Oct 8, 2018 3:15 am
Le play document vous donne toutes les règles dont vous avez besoin pour apprendre à jouer, mais il y manque de nombreux éléments de jeux qui méritent d’être expliqués. Pour faciliter les choses, les explications qui suivent seront seulement en Anglais...
While the play document will give you all you need to learn to lay the game, there are plenty of elements of the game which are not covered by it and which deserves an explanation or some precision on how they work. To make things easier, the following will be in English only...
Rolling
When making moves, the player will roll 2d6 and add an amount to it (usually a stat or faction). A result of 6- is called a miss and the MC gets to describe what happens (you might still succeed at what you were trying to do, but not in the way you where hoping and most likely at a severe cost). A 7-9 is a weak hit, you will succeed at what it is you were attempting (as per the guidelines of each individual moves) and gets to describe what this looks like, however, there might be some cost or a slight drawback. A 10+ is called a strong hit and you not only succeed your action and get to narrate how this looks, but there are either no cost or drawbacks or you managed to gain a higher degree of success.
No matter how many bonuses you have on a roll, the maximum amount you can add to your roll of 2d6 is +4.
Only player characters roll. NPCs do not get to roll. Their moves usually triggers when the players miss theirs.
Hold, +1 Forward, +1 Ongoing
Some moves make mention of Hold, +1 forward, and +1 Ongoing.
Holds are a pool of points that you generate and then "hold onto" and which you can spend (sometimes later) to produce effects, often listed as "spend your holds 1-for-1 to..." or "spend 1 hold to..." in the description of some moves.
+1 Forward means that your character will get a +1 bonus on his next applicable action.
+1 Ongoing means the character gains a +1 on all rolls which fits the current situation.
While the play document will give you all you need to learn to lay the game, there are plenty of elements of the game which are not covered by it and which deserves an explanation or some precision on how they work. To make things easier, the following will be in English only...
Rolling
When making moves, the player will roll 2d6 and add an amount to it (usually a stat or faction). A result of 6- is called a miss and the MC gets to describe what happens (you might still succeed at what you were trying to do, but not in the way you where hoping and most likely at a severe cost). A 7-9 is a weak hit, you will succeed at what it is you were attempting (as per the guidelines of each individual moves) and gets to describe what this looks like, however, there might be some cost or a slight drawback. A 10+ is called a strong hit and you not only succeed your action and get to narrate how this looks, but there are either no cost or drawbacks or you managed to gain a higher degree of success.
No matter how many bonuses you have on a roll, the maximum amount you can add to your roll of 2d6 is +4.
Only player characters roll. NPCs do not get to roll. Their moves usually triggers when the players miss theirs.
Hold, +1 Forward, +1 Ongoing
Some moves make mention of Hold, +1 forward, and +1 Ongoing.
Holds are a pool of points that you generate and then "hold onto" and which you can spend (sometimes later) to produce effects, often listed as "spend your holds 1-for-1 to..." or "spend 1 hold to..." in the description of some moves.
+1 Forward means that your character will get a +1 bonus on his next applicable action.
+1 Ongoing means the character gains a +1 on all rolls which fits the current situation.