Filling a Wardrobe

     At some point I'm probably going to end up describing the rules in depth, but for now I want to focus on things that will keep me moving necessary parts of the game forward and get into better design habits.

    One of the big features of the game is that it has, by nature of the concept, a fairly extensive list of Articles... clothing that of sufficient style to have mechanical effect. I've been working on trying to fill that out, and this week I want to try and get one new Article a day.

    For this to make sense to the reader, I probably need to explain at least a little bit of the rules. I don't want to go in depth here (maybe in a later post), but context is required.


 The Sequence

    When it comes time to roll dice, players add the two Stats that best match their current approach to a problem and roll that many d12s. The dice once rolled become the Sequence. Players and GM swap turns in which Players can spend dice that came up 6+ to describe Flairs, positive outcomes of their efforts, and the GM can describe Tragedies, negative results produced by the world. Special abilities or NPC features may add extra dice to the Sequence at set values, and Graces/Faux Pas can be added/subtracted from the dice to tip a specific die from a Flair to a Tragedy, or vice versa.
    The Sequence ends when all the dice have produced either a Flair or a Tragedy.

The Stats

    Clothing gives you 4 stats: 

Trend: For fitting in and going unnoticed Clash: For breaking with societal expectations Function: Physical ability Pizazz: Social ability
    These are oppositional pairs. You never roll Trend with Clash or Function with Pizazz. But, when acting, you add up your totals in two stats you are using and that becomes how many d12s.
    So, generally, you roll...

Trend+Function: For physically fitting into an environment. Sneaking, skulking about, playing sports fairly and with agreed upon rules, lifting and moving objects without damaging them, enduring prolonged physical activity with grace, moving carefully to not disturb something dangerous.
Trend+Pizazz: For socially fitting into an environment. Polite persuasion, disguising your identity, give lectures, deescalate violence, perform proper courtship, etc.

Clash+Function: For physically acting out in the environment. Often this means flat out violence, but also breaking things, moving in ways that create a commotion, and rearranging the environment to your whim.
Clash+Pizazz: For socially acting out. Intimidation, threats, bragging, seduction through the allure of taboo, call out liars.

Graces and Faux Pas

    When situations emerge where they are relevant, Graces and Faux Pas can be added or subtracted to dice during a Sequence to kick them above or below the Flair/Tragedy threshold.
    So, if you've got a +2 Ammosexual Grace, you can add it to a 4 while firing guns to make it a 6 and therefore a Flair.

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