Skip to main content

Posts

Showing posts from June, 2019

Troika Background - Frequent Flyer

I've had a few games of Troika and I've absolutely enjoyed weird space-fantasy because of it. BJ/Nosfecatu , our GM, added some Spelljammer ship rules here and there, but that funky space travel with a bunch of really specific people gave that Seinfield in space adventure-kinda vibe. I've liked it more than I expected, to the point I'm creating a game of my own. I'll update you guys on that another time. I've been seeing some people doing their own Troika backgrounds, and I wanted to give it a go. If you've read the Hitchhikers' Guide to the Galaxy trilogy, you'd probably be familiar with this thing. = = = Arthur Dent by Michele Rosenthal , used without permission Frequent Flyer   You've lost your home planet because it was demolished as part of a hyperspatial express route being built on your star system. No one really knew about your planet aside from it being mostly harmless. Now you're wandering the void for a ne

Factor-based Resolution Framework

I’ve made a resolution framework, not a system. It’s not a full system as I won’t prescribe any dice or mechanic, but it will discuss how to frame a player’s intended action and how a GM/Referee should handle it. I could discuss at length why I did this, but the gist of this is most games don't address how difficult or risky an action can be, often relying on the GM or referee. Now this is fine, since most GMs and players know how to discuss and resolve it, but often times they are coming from different perspectives, which creates inconsistency in how to adjust DCs or Target Numbers, or if the situation gives a bonus or advantage to the players' roll.  I can think of two games and one article who best handled and described their resolution framework. There is The Nightmare Underneath ’s training and tools requirement for skills, Blade inthe Dark’s conversational core system , and Chris McDowall’s Information-Choice-Impact Doctrine . I recommend reading at least Chris’ bl