Each "turn" is a game unit based on a what I term a "cell". A cell is for example; a stretch of road, an area of the forest, a room, that same room with a trap door open, that same room after a certain foe is killed, the base of a tree, the top of the same tree, etc. It's all just matrix of points linked by either movements or "irreversible" actions (once you open a door you know what's on the other side, that counts as irreversible) Cells are not necessarily equivalent in terms of scale or time.
Each player trades DM duties cell by cell- it's intended to be fast paced- but there is no controlling how eleaborate the exchanges are per cell.
The game gives the DM a very basic premise and the "challenges" for each cell- a climbing challenge would be a common random occurrence for mountain trekking, saves against cold, wandering monsters, fixed monsters and encounters etc. not too much unless it happens to be a "quest plot point", more on that later.
The DM can run with it or not- but the game knows that it said everyone has to make a DEX save and every player has to make one or suffer effect X.
Turn text goes like this: (for a kind of basic scene)
- everyone sees the blurb (randomly semantically modified) of where they are. (ex:you're now on a big flattish rock, a cave hole (8th graders wrote this) is north and forest around (game indicates options to go N-S-E-W)
- The person with the DM hat on has their character on autopilot randomly rolling for itself and randomly choosing it's special moves if it's in combat etc.
- The DM sees the challenges required and they are buttons or equivalent ( DEX save minor fall)
- The DM gets an idea of describing the ominous cave hole (blah blah blah)
- DM opens the floor so to speak and other characters say what they want to do- talk in character- etc.
- DM describes what they see as they ask and editorializes their action.
- DM decides he wants to throw in the DEX Save Minor Fall and tells the PCs that as they head down from the rock they realize that a large are of it is covered in mucus and they all must save from falling
- 1 person misses and the game tells the Dm 3 damage and one of the damagables the person had in inventory is broken ( in this case a glass vial, had the person had a small chest the break percentage would have been so rare as to protect it in most cases)
- One character ( a theif type- rolled very low, but he also had a pratfall skill which the computer detects as helping him for this kind of challenge- but since the players can't actually know the math- they are all forced to speculate, maybe it was his ring, or maybe that doesn't do anything at all.)
- DM Dramatizes this
- PCs get responses
- Dm gets last word or can keep the conversation open depending on what people want
- PCs move north- new DM
- This is a recorded in the main "Saga" Window taking up the majority of the screen real estate. The Saga is randomly illustrated based on tags from the cell or just random art- of course the monster pics for all combat are supplied and magic items and weapons etc.
A forest might be lots of wandering monsters and random wilderness challenges with a few "hero cells" of small structured encounters.
One thing about this game is that it is you can ignore the part where you flesh out the story, that's unenforceable- the game has 2 agreements- face the challenges as they come all together and take turns.
That's all I can think of for now...tell me how it can be better.
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