Drgwen says:
Yes, this was interesting, but not very pbp friendly. ...
Agreed. Learning a new system at the same time does not help either. I really like
Otherkind Dice, but there is a reason I have never brought it to PbP, I should have thought it through more.
With a little bit more structure and discipline, and with familiarity with the way it functions, I still think it could work out, especially in a game where we don't roll often (I say that, by 'seldom roll games' suffer the problem of everyone having forgotten how the rolls work each time we need them:).
htech says:
... I would also like to try a different resolution mechanism next time ...
Cool. Feel free to make suggestions as to what looks fun.
htech says:
... next time we have something this big. ...
The size of the resolution mechanic can scale to the scope of the action. Simple things —when they even need a roll— can have simple rolls. This one was dealing with a lot of things at once.
htech says:
... This one looked like too big a bite to chew. ...
Yeah, possibly. Especially out of the blue like this.
htech says:
... I agree this should be 5 parts resolution ...
5 is a good number, I seem to recall that the original
Otherkind RPG used 4, and
PSI*RUN says 'at least 4, at most 6'. That just happened to be the number I ended up with here.
htech says:
... put some fiction in between the dice rolls ...
Yeah. I take the blame for that. The way I structured it was a little divorced from the fiction, and lacked explanation.
We could have rolled for each part separately, but that takes away the 'roll and
choose' aspect where you can decide which outcomes to assign to which parts. Getting the doors open and not raising any alarms is a bit moot if you rolled a 1 on starting the ship, so individual rolls tied to each part has a different feel. We could have rolled to see if you could start the ship, then if you can, rolled to see if you did it quietly, and so on, but that would take a long time (when this runs smooth it can speed up PbP, 5 tasks being resolved in three posts:). We can try something else next time, y'all let me know how much ludographical discourse you want.
We need enough fiction to substantiate each die, and this outcomes chart was built based on the existing fiction (all except the Force roll, which we could add to the fiction after we decide it was happening). The roll should not change the fiction that went before, but that can be a hard balancing act and depend on timing.