Newbie
gender: Male
status: offline
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Post by The Narrator on Dec 7, 2018 12:13:54 GMT -8
The events transpiring around the Void King have drawn the attention of something ancient, and its eyes are upon you! On an otherwise normal winter day, the following missive has arrived in your possession: Greetings adventurer! You are hereby personally invited to the next iteration of Vytarus, the first in three millennia! Tailor-made to test the wits and prowess of supreme beings, the game is designed to truly challenge the players to ascend their potential through pure tenacity. Truly a must experience for those seeking to find a way to leave their monotonous world behind! To join the game, simply crumple this letter, toss it in front of you, and the path to the House will reveal itself. Step through the doorway and come find out what you’re made of!
On behalf of the Senatori, I hope to see you there! Parrish.
The bottom of the letter displays a top-down image of a locust, emblazoned in gold ink.
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Newbie
gender: Male
status: offline
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Post by The Narrator on Dec 7, 2018 12:17:49 GMT -8
The Rules (Think Jumanji):
1. On your turn, the dice will teleport to your hand and you will roll 1 d5. You are then free to react to the current challenge and/or all ongoing challenges. The goal is to get to the end, which is in twenty spaces.
2. Each turn will result in a new challenge. Unless otherwise stated, all previous challenges will remain active even as new ones are added. The challenges will grow in difficulty the closer players get to the end.
3. Players that occupy the same space will be subject to a micro-challenge—one of them must accept a new handicap. If neither player volunteers, both players receive the handicap. Volunteering does sound like bad thing… but maybe it has its benefits?
4. Some challenges affect the group, some affect the player alone. Some will cause the team to lose if the game isn’t over in a certain amount of time.
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Newbie
gender: Male
status: offline
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Post by The Narrator on Dec 7, 2018 12:25:26 GMT -8
Gameplay: As the narrator, I will tell the group the result of each roll and describe what the new challenge is.
From there, it is up to you to determine the level of suspense and drama. For example, if the space you’ve landed on says that archers are now shooting at the group, I will describe the type of arrows being fired, what direction fire is coming from, whether its barrage or aimed, if you can see the shooters, etc. I will not say things like “An arrow has pierced so and so’s leg.” How the challenge affects your character is entirely up to you! I believe this keeps things fair and allows you maximum creative potential.
To keep the game balanced for the players, upon entering the game area all weapons are gone and all magic is suppressed. Fighters can still fight, they will just need to find new weapons in the house (if they need them), but super-human strength has been reduced to being "really strong" (such a character could rip out a nailed board with little effort but could no longer choke an elephant with one hand). Mages can still summon fire and ice in their hand and light to their fingertip, but they cannot project these magics (they can still burn things with their fire hands etc.), but beyond that their abilities are limited.
Nobody can be killed here, though some challenges will cause a player to ‘expire’ if the stated condition is not satisfied. Expired players will be teleported outside the game area, but can still fully observe what is going on.
You can work together to win or play for yourself. A team can help you overcome challenges, but fewer teammates means fewer challenges.
The game ends when a player reaches the twentieth space or when the team is overcome by a challenge, whichever comes first. The first player to reach the end is the victor, but all remaining players win.
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