Order of Play
Who Goes First?
Generally, the Narrator will set the scene.
Since this is an asynchronous game, initiative will be a function of the fiction rather than any die roll. Either the party goes first or the monsters do, and we take it from there. As such, post your move (or at least the intent) whenever you're available to do so. For this game, we're not concerned about turn order. Just narrate what your character is doing or (if the outcome is uncertain) what they intend to do.
When do I roll?
Some situations can be handled by playing it through without rolling any dice at all. Sometimes, conflict is inevitable.
Make a beat-the-odds roll whenever you're being actively opposed or attempting an action with an uncertain outcome. If you wish to use one of the alternate charts from the SRD make sure you declare which chart you want to use to resolve your roll. Otherwise I'll interpret the result using the default. Which is fine, really.
Next, determine how many dice to roll. Identify and add any condition, detail, descriptor, or piece of gear that would make your PC's action easier or more successful. Subtract any of those things the would oppose the PC's action or make it more difficult.
Example Scenario
Nash the Brave, a Gatewarden from Finn's Crossing and Mira, a Geomancer from the Iron Coast have tracked a sheep-thieving giant cyclops to some nearby foothills and confronted him halfway up one of the hills. The time for words is past -- let's get to some action!
[ +- ] Cyclops
Descriptors: tough, heavy, slow, monocular vision
Equipment: heavy club
Conditions: none yet
Detail: has the high ground
Descriptors: tough, heavy, slow, monocular vision
Equipment: heavy club
Conditions: none yet
Detail: has the high ground
[ +- ] Nash the Brave
Descriptors: skilled marksman, nimble fingers
Equipment: knife, sling
Conditions: winded (from running up the hill after the giant)
Descriptors: skilled marksman, nimble fingers
Equipment: knife, sling
Conditions: winded (from running up the hill after the giant)
[ +- ] Mira the Geomancer
Descriptors: sharp-witted, magician
Equipment: heirloom spellbook, oak dowsing wand
Conditions: none yet
Descriptors: sharp-witted, magician
Equipment: heirloom spellbook, oak dowsing wand
Conditions: none yet
Nash would like to shoot the giant cyclops in the eye with his sling. He's a skilled marksman with nimble fingers, so we'll add those descriptors to modify his roll. We can think of this as giving Nash two pluses:
++
The cyclops, however, is standing on a hill and has the high ground (environmental detail). Nash is also winded from having chased the monster partway up the hill. We can think of this as giving Nash two minuses toward his attempt:
--
In this case, the pluses and minuses cancel each other out completely, leaving him with a single die to roll as he lines up his shot.
Nash's player rolls a single d6 to find out if his shot lands. He does
not wait for the narrator's permission to roll; instead, he front loads the resolution (as he envisions it) in his post.
[ +- ] Nash
I'm attempting to blind the cyclops by shooting him in the eye. I'm a skilled marksman with nimble fingers, so that's +2 dice for those, but since the giant has the high ground and I've marked the 'tired' condition from chasing the blasted thing, I'll roll one die only.
On a success I imagine the cyclops will be blinded (at least momentarily) and I'm hoping he drops the sheep he stole so I can take it back!
If I miss his eye I'm hoping maybe the shot will at least hurt or distract him. I'll take whatever opening I can get.
Do I shoot the cyclops in the eye?
Nash rolls the dice himself and gets a 2 (yes, but) which ends his current move. The narrator will follow up by describing a successful outcome with a drawback or complication.
I'm attempting to blind the cyclops by shooting him in the eye. I'm a skilled marksman with nimble fingers, so that's +2 dice for those, but since the giant has the high ground and I've marked the 'tired' condition from chasing the blasted thing, I'll roll one die only.
On a success I imagine the cyclops will be blinded (at least momentarily) and I'm hoping he drops the sheep he stole so I can take it back!
If I miss his eye I'm hoping maybe the shot will at least hurt or distract him. I'll take whatever opening I can get.
[i]Do I shoot the cyclops in the eye?[/i]
Nash rolls the dice himself and gets a 2 (yes, but) which ends his current move. The narrator will follow up by describing a successful outcome with a drawback or complication.
Mira the Geomancer decides she wants to cast Hail of Stones (initially 1 Will), and spends an additional Will to focus and boost the effect. Her skill with magic gives her one die for the attempt; having spent an additional will point gives her a second. Let us assume her heirloom spellbook (equipment) gives her an additional die when casting spells. Together, this gives her three pluses:
+++
The cyclops is tough, which makes him harder to damage and cancels out one advantage. Having the high ground probaby won't help him against magic, so we'll give Mira a single minus:
-
This cancels one of her pluses, giving her two dice with advantage:
++
Mira's player subtracts two Will from her character sheet and rolls 2d6 with advantage.
[ +- ] Mira
I draw upon the power of the earth around me to cast Hail of Stones at the cyclops. My skill with magic gives me a die, plus another for the will spend. Finally, my heirloom spellbook gives me an additional die for a total of three. The brute is tough, so that cancels a die.
Whether this lands or not, I'll hope that Nash is able to distract the big lug while I angle around for a better vantage point and ready my next spell.
Mira rolls a 4 and a 1, taking the 4 (best result). If she were rolling with disadvantage (caused by having more negative conditions, details, and modifiers in play), she'd take the 1 instead.
I draw upon the power of the earth around me to cast Hail of Stones at the cyclops. My skill with magic gives me a die, plus another for the will spend. Finally, my heirloom spellbook gives me an additional die for a total of three. The brute is tough, so that cancels a die.
Whether this lands or not, I'll hope that Nash is able to distract the big lug while I angle around for a better vantage point and ready my next spell.
Mira rolls a 4 and a 1, taking the 4 (best result). If she were rolling with disadvantage (caused by having more negative conditions, details, and modifiers in play), she'd take the 1 instead.
The narrator checks the chart and sees that Nash's result is a 'yes, but' while Mira's result is a 'yes'. A solid result, but one with a complication! He'll incorporate the players' intent when and where it makes sense, but keep in mind that he'll probably take a bit of license with the details as he imagines the scene playing out and describes what he sees.
[ +- ] Narrator
Nash's shot lands, but the giant trips and falls on top of the sheep it stole, squashing it flat. Not only is he momentarily blind, but he's also angrily thrashing about with that giant wooden club. In the same moment, Mira's hail of stones pelts him relentlessly.
The cyclops, now angry, blind, bruised, and prone, lashes out recklessly with his club as he struggles to regain his feet. Nash and Mira could finish the affair with one additional cruel blow or attempt a parlay if they wish. What would you like to do?
Nash's shot lands, but the giant trips and falls on top of the sheep it stole, squashing it flat. Not only is he momentarily blind, but he's also angrily thrashing about with that giant wooden club. In the same moment, Mira's hail of stones pelts him relentlessly.
The cyclops, now angry, blind, bruised, and prone, lashes out recklessly with his club as he struggles to regain his feet. Nash and Mira could finish the affair with one additional cruel blow or attempt a parlay if they wish. What would you like to do?
Mira and Nash will continue until the adventure concludes, declaring intent and action, taking the context of the fiction into account, and then rolling to beat the odds. They may eventually have to deal with an angry shepherd who wanted his sheep back, but at least no one was killed by the cyclops.
Don't worry about getting it wrong; if a detail was missed I'll modify the result (with an explanation) when I narrate what happens next. Go ahead and roll if the situation warrants it. If you're well and truly stuck and just can't figure out whether you're rolling with advantage or disadvantage, you can ask the narrator how many dice to roll.
In a pinch, the narrator can make the roll for you when he resolves the scene but Freeform Universal prefers letting the players roll the dice when possible. Remember, the idea here is to have fun and keep the scene moving without having to waste turns waiting for a half a dozen rolls to resolve.
Stepping on Out
A few more details about our journey...
We'll assume your character carries a standard knapsack than can hold ten items. This is in addition to your primary weapon and any armor you might wear. One spot in your pack can hold 3 consumable items (rations, torches, etc).
Add 5 copper coins, 6 torches and three rations to your character notes. If you want bandages, extra torches or more rations, trade 2 coins for a stack of 3 and mark it on your sheet. Coins go into their own pouch, so you won't need to worry about how many slots they take up unless you have over a hundred.
Once characters are approved, feel free to commit a few paragraphs introducing yours in the
[IC]Finn's Crossing thread. This optional; if you prefer you can wait until the
main event begins instead.
Questions are welcome -- Let's build up our world together!