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An alternate-galaxy RPG adventure inspired by Star Wars
 
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 Gameplay Basics

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Join date : 2019-08-04

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PostSubject: Gameplay Basics   Gameplay Basics I_icon_minitimeSun Aug 04, 2019 11:35 pm

Posting:

To have a character act, a narrative post must be made describing the actions of your character.  While there are no specific length requirements/limits for posts, keep in mind that a post should be descriptive enough so that other players and the GM can react unambiguously, though without so much put in that it disrupts the turn-based pacing of the RPG.  A solid paragraph is perhaps a good middle-ground for what is generally expected.

A topic typically reflects a specific, singular location at a specific time.  Therefore, a character can only exist in one topic at a time.  For actions or events that affect multiple topics, ask your GM how they will be handling that scenario.  You are also free to play in as many flashback topics as you wish.  However, these topics are strictly for roleplaying purposes and will not contribute to Character Sheet related advancements (Skills, training, etc).  No GM is required to play a part in these topics, although one can intervene on request for fun or of their own volition to maintain their vision of their setting.  A GM may consider flashback topics (and backgrounds) when making developmental decisions like Dark Side atonement or granting special exceptions.

Communication is key.  A posting order is not required out of combat, though you should try to communicate with fellow players to confirm they won’t be contributing before you post again without them.  Try not to take too much creative liberty about the setting or the plot without consulting your GM.  You should never post twice before a GM posts once without their okay to proceed.  Discord is free.


Rolling:

Most rolls will be prompted or asked for by the GM.  If you feel it’s fairly obvious what you’re supposed to roll when taking an action, by all means, go ahead and roll; the GM can always make clarifications where necessary afterwards.  Try to make it explicitly clear when using a Character Point, Force Point, or any other numeric anomaly, and be sure to update your Character Sheet within a reasonable timeframe with those updates.

Be sure to sufficiently describe what your intentions are to the GM when making a roll or risk having to redo the roll.  If it is preferred to roll privately for whatever reason, your GM can work that out with you.  All dice will need to be rolled electronically in a way that is recordable by your GM first-hand without potential tampering or deception from players afterwards; the site’s dice function will chiefly serve this purpose.

Actions that depend on the success of a roll should be written as tentative, future-dependent actions (Leia attempted to shoot the Stormtrooper; B3 tried to hack the terminal).  You can follow up afterwards with affirmative narration (Leia headshot that boi; B3 sux and couldn’t do it; please don’t write like that).


Combat:

With the exception of surprise attacks or ambushes, combat always starts with initiative rolls.  Unlike the core rules, each individual player will roll for their turn order, not one for their entire group.  It is up to the GM’s discretion to assign difficulty numbers, whether NPCs use Reaction Skills, and other roll requirements.  Because of the lack of map/tokens connected to the forum, try to be as clear as you can when designating a target and what your intentions are with your roll.

GMs prepare encounters for full groups of players; going off solo will get you killed.  In the event RNG causes an illogical or uncharacteristic death of a character, a GM may choose to lessen what would have been a fatal blow.  Likewise, if a character is mortally wounded in a manner that seems untimely, GMs have the option of instilling permanent damage with permanent disadvantages in lieu of death (you can get your arm and leg chopped off and burn to a crisp and lay next to lava for upwards an hour and not die, but you have to live in an uncomfortable, physically restrictive suit for the rest of your life).   These situations will be rare.

You are allowed (and encouraged) to embellish descriptions of your attacks.  Just because you’re doing a basic swing of your vibroblade doesn’t mean you can’t twirl it in your hand before slashing it harshly upwards to de-gut the baddies!  In fact, one of the major differences from combat by-the-book is that Deep Space might have you encounter situations where what’s narrated can affect how plausible and, therefore, how valid an action in combat is.  GMs will have the final word for those; strategic narration isn’t meant to save you from getting diced on, though.
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