ACTIONIn a system without stats or dice, action in which failure might occur (combat and skill use) can be tricky. Here we use a system of attempt and result where the PC makes an attempt and the GM declares the result. For in class threads the GM is the teacher. For team threads the Team Captain is the GM. Academy Staff are considered Super GMs and may step into any thread with GM privileges to throw plot devices at you. Success of an attempt is based on several factors:
1) Plausibility: could the character logically succeed given stated skills on the character profile and past actions within the RP.
2) Writing: to encourage good writing, a well written attempt can push a borderline plausibility into success. Conversely, a poorly written attempt can push a borderline plausibility to fail.
3) Awesomeness: a clever, cool, humorous, or otherwise awesome attempt can push a borderline plausibility into success. A truly spectacular attempt can bend the laws of physics if well written.
4) Dice: the GM will occasionally use dice when other factors are not present to help decide the outcome.
5) Plot: some things will just happen (or not) for the sake of the plot. This should not be a common occurance but it may happen.
When to Do ItThis system should be used whenever there is a real chance of failure. Don't bother with things that should obviously succeed (archer hitting a haybale at short range) but do use it when:
1) The attempt could easily fail: archer hitting an apple off a tree at long range
2) Any combat situation: PvP or NPC
3) Other opposition: sneaking past guards, picking pockets
In all cases the GM dictates attempt results, especially PvP situations. This should lighten up as characters master skills and players become more established in the system.
How to Do ItTo make an attempt the player states an action with open ended vocabulary:
Quote:
Player: The squire made a desperate lunge with her sword, aiming for the bandit's heart.
GM: In a feat of newly honed skill, or blind luck, the sword found its target and sank deep into the bandit's chest.
Player: The squire smiled, pleased with her first kill, and jerked the sword back from the bandit's rib cage to turn on another with a slash of her bloodied blade.
Note the outcome is not stated by the Player, only the action. The GM follows with the result of the attempt and the Player then reacts with a new attempt. This example was decently plausible but slightly borderline due to the specific aim and moderate skill level of the PC. The attempt is properly written but neither particularly well nor poorly and there is no awesomeness to help tip the scales. Its result was decided with a die roll (I'll usually mention luck when that happens).