the mind games continue...

 


So now we've put something in the spotlight as we want to start the tabletop RPG in the next few days. To start with, we use standard rules such as those found in Frostgrave or other tabletop games.

Movement in certain centimeters, this includes sneaking, normal movement and running. Anyone who runs or sneaks at a crime scene draws attention to themselves, so normal movement makes the most sense. But as soon as you turn a corner you can use other movements usefully. But be careful, who knows how good your luck is, because your arrogance can cause the game master to test your luck and a test will be required!

One of the first missions will probably be to break into a police warehouse and try to borrow a box from it.

There are also rules for finding the right box. You mean just get in and shoot everything that's walking around! You probably thought wrongly that our heroes are not battle-hardened mercenaries, but rather a kind of detective with a sense of justice.

So it's best to enter undetected, as a combat drone guards the entrance to the camp. You could try to sneak past her when she's patrolling the complex or simply pick the lock at the back entrance, provided you've found the alarm system and the fuse box and deactivated them.

 But be careful, have you also switched off the cameras or, best of all, turned off the power to the lights? How ...NO... How are you supposed to know that? Well, that's what makes the RPG setting special, including every possibility and questioning things and avoiding the dangers!

For example, if you want to follow a lead that could lead to a possible clue. Roll a d6 on a 4 or 5 depending on your detective traits. If you are successful, the game master will point you in a certain direction which can then be explored further. If you are on the trail of the clue and it is to be found in the said alley, you only have to ask whether it could be hidden in a dustbin, a cardboard box or elsewhere.

If this is the case, all you have to do is roll a 2 and you've got a clue.

If these samples come to nothing, you also lose this clue and there is no way to get it again.

A so-called clue point can also be, for example, an alarm system for a secured door to deactivate it or a fuse box to switch off the light in an office complex. This gives us the possibility of not being discovered as soon as we enter a building.

For all this, there can be modifications that you can roll at the beginning or find in the game itself. For example, the knowledge for electronics to be able to perform actions that give you a bonus, say 1 plus. Or a lock pick to open a lock silently. Which then reminds me a bit of Zombicide to open a door silently!

Then there are also the RPG elements to keep the story flowing. Interaction is therefore the most important thing, talking together, for example.

-Let's listen at the door, maybe there's something interesting to hear. There could be a guard in the room.

 -Well, we'll open the door and ask questions like tough mice.... !-

 That's how I imagine the whole thing and it's already in the planning stage!

I'm also going to adopt this method for many other systems, because just throwing the dice is getting too boring for me, I want to have a real story behind it and before every dice roll. The fact that it's a bit different is also what I was missing in my Resident Evil theme and this now fits in perfectly!



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