Friday, January 31, 2020

Craft and Luck at the Green Dragon

[Since the Blogger app caused an inadvertent repost of Narrative Adventures at the Green Dragon pub, the Green Dragon discussion continues with a close look at resolution. This minimalist mechanic is "balanced" because all outcomes are weighted around the middle – a fair roll indeed!]

Let us look at the table used to assess a character's skill and luck in a doubtful situation. This well worn table, somewhat revised, is consulted whenever characters take action according to their particular skills and abilities in a risky situation.

The player rolls two common tavern dice, and the professor interprets the result:

2-3... Horrible. This is often counted as a fumble or serious misfortune. In battle, the character may be severely wounded or even defeated.
4-5... Poor. An error or mishap. In battle, the character's guard is down and they may be wounded or forced to retreat.
6-8... Tolerable (6) to Fair (7) to Skillful (8). A tolerable to good outcome, usually interpreted broadly as the expected or middling result. In battle the character stands their ground and may wound their opponent.
9–10... Fine. A very good to excellent effort. In battle, a strong hit.
11–12... Marvelous to Exceptional. An outstanding result, often described as uncanny or elvish craft, combining exceptional skill and good fortune. The outcome is always decisive.

NOTES

  • The professor rarely provides an adjustment, but often rules precisely according to the situation, especially in the 6–8 range. For instance, if a skilled hunter rolls a "5" while tracking a stag, this may not mean utter failure, but rather the tracks become muddled or pass through a tangled briar.
  • When a character has a substantial advantage, the professor grants them an additional die to roll, and the player chooses the best pair. In the case of a crucial disadvantage, the professor chooses the worst pair instead!
  • A 6 on any die is called the "crown" and grants an immediate advantage in the situation, in addition to the benefit of the current roll. Two "crowns", being a 12 in total, are greatly valued.
  • A 1 on any die is called the "evil eye" and imposes a disadvantage in the situation, which may affect the next turn. Two evils eyes, 2 in total, are greatly feared as more than a mere mishap.
  • Rolling a 1 and a 6 means the situation holds steady!


On some rolls, a "hazard" is included, representing the number to be rolled to avoid some threat or overcome a particular difficulty, thus:

7. Doubtful
8. Daunting
9. Desperate
10. Sheer chance!

If the player fails to roll greater than or equal the hazard, this does not always mean their character failed (unless, perhaps, they rolled 2 or 3), only that the danger was too great. For example, if a character is fording a raging river with a hazard of 8 and rolls 7, they are taking every precaution but still find themselves swept off their feet by the current.

4 comments:

  1. I like the table! Extremely useful help with interpretation. I'm still running this with kids as I get the chance, and have given away several copies of the rules to interested kids and parents.

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    1. Glad the extra detail on interpretation is helpful. Glad you're still running this -- the actual play reports are always welcome here!

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  2. I imagine an old timber and cob inn with a few small tables and one large one. That large table has the Professor at it with all his notes with a merry band of intellectual sorts. Fine incense and tobacco smoke accents the aroma of fine dark ales, flavored brandies and spirits, aromatic wines as well. For snacks there are fine smoked meats, sausages and soups with bread, butter and cheese! It is a merry event that goes on late into the night!

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    1. Don't forget a little ale to help keep the throat moist. Part of the design of this idea is that everything should be at hand in an old fashioned pub. It's surprisingly satisfying to stage fights with chess pieces as tokens.

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