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3d6 Under – ‘Narrative’

Systems
(forged in the dark, powered by the apocalypse, FATE)

Base Concepts (intro)


Player Roles
- GM
- Player Characters

What you’ll need


- copy of the rules
- character sheets
- pen and paper (or something for note taking is useful)
- dice (3 to 5 d6 per player)
- counters (not needed but can be fun and useful)
- snacks and a place to play

Narrative Play
- The Fiction
- The Flow: Describe action and see if tests are needed
- specific rule trumps general rule
- negotiation and ret-conning

Happy Gaming
- inclusive environment
- lines and veils
- the x-card

Glossary of terms
- stuff
- more stuff
Core System
- roll dice pool of 3d6 (+ modifiers)
- total equal or under attribute(+ modifiers) = 1 Hit
- dice equal or under skill = +1 additional hit per die.

- amount of hits gained = degree of success.

i.e. Daud has a brawn of 11 and is practised in the Athletics skill. Daud’s player rolls the dice and
gets 1, 5 and 5, for a total of 11. Daud has 2 hits (full success), 1 for rolling equal or under their
attribute and 1 for rolling equal or under their skill value.

Degrees of Success
Failure (No Hits),
- the action isn’t successful
- take a cost (or more, dependant on threat)

Qualified Success (1 Hit)


Success but at some sort of cost or twist.
Often the most difficult but fun, interesting and rewarding test result to judge.

Guidelines:
- the action is still successful, at least in intent by-enlarge (see limited success below).
- the cost(s) should be driven by the narrative and what makes sense.
- get players involved by giving them a choice. (give them a choice, don’t let them straight choose
the one they want)

Example costs:
- health damage
- stress damage
- gear wear
- negative momentum
- takes more time
- expend (additional) resource
- drop/loose something / leave evidence
- limited success (close distance but don’t catch them etc.)

Full Success (2 Hits)

Resounding Success (3+ Hits)


In many ways, the opposite of qualified success. Many of the same guideline still apply.
The actions succeeds and gains an additional boon.

Examples boons:
- recover stress
- positive momentum
- takes less time
- expends less resources
- gain an extra (piece of info, more distance etc.)
Threat and Modifiers
Threat
- A measure of the challenge, complexity or danger posed by a task or opponent.
- threat values range from 0 to 3
- add threat value to dice pool (not individual dice)
- add threat value to the amount of costs on a failure or qualified success result (see degrees of
success. pg. Xxx)

‘Critical’ Threat
- can be added to threat values 1 to 3 as a tag
- tests incur a cost, even on a success (not on resounding success)
- doesn’t stack on cost for failure and qualified success.
- don’t use ‘limited victory’ cost

‘Static’ Modifiers
- +X bonus or penalty
- values range from 1 to 3
- bonus: + add to attribute, penalty: + add to dice pool
- bonuses and penalties stack, unless stated otherwise (equipment bonus from armour, multiple
weapons etc.)
- common occurrences: equipment, wounds and injuries, conditions, combat

‘Active’ Modifiers
- advantage and disadvantage
- roll 4d6 instead of 3d6
- advantage: keep 3 lowest dice
- disadvantage: keep 3 highest dice

Inspiration
- not skilled: act as if trained tier in a relevant skill
- already skilled: +1 to skill value (individual dice number)
Game Structure – Scenes

Running Scenes
- generally just flows, like a good book or film
- tries to support the fiction and narrative by providing some structural guidance.
- limits and helps define time and some actions
- PC’s in different scene types at the same time

Exploration Scenes
-
-

Action Scenes (inc. combat)


----- initiative: narrative or roll for it, both can be useful and used as needed/appropriate.
----- 1 movement (move, simple interaction, take cover, recovery)
----- 1 action (any movement, complex interaction, attack, use talent)
----- 1 reaction (block/dodge)
----- free actions (drop prone, one simple interaction, say something simple)

Combat
- two weapon (+1 or 2 penalty, +half damage of second weapon. can use any special properties of
either weapon, but not both)
- range (+1 penalty per range band beyond standard)
- cover (+1 or 2 penalty, light and heavy cover)
- mounted (+1 penalty???)
- height (adv./dis., as needed)

Downtime Scenes
---- research
---- crafting/building
---- rest and recovery
---- general work

- state

(activities during those scenes)

links
-little bits of description between scenes, like quick resets or linking sentences.
Other Systems
Focus Points
- player specific pool
- pool of spendable points
- points equal to 1 + the characters Will.
---- advantage
---- inspiration
---- second wind
---- +1 AP
---- use talent
---- earn/take back a story point (if using)

Story Points
- collective group pool
- part of replacing inspiration.
- group pool of spendable points.

Condition Tags
- Wounded

Non-Standard (Complex) Tests


- Extended Tests
-PvP

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