So, many years ago, on another forum, I was introduced to a rather unique form of roleplaying, and I've decided to bring it here. So, the gist of it is everything that happens is based on luck. How, you ask? Quite simply, I role a die to determine what happens. However, it is a bit more complicated than that. The RP will be turn-based and separated into rounds. In each round, the players perform one action and one action only. Once all the players have posted, I role the die and see whether or not those actions were successful and, if so, how successful. Then, the next round begins, and everyone makes another post. Unlike some other more serious RPs, this one has no real plot nor character development. It's just all about random fun and insanity.
Specifics about the dice mechanic:
In each person's post, they say what action they are attempting to perform. I will then roll a six-sided die; the higher the result, the more successful the action. The actions will happen in the order of the posts, with the NPC(s) taking their turn(s) after all the players. So, if you want your action to happen first, then be the first to post each round.
The possible results are as follows:
1: Epic Failure. You failed so hard that you must be some sort of flipper-handed freak incapable of performing even the simplest of tasks. It's a wonder that you haven't accidentally killed yourself yet. (Your failure is so spectacular that you likely injure yourself in some way and/or suffer a penalty.)
2: Failure. Plain and simple, you tired, and you failed. You were completely and totally unproductive this round, and I hope you're ashamed of your uselessness. (You fail and do nothing.)
3: Successful, but only barely. You the one who slacked in school, aren't you? Getting by with only the bare minimum? Well, it's come back to bite you in the ass as everything you do doesn't quite work the way you wanted. (You succeed, but your action isn't quite as effective as you would have hoped.)
4: Successful. Congratulations. You set out to do something and did it. You are competent enough to do something without immediately failing at it. Good job on being average. (You do exactly what you set out to do, no more, no less.)
5: Hugely Successful. Wow, now that's impressive! You are simply amazing! You not only succeeded, but did better than you could have ever hoped. That takes skill. (You are so successful that your action is far more effective than intended and/or you receive a bonus.)
6: Godly Success. You must be some sort of deity because I could swear that wasn't even physically possible! I don't know how you did it, but you somehow managed to be so successful that you broke physics. Kudos. (You are dangerously successful, literally. It's quite possible that your action is so successful as to have unintended consequences.)
To help illustrate the above, I'll give an example. Player 1 wants to throw a fireball at a nearby goblin. The possible results could be:
1: The spell explodes in Player 1's hand burning him and setting his clothes on fire.
2: The spell fizzles and does nothing.
3: Player 1 successfully casts the fireball, but all it does is singe the goblin's eyebrows and make him feel somewhat uncomfortable.
4: Player 1 throws the fireball as intended, and the goblin catches on fire.
5: The fireball is far stronger than normal andNo, you haven't posted. Though,, upon hitting the goblin, immediately causes him to explodes into tiny chunks.
6: The fireball is so unbelievably powerful that it causes a wave of destruction, hitting everyone and everything in the room.
The last thing to discuss is bonuses/penalties. These, quite simply, affect die rolls by adding a +/- number to a specific type of roll. So, for instance, someone finds a really nice sword and gains a +1 bonus on attack rolls with that sword, or someone has their hand injured and, from that point on, suffers a -1 penalty on all rolls on actions involving that hand. Also, some actions that are just inherently harder to perform will have automatic penalties whenever you try them. For example, if you try and jump a two-foot gap, you will have a normal roll, but if you try and jump a five-foot gap, something much harder, then you'll have a -1 penalty on the roll. If you try to go even further and jump a seven-foot gap, then you'll have a -2, and so on.
As for characters, there really are none. You, effectively, play yourself. If you want to pretend that you're someone else, then go ahead, but it's not really going to change anything in the game. However, each person is allowed one attribute that will apply permanent bonuses and possibly penalties on rolls. For example, choosing a non-human race or some level of special training. As expected, these attributes will be subject to die rolls which I will perform in the OP of the IC when it goes up.
If anyone has any questions about how this all works, then feel free to ask.
Also, due to the fact that I need everyone to post regularly for this to advance, if you don't make a post within 16 hours of my last post, I'll proceed without you, and your action will be to stand around picking your nose, or something to that effect. If you miss three updates in a row, your character will be killed off in some humorously embarrassing way. If you are expecting to be gone for an extended period of time, then inform me beforehand, and I'll take control of your character until you return, performing actions that I consider to make the most sense given the situation.
Character Name:
Chosen Attribute:
Intended Effect of Said Attribute:
Secondary Attribute:
Intended Effect of Said Attribute:
Chosen Weapon:
Chosen Armor:
The Current Map.
The Librarian's Map.
Felix's Map.
The Demon's Map.