Here’s a blessed event insofar as I can finally talk about role-playing content and procedures that are ordinarily kicked down the road. For me, Adept Play is a rousing success insofar as ideas can be introduced and resolved enough so that “next ideas” can actually be addressed, and I don’t have to spray down the entry point with fire-extinguisher foam or, for that matter, disinfectant.
In this case the foundation lies in Design Curriculum 9: Dice injection, my comment in Legendary Lives Debrief, and Monday Lab: Whoops (although I suspect the latter will be a callback for almost anything we discuss here for a while). Given those, we know what unpredictable, often randomized methods are for, and we know what the converse-outcomes of using them are, in fictional terms.
We kept the specific in-play action very obvious and straightforward to keep us from getting distracted by all the possible nuances of Bounce. So: as a method, we’re talking about dice, and as a fictional action, we’re talking about striking an opponent with a weapon. In other words, “rolling to hit.”
I’m especially looking for comments from Robbie, Rod, Ross, Jon, and Noah, because our main case study is to contrast the Universal Table from Marvel Super Heroes with the ART from Legendary Lives. Both of them are attached as files below, and the psychedelic knitting pattern at the top left is the ART re-presented in the same format as the MSU table, courtesy of Ross.
I’ll explain the graphic because you’ll need to understand it, and I don’t explain it well enough during the session. The horizontal axis is how good you are: worst to the left, best to the right. The vertical axis is a d100 roll, from 0 at the top left to 100 at the bottom left. The colors are the possible results, with the worst failure in white at the top left, and the best success in magenta, at the bottom right. Green is the most mediocre success.
The discussion ranges across a lot of games, with a special nod to Rolemaster which seems to have made quite an impression on three of us in the session. It also opens up a couple of things I want to follow up in some of the current consulting posts, like the difference between altering resolution probabilities and providing effect boosts. I bet you’ll find more in there too.