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Vague ideas

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Goal of the game: Be able to have characters that gain flaws through a system and be rewarded for taking those flaws while allowing you to resolve those flaws while still keeping their impact. Characters also have an Archetype that defines their role in the story and rewards players for staying in that Archetype.
Stats are physical, mental, and social skills.
Roll d6s based on skill level and use 5-6s to determine success, and using 3-4s at the cost of temporary downsides for the amount of dice converted. Temporary downsides could be called Conflicts. More dice paid could mean Conflicts start out at single-episode issues, to arc resolved problems, to retroactive fatal flaws.
Destiny Dice helps with class abilities but can also be added to rolls, and the amount is based on level.
Archetypes: Antagonist (benefits from Conflicts), Emotional (turns failures into partial successes that can be traded for Conflicts and success), Leader (give allies benefits like resolving Conflicts and buffing rolls), Intelligent (prepare dice rolls at start of challenge and swap out parts of anyone’s, including oneself’s, rolls with them),
Archetypes can be mixed, matched, and combined similarly to DND 5e multiclassing. Archetypes can also be changed when characters change roles in the story.
GM is called the Host and can directly communicate with the players through the Host Character.
Support for Co-Hosting.
Rules simulating viewer voting that penalize holding onto Conflicts for too long, Antagonists should have some options for subverting this.

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