MEAN GIRLS' DAY IN THE DUNGEONS | [Sep. 21st, 2015|10:49 pm] |

MEAN GIRLS' DAY IN THE DUNGEONS
Casey Patterson instructed Ariadne Flint, Charlotte Meer, Fern Mufferaw, Jade Otterwell, Mackenzie Prince, Riley Stamper, and Ursula de Luca to clear their calendars for the evening with no indication of what he had in store. As the girls file into the empty Lodge classroom, they're met with a large table and... a map? Action figures? Dice?That's right: social capital be damned, the Mean Girls are about to play Dungeons & Dragons. (And they're called "miniatures," not "action figures," B T W.) At least Mackenzie brought snacks! Casey tells them to sit down and listen the fuck up, then hands each player a character sheet, a set of dice, and a small figurine depicting their adventurer. As he does so, he begins to explain the setting. Adventurers, welcome to... THE WOLVES OF WELTONπ‘ Ariadne will play Carric Nightbreeze, a Half-Elf Cleric π‘ Charlotte will play Yotul Marzush, a Half-Orc Ranger π‘ Fern will play Silaqui Xiloscient, a Wood Elf Paladin π‘ Jade will play Euphemia Hilltopple, a Lightfoot Halfling Warlock π‘ Mackenzie will play Riswynn Brawnanvil, a Hill Dwarf Sorcerer π‘ Riley will play Wrazita Crulmacmaadath, a Dragonborn Barbarian π‘ Ursula will play Zanji Bigleaf, a Forest Gnome Rogue β Full character details and a link to the Player's Handbook are here. HOW THIS IC/OOC WORKS
- Characters' characters are called adventurers, the team the party.
- Whereas traditional Dungeons & Dragons is split between role-playing and dice-rolling, this IC/OOC will focus on the role-playing aspect through prose. You will not roll any dice (Kas/Casey will make any necessary rolls).
- The story is split into four key scenes, and although the conclusion of most scenes is already determined, the party has to decide how to get from one scene to the next. Scene conclusions are in the Squad Goals bubbles.
- Different solutions can lead to completely different campaign conclusions, so work together and get creative!
- Casey is the Dungeon Master. He narrates the story, explains the environment, and determines (with dice rolls) whether or not adventurers are successful when they attempt certain actions. (More on this below.)
- Regular IC will be formatted as normal, but when Casey's speaking as the DM/etc., it's usually formatted like this.
- Prompts for adventurers are underlined, but they aren't the only things adventurers can do or take note of.
- Because this is a dry run I'm not putting everything in Casey's voice. I straight-up pasted stuff from the adventure manual this time and I don't feel sorry about that.
- Today's adventure is The Wolves of Welton by Winghorn Press. (You don't need to know this IC.)
HOW TO PLAY
- How does D&D work, you ask? Well, for one? Nothing like this.
- This is a VERY loose interpretation of 5e Dungeons & Dragons. Don't worry about your character's stats. I have them and I'll be doing the rolls, which have been ultra-simplified to d20s + modifiers).
- There is no order of play. (ex. Zeke, then Martina, then Jimmy, etc.) It would be wise, however, to comment when you plan to write the next tag.
- Don't godmod the NPCs! Casey's job is to narrate the story, both as the disembodied and all-knowing voice of the Dungeon Master, and as the people adventurers meet and interact with.
- HOW TO PLAY: Work together to solve the problem!
1. In third-person prose, declare what you are doing (ex. Zeke slams his fist on the table. "Gulton [or "I"] asks the innkeeper if he's selling any ponies!"). 2. Then, either the next adventurer reacts, orβif it needs a roll or NPC interaction (below)βCasey will pop in with the information you need. 3. Continue in this way until you've reached the Squad Goal, which will allow you to move on to the next scene. (Except for 1a. ARRIVAL AT THE VILLAGE (ecause whatever, it's just an intro thing.)
- Any time an adventurer wants to do something that involves the environment (ex. speak to an NPC, pick a pocket, inspect a new room, start a fight), Casey has to roll whether or not they were successful before you can continue.
- β Things you need Casey to roll/contribute to are usually marked with this icon.
- SKILLS: Each adventurer has access to the same number of skills. When Casey rolls to find out if you were successful in an attempt to do something, he makes a roll (called a check) and compares it to a secret number it needs to be greater than. If you pass, you were successful!
Different skills are used for different things. If you want to steal, Casey will make a Sleight of Hand check. If you want to see if you know how to use plant X for injury Y, he makes a Nature check.
Here is a good list of ways to use skills.
In most cases Casey will decide which skill to roll for, but if you're feeling creative, your character can say something like "I'm going to use my Athletics skill to shove Jimmy into the lake." Case would then make an Athletics check for you.
- SKILL PROFICIENCIES: Each adventurer is also proficient in a few skills, giving them a bonus to those particular rolls.
- If your character has SPELLS, they can only use each spell once a day. Keep in mind that there may be a battle today, so if you're a spellcaster and you use up all your spells before you get to scene 4, you're going to have to get creative!
If your character has SPELL SLOTS, they can only use that many of their spells per day. CANTRIPS, however, can be cast as many times a day as you want.
Β» 0. SETTING THE SCENE: Before the game begins. Β» 1. WELTON (AIN'T WELL): The adventurers arrive at Welton and learn about today's quest. Β» 2. PLAN OF ATTACK: So... what's up? Β» 3. THE (DEN)IZENS: Takin' care of business. Β» 4. THE AFTERMATH: Tying up loose ends. Β» OOC: Questions: I anticipate there will be A LOT of these because we've never done this before and it's confusing as fuck, so here's a whole thread. Β» OOC: Comments, concerns, chupacabra! |
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