Showing posts with label Rotworld. Show all posts
Showing posts with label Rotworld. Show all posts

Sunday, April 14, 2019

"Unskilled" Skill Attempts In Cryptworld/Timemaster/Rotworld

So you're playing Cryptworld (or Timemaster or Majus or Rotworld -- any of the Pacesetter-brand RPGs) and you want to perform an action you're unskilled at. For example, someone needs immediate surgery, but your character doesn't have the Medicine skill. Or the pilot is killed and you're the only one who can land the plane, but you don't have the Pilot skill. Well, the section on "Exclusive Skills" (CW rules, pg. 16) makes the consequences clear:
EXCLUSIVE SKILLS
Characters can use most weapons without having skills for those weapons; they just use their Dexterity or Unskilled Melee score as the base chance for success. Not all skills work this way; many cannot be used unless characters actually have the skill. Such skills are called exclusive. Characters without exclusive skills may never, under any circumstances, attempt to perform actions that require these skills.
Sounds pretty dire, doesn't it? So, in the examples above, the patient dies and the plane crashes. Even the original Pacesetter games have similar limits under the section "Unskilled Attempts to Perform Skills.". But that's kind of a hardline approach, and it's a rule I've had to work around in play.

"So none of us took the Pilot skill!?"

An "exclusive skill" simply means that the PC was never properly trained in that field. They didn't go to school, they have no training, and they've never practiced. But can they try it? Sure, but the odds will be incredibly stacked against them. Here are a few ways to approach it though:

METHOD 1: DOING A LOT OF MATH
In Chill 1e (page 14), they suggest calculating the skill base for the unskilled character, adding adjustments for skill levels, then dividing by 10 (rounding down) to give a percentage for the PC to fumble their way through it. So, for example, the History skill is calculated by PCN plus WPR divided by 2. So someone with a Specialist-level Skill with PCN of 60 and WPR of 70 would have a History skill of 80 (60+70/2=65, then +15 for Specialist level.) But for someone who is unskilled in History, the chance for that PC would be only 6. (60+70/2 = 65, then 65/10 = 6.5 or 6). So they'd have a 6% chance to recall something they may have heard on TV or in a classroom about the historical information at hand. Pretty rotten odds, but it beats "never, under any circumstances".

METHOD 2: USE ABILITY AND LUCK SCORES FOR MINOR ROLLS
I've used this system for non-life-threatening skills, such as Forgery, Investigation, Tracking -- something where there is no chance of injury in case of failure. For these I'll allow the PC to roll a check versus an appropriate Ability, so Forgery might use DEX, Investigation and Tracking might use PCN, etc. However, behind the screen, I would make a hidden roll versus that player's LUCK score. That roll would determine how well they fake their way through the unskilled task. So if they succeed their roll, but the LUCK roll is a failure, they may not realize that they still failed until it's too late. (The forgery is discovered to be fake; their investigation gives them incorrect info; they follow the tracks in the wrong direction.) If the LUCK roll is a success, I treat it as a specific check to determine just how well they succeed. The lower the roll, they better they did.

METHOD 3: USE A SKILL YOU HAVE IN PLACE OF A SKILL YOU DON'T HAVE
This is the system I use at home and at conventions. I stress to my players if they can JUSTIFY how one of their skills is appropriate to a situation, I’ll allow it. So instead of a Demolitions skill roll to cobble together some makeshift explosives, I’ve had a player use their Chemistry skill. Need to get past that keypad-locked door, but you don't have the Security Devices skill? No problem, as I've allowed players with the Computers skill or the Electronics skill use their abilities for that same situation. Heck, I’ve given accountants a chance to discover clues using Accounting, as they explained, "My highly analytic mind can find patterns where others may not see them." If the player can describe how their skill can be used in any situation -- as long as it makes sense in some way --I’ll allow the roll.

For your next game, don't be so hung up on the exclusivity of skills. Allow the players some leeway, and use one of the systems I've described to give them a chance to succeed. Otherwise, this may be the end result if someone doesn't take the Stunt Driving skill...

Sunday, January 15, 2017

A Sneak Peak Into My "Gaming Projects" Notebook


Many of you who know me or have hung out with me have no doubt seen me toting around my little black notebook (pictured here). I have carried this notebook -- or one like it -- for years. I have it with me at work, at events, in my car, and resting on the table next to me as I hammer out this post. Inside my "Gaming Projects" notebook is a collection of notes, scripts, ideas, and works-in-progress for a variety of games and systems.

Today, I went through my notebook and did a bit of organizing. I thought it'd be a fun "glimpse" for you if I were to make a quick listing of things and projects currently in the works.

(Don't ask me to expound on anything here, nor ask me what my timeline is for any of these. I work on them as the mood hits, and release them when they're done. But here's some stuff you can look forward to one day in the future.)

(CW = Cryptworld; TM = Timemaster; MF = Mutant Future; DCC = Dungeon Crawl Classics; HOPE = Our Last Best Hope; Fiasco = Fiasco; Anything is "quotes" is the working title of a scenario/adventure in the works)

CW - "Speed Demon" - Driverless vehicle terrorizes small town
CW - "Final Voyage of the Golden Dawn" - Abandoned ship found floating off shore.
CW - "Last Call/Wasted" - Zombies attack a remote tavern. Players are barflies.
CW - "The CW Atlas" - Worldwide locations of supernatural interest.
CW - "Expiration Date" - PCs cheat Death. He's not happy about it.
CW - "The Coldcreek Conspiracy" - Based on a Cryptworld adventure-writing exercise.
CW - "Kid Stuff" - Adults in a neighborhood disappear. Creepy kids terrorize the area.
CW - "Maul Be Home for Christmas" - A department store Santa is found murdered after hours in a locked-down mall.
CW - "Lost Vegas" - Unexplained murders in a Vegas casino.
CW - "Untitled Solo CW Adventure" - A one-person solo adventure to learn the system.
CW - "The Century of the Dead" - A village of the undead reappears for 24 hours every 100 years (Brigadoon-inspired).
CW - "Deadfall" - Collyer Brothers-inspired trap-laden house -- and something lurks within.
CW - Helltown, Ohio
CW/ROT - "Knights of the Living Dead"
CW - THINGS to stat uup: Drauger; Computer Virus; Worm That Walks; Succubus/Incubus; Tsukumogami; Bog Mummy/Salt Mummy/Ice Mummy; Pollo Maligro; Zombeak
TM - Jenny Everywhere
TM - "An Apple A Day" -- Millions of deaths due to the lack of a single piece of fruit.
TM - "Postage Due/The Day The Sky Fell" - Compilation of TM adventures I've written.
MF - "Dead In The Water" - Written; just needs to be assembled and distributed.
MF - "World of Korgoth of Barbaria supplement"
CAH - "Transylmania"
CAH - "SPY U"
DCC - "The Scourge From Beyond Infinity"
DCC - "Escape From Vulture Gully"
HOPE - "Virus"
FIASCO - "Small Town Ink"

Tuesday, May 20, 2014

[Rotworld/AFMBE] "Pro Wrestlers Vs. Zombies" Official Movie Trailer

Rowdy Roddy Piper, Hacksaw Jim Duggan, Kurt Angle, and other WWF/WWE Superstars fight off the undead in this film "classic." Gory, over-the-top action that doesn't take itself seriously, this is freaking INSPIRATIONAL. I've sometimes thought that a game of All Flesh Must Be Eaten: Zombie Smackdown would be a hilarious one-shot. Or perhaps a game of Rotworld, only the PCs are masked, high-flying luchadores trying to save their town from being overrun. Heck, this movie would be great viewing before taking a tour through Planet Motherf**ker!