0… but if it had a +1 Defense, your roll would suffer a -1. (1d6-1) So then if you rolled a 1 against a target with +1 Defense, then your result would be 0 – which would trigger the Blunder Table. It is simply another set of results (no modifiers apply on Blunder or Dominance tables). Roll low against the Blunder Table and you might drop your weapon, or expose a vunerability to the enemy, or trip and fall, etc.
K) Cool idea! So you end up writing out full tables every attack?
C] I anticipate a set of tables per weapon, per level, with generic descriptions which can be embellished during gameplay.
K) I see. And the World Master does all of the table work?
C] Yes, I expect so. Although there is room for both players to contribute to the tables. For example I thought maybe the Party Master would help design items and weapons
The Cutlass is one of the more well-known taverns and inns in the sword coast – at least if you have read any of the Drizz’t novels. Lore says it is a dangerous place set in a dangerous place. I want to make that obvious in this scene.
I’m thinking a minor skirmish with some town thugs just looking to mug Dawndra – or harass her for being strange looking… both probably. Nothing really dangerous – just an indication that violence is common in this area.
Luskan is apparently known to have some Drow population – maybe use a small street gang of drow punks for the first encounter.
Dawndra is not going to ever turn murder hobo… but she does not necessarily feel a lot of remorse or even concern when she has to kill something or someone. She is never going to be the agressor the victimizer… The truth as she sees it… if she hurts or kills someone trying to victimize her – they deserve whatever outcomes they get. They should know going up against someone of her size and stature will result in pain. She is not ever cruel, but brutal is in her blood. Try to play this out some.
The Cutlass in on Dragons Beach – a dock known for pirates and other lowlife. Dawndra is looking for Shent to hire him as her guide to the Frozenfar. Perhaps Shent lives in Dragons Beach on his own boat.
Dawndra, like Roonoo, has some history with ship wrecks. She was found on the shores of Norland Isle as a baby among the wreckage of an unknown ship.
She will also be sailing, next cycle, from Fireshear to the island of Ruathym – and surely that journey will have its trouble. I don’t yet know what will happen in cycle three for Dawndra – but she will have to sail again to get there. Maybe I should use some of the Saltmarsh adventures in cycle three… keep the sailing thing a thing for a while and maybe Dawndra picks up some skills (I’m going to have to learn a thing or two about sailing myself)
Or maybe it turns out that Dawndra hates sailing? Maybe she gets seasick easily. Lets find out…
Hey Dice – does Dawndra get seasick easily?
16 – Even – Yes
So then… next question… how to I handle seasickness with mechanics?
Folks in reddit suggest it is like the poisoned condition
It gives several possible conditions based on Con Save and based on weather conditions.
So how to increase the sense of danger in Dragon Beach?
The Knout
The Knout is a gang of human slavers – or really just merchants in the slave trade. They pay gold for slaves which they can then turn around and sell to other – mostly Drow from the Underdark – but they have had ties to the Twisted Rune and others. They hire low-life thugs to snatch people and bring them to a secret location – somewhere NW of Fireshear – where they could be sold to slavers.
Dawndra gets taken captive – or at least the kidnappers make the attempt. She, being unique as she is – tall, exotic, beautiful – is a prime target. Someone in the Cutlass recognizes her as a valuable capture right away.