Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

FLING

Flexible and Loose Instrument for Narrative Gaming · By cmartins

Trying to understand some things

A topic by Norbez Jones (call me Bez) created 25 days ago Views: 35 Replies: 7
Viewing posts 1 to 2
  1. I'm trying to understand the Competence mechanic.  I don't get what you mean by "nº" so if that could be explained, that would be great.  
  2. How should one set the difficulty of a challenge?  I know you said it's subjective, but that doesn't help me visualize what an insignificant vs unreasonable one looks like.
Developer

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. 

Thank you for the response!  In order:

  1. This didn't clear it up for me about the nº, so I decided to google it to see if I was missing something--turns out nº just means number(s) in general?  I don't know if that's common knowledge where you are, but it's not something I was aware of.
  2. By "sensory actions", I assume you mean things associated with the eye symbol on the stats chart?  I understand the example you gave, and different levels depending on the type of challenge is good, but I don't understand how that translates to the game mechanically.
Developer

1. Yes! "nº" is the short form of number. I thought it was an universal thing - in Portugal (where I come from) is a normal thing. Thank you for pointing that out. I'll try to avoid using this term on future games.

2. I'll get to you soon with a proper reply.

Gotcha, sounds good!

Also, what are the checkboxes after the flashback symbol for?

Developer

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)

Oh gotcha!  I don't see anything about that in the sheet--would that be able to be clarified?