Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 29, 2012 5:07:04 GMT -8
I really like that idea. I might have to steal it for a possible Halloween themed game I'd like to run this year.
|
|
|
Post by savagedaddy on Sept 29, 2012 21:29:37 GMT -8
I'm running the adventure on October 13th at a local Vegas mini-con. That should be enough time for me to post a link to provide a game report.
|
|
|
Post by savagedaddy on Oct 14, 2012 19:45:01 GMT -8
You can use the 'Dramatic Tasks' as a guideline. Have them roll appropriate skills to accumulate successes: Survival (trap making); knowledge engineering (rube goldberg trap making); notice (put it in place); stealth (hide it), etc. Whatever feels appropriate, and whatever they can justify. Have some levels of success in your mind, but don't tell your PCs. 1 success per PC = it works but the villain might escape (especially if it's too early to catch him/her) 2 success per PC = you get the whole Scooby ending. I do like the Domino idea, you can put a domino out for each success, and hope the trap doesn't get 'sprung' by an errant die. That would be shame (translated: awesome!) Then you get to RP out the persuasion to trick the bad guy into the trap, work in any complications you see fit, etc. For this type of game, I'd probably switch the damage to a more fatigue type track Basically these attacks and chases and frights just wear your character out. But after a nights rest, or a good meal, (or a scooby snack) hey, you feel fine! This will make getting captured (classic ploy in the scooby verse) not a big deal. I'd spread the fleet-footed around a bit (Shaggy and Scooby at least) I'll be posting a full game report to my blog with a link in the forum soon. But, in the meantime, I wanted to share this. I solved my Rube Goldberg Machine Scooby-Doo Trap Mechanic problem. This is the actual mechanic I used in the game yesterday at the monthly mini-con and it WORKED LIKE A CHARM! Here it is.... When it's time to build the trap, each player makes a Smarts check. The highest result, including aces, becomes the number of steps they may use to build the trap. If they can only think of 6 steps, then that is the number of steps in the trap. The player characters may use a number of items equal to the number of steps. These items may be anything available in the setting, from a piano to a match. Once they've designed their trap and explained how it is supposed to work, they use the Dramatic Task rules to make relevant skill checks (Stealth to hide the trip wire, Repair to jerry-rig mechanical items, etc.) at the standard -2 modifier to actually 'build' the trap. The trap starts with a +2 modifier to the opponent's Notice check. Each success, and raise, lowers the modifier by one, but no lower than -2. The final number of steps becomes the Trap's Agility die rounded down for the purpose of interrupting a victim's attempt to disarm the trap, or escape the trap once it is sprung. An activated trap is considered to have 'the drop' on its victim. Acting as bait, Scooby and Shaggy do something to goad the ghost to chase them into the trap. This is a Trick maneuver and adds -2 to Notice the trap. Because Scooby and Shaggy know where the trap is, they don't make a notice roll. However, they are running toward the trap and must make an opposed agility check against the trap to activating it themselves. For example: Velma rolls 17 on her Smarts check. The group uses all 17 steps (Trap's Agility = d12). The Scooby Gang gets 5 successes on Dramatic Task rolls. The trap's modifier to its victim's Notice is -2. Scooby and Shaggy pose as IRS agents and serve the ghost with an audit notice (opposed Stealth vs Notice for the disguise). The ghost actually believes he is being audited and chases them in anger. Before he reaches the trap, the ghost has a -2 Notice. Scooby and Shaggy each have Agility d8 vs. the trap's Agility d12. GM rolls for the trap vs Scooby and Shaggy and gets a 10. Using bennies, they each explode on their wild die and barely manage avoid the trap. The ghost reaches the trap and makes a Notice roll at a -4 (-2 Trick & -2 Trap) His Notice is d6. He rolls a 5 and activates the trap. Because the trap has the drop, it gets +4 to any opposed Agility roll to escape. The ghost rolls an 8 on his opposed Agility check (6 on Wild Die & a 2 second roll). Players roll Agility for the trap d12+4 and get 11. Mystery Inc. for the mother-fucking win!!!!! Oh, and I also let them set a vertical domino on the board for each step in the trap and push it over when I announced the result of the ghosts Notice roll.
|
|
|
Post by jazzisblues on Oct 15, 2012 6:47:09 GMT -8
All I can say is that sounds totally awesome.
JiB
|
|
|
Post by savagedaddy on Nov 7, 2012 15:45:31 GMT -8
|
|