consider those as "narrative points" - when you succeed on an action roll, you can gather some "narrative points" (the exclamation symbols). Well, then you can use those to change the story - with a flashback or demanding an answer to the Narrator (check the examples on the sheet)
cmartins
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thank you for your interest in FLING.
Let me try to address your questions.
1. When i mentioned "nº", i was talking about dice results - low numbers (nº) like 1 and 2 are usually a failure, while high numbers (5 and 6) tend to be a success. You could fill the Competence table the other way around, since what matters is the amount of symbols you allocate, but i figure that's less intuitive.
Example: competence table (filled on character creation) for [eye actions] (sensory, discerning, aware) >> if you are really good on these kind of tasks, you could end up with these numbers (nº): 1=failure, 2=partial success, 3,4,5,6 = success. But if you filled the table differently, you can end up with a character like this: 1,2,3=failure; 4,5=partial success; 6=success.
2. Fling was created for a 1 page RPG - i couldn't spend much lines setting proper examples. Like you stated, this is subjective. But, let's try to come up with something for [sensory actions]... so, finding a needle on a haystack: consider this one the "Unreasonable" task; see if someone is lying to you is "Average"; and spot the girl among the men it's "Insignificant". But for instance, if the person lying is an actor, i say it's "difficult", but if it's a son or a husband, trying to do the same trick, i imagine it's easier for the person who knows their tells, so it's "easy".
Does it makes sense? Hope I've helped. Let me know if you still have some questions. English is not my main language, so I apologize in advance for some confusion.
nice tool.
I know you're still working on it. So it's kinda unfair to criticize. I'm not sure if you are planning this: but do you think it makes sense to move the grid or the image below?
I tried to match a square grid with a specific graphic element and it was difficult to find the perfect grid size to do that. Maybe I was doing something wrong, but i missed that feature.
keep up the good work
Wow. Great initiative! I'm gonna join this game jam!
I love the whole vibe you put into it. The moon, the labyrinth, the AI rules + plus the art thing!
May I "give you a hand" with the art stuff? I totally understand if you want to do it solo - I don't want to mess up with your project. But, if you want: I can open 3 slots of free art commissions (one per month until the deadline - er, 1 week before the deadline).
I agree to all of your conditions and you could include my art on the free pack as well. I suck at social networks - you can contact me here rpg[a]cmartins.art
Thank you for your words. If you run it again, tell me how it went with these tools.
I love this setting, but I believe the people from WoD did a quickstarter where they focus on the "quick" (it seems rushed) and they forgot the "start" part (it's looks very difficult to newbies) - no sheet in main doc, no pregen... Crazy for a company huge as that.
Thank you for your interest in the basic rules!
This game was done for a "24 word JAM". So, it lacks a lot of clarifications and a proper Rule Setting... It's advised that the players are already familiar with some tapletop RPGs concepts (I should have mentioned that somewhere, and I didn't - my bad).
The character sheet should contain all you need (besides the dice). It's encouraged that you came up with your own rules. Nevertheless, I'll tell you how it was intended to be played.
- Gather some people to play a "make believe" game. One of you should be the Narrator, the other(s) should be the Protagonist(s).
- Discuss the type of world you're portraying.
- Protagonist write 6 skills (based on the portrayed world) and then allocate 8 points (check the screenshots to see some examples).
- the Narrator portraits a scene and asks the players: "what do you do?"
- the Protagonists tell their intentions. If that action shows some kind of uncertainty, the Narrator defines an obstacle (0,1 or 2) and dice must be rolled by the Protagonists!
- Choose the proper skill and roll 5 fudge dice (5df). Based on the amount of points you allocated on that skill, you can ignore that many negative dices.
- Compare the dice outcome with the obstacle (check the IF table on the sheet). Based on that, the Narrator creates a new scene.
- Repeat te steps 4 to 7 until you're pleased.
Notes:
- your dice pool will decrease (-1dF) when things go bad.
- check the images - I provided some gameplay examples there (hope it helps).
Well, this is it.
I'm not a native speaker, so I apologize for some errors or speech articulation. If you still have some questions, let me know. And I'll do my best to answer you.
Esta jam não foi criada para os likes nem com qualquer intuito de auto-promoção. Foi "qualquer coisa" para homenagear a data.
Confesso que ainda teve menor adesão do que esperava... mas, só pelo teu esforço já valeu a pena. Obrigado por teres colocado a peça inacabada. Revela uma grandeza enorme!
O que vi do jogo, gostei muito. Espero poder jogá-lo em breve. E se precisares de beta-testers, diz - terei todo o gosto em participar.



























