Story Teller (rage_in_ny) wrote in ra_in_n,
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The Rules of the Game: Part Three

Challenges and Testing


These rules will be pulled from Laws of the Wild: Revised, Page 166 (Rev) when applicable, and Laws of the Wild: Second Edition, Page 157 (2nd) if necessary. If a ruling is not found in either, the default book pulled from will be Faith and Fire, Page 224, as it has the most comprehensive MET LARP rules printed by White Wolf Games. (http://www.white-wolf.com)

Without further ADO, here are the definitions


Test: a game of Rock-Paper-Scissors, Rho-Sham-Bo, or whatever you call it (RPS).

"Bidding" gets brought up a lot and is an ambiguous term which covers terms like Risk, Burn, Expend, Spend, Declare, etc. The actual terms are defined as follows...

Current Traits: The ammount of Traits you have after taking into account those you have lost due to Risking and Spending them as well as the bonuses added and the penaties minused.

Maximum Traits: The ammount of Traits you have after any bonuses or additional traits but before any penalties or traits are lost.

Risk: Declare one of your Attributes which you put in danger of access to said Attribute being lost based on the outcome of a Test. Access to Attributes lost by this method come back in the next Scene.

Spend, Expend, Burn, etc: Lose access to a Trait for an ammount of time determined by which type of Trait is spent.

Simple Test: the way to determine the outcome of a scenario in which a Character faces no real opposition. To enter into a Simple Test, one must Risk an Attribute. If no Attribute is Risked, the Player Relents to the A Simple Test is a Test against a Narrarator in which the Character succeeds on a tie.

A "Hard Test" is never actually printed, though it is commonly referred to as a Test against a Narrarator in which the Character fails on a tie.

Challenge: A scenario in which a Character is actually opposed.

Static Challenge: A Challenge in which the opposition is the universe itself. In most Static Challenges, there is a Static Difficulty which is usually printed.

In order to initiate or respond to any Challenge, a Player must "Risk" one of their Character's Attributes. If a Player does not Risk an Attribute, they "Relent" to the Challenge. This means that their Character fails.

Ties... In the event of a tie, one must Declare the total number of Current Traits they have in a Trait Category with all bonuses and penalties taken into account. Draws go to the defender because if a draw occurs, nothing happens but everyone lost their applicable traits.

Retest: A "do-over" based on relevant stats such as Abilities, and Powers.

Overbid: A Retest which is called because of having Double or more Current Attributes.

Counterbid/Counterburn: bid an ability in response to the other player in order to cancell out their retest

So in summation, here is the order of a challenge in "Action-Reaction" combat... with minor notation.


The Order of a Challenge


Declare Win Condition (if you want your character to not get kicked in the junk, you have to say so)
Offender Declares Risked Attributes (if not, there is no challenge. they try to do something and fail)
Defender Declares Guessed Negs (it is possible to skip this step)
Defender Declares Risked Attributes (if not, the offender wins.)
Offender Declares Guessed Negs (it is possible to skip this step)
Test (RPS)
If Tie: Offender then Defender Declares Current Traits (if both the same, draw goes to defender)
Loser Declares Retests (based on overbid, ability, or power, note: power retests are the last retests)
Winner Conterburns (only applicable for abilities)
Test (RPS)
If Tie: Offender then Defender Declares Current Traits (if both the same, draw goes to defender)
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