『How To Play Discworld』のカバーアート

How To Play Discworld

How To Play Discworld

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How To Play Discworld Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m a player in an upcoming session using the rules for the official tabletop roleplaying game of Terry Pratchett’s Discworld. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my fellow players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Discworld game at home. I’ll organize this how to play guide into sections. Game category Tests Traits Rolling dice Luck Group tests How to attack Magic (Jommetry) Dying Helping allies Building a character Game category. Sir Terry Pratchett’s Discworld book series has sold more than one hundred million copies worldwide. In the 1990’s, Pratchett was the UK’s best selling author. Fans adore these forty one books, and their characters such as Rincewind, Sam Vimes, Granny Weatherwax, Tiffany Aching, Moist von Lipwig, and the anthropomorphic personification of Death. This is the official Discworld tabletop roleplaying game. Mechanically, this game uses opposed rolls to determine outcomes. Players cite one of their traits that they feel gives them experience at what they’re attempting to do. The Game Master thinks about how well prepared the player character is, and how this specific situation affects the difficulty, and tells the player to use either a four, six, ten, or twelve sided dice as their outcome dice. The Game Master always rolls a d8 for their narrativium dice. If the player outcome dice result is higher than the Game Master narrativium dice result, they influence the story as they intended. On a tie they still do, with a complication. When the GM’s narrativium dice result is higher, the story is influenced all right but in a way the player might not have been anticipating. The GM describes the complication. That’s a quick summary of the rules. Let’s go into more detail. Tests. When your character tries to influence the narrative, they will make a test. If you pass the test, you influence the story in the way you intended. If you fail the test, you influence the story in a different way than you intended. Whether you succeed or fail depends on an opposed dice roll. You will roll a dice called the outcome dice that could have four sides, six sides, ten sides, or twelve sides. The words d4, d6, d8, d10, d12, and d20 refer to which dice you’re rolling, with the letter d meaning dice and the number meaning how many sides. The Game Master will roll a dice called the narrativium dice that has eight sides each time, a d8. Traits. Every character has a few traits that define them. These traits are your character’s organization, background, species, niche, quirks, core and luck. During a test, you will cite one of your character’s traits as a reason why they should be good at doing something. The GM will consider how much experience the character has with the situation and what they’re trying to do, and will tell the player which outcome dice to roll, a d4, d6, d10, or d12. The GM can compel you to use a trait you’d rather not for a test if it’s more appropriate. If your character has a trait that fits the situation perfectly, lots of experience in what they’re doing, and it’s a well justified action, the GM will tell you to roll with a d12 outcome dice. If you’re trying to do something you’re entirely unprepared for, the GM will tell you to roll with a d4 outcome dice. For example, a character with the trait Hits Like A Troll will probably be told to use a d12 when smashing into a locked door with their shoulder, but a d4 when finely picking the lock. The difficulty of the situation can affect which dice gets used. The rule book uses the example that if a thief who is used to scaling roofs normally would be granted a d12 by the GM, the dice could be decreased to a d10 or even a d6 if the roof is covered in goose fat and the thief is having saucepans thrown at them while they carry a heavy bag of gold. Core traits are different than other traits. Every character can only have one core trait. You don’t start out with one. When you have a particularly meaningful moment with your character, you can state what narrative trigger formed your core trait or brought it to the surface. If you’re using the core trait as part of a test in the moment of identifying it, use a d12 dice for that first test where it’s being formed. Not every character will claim a core trait. Don’t try to force the moment. Similarly, if someone is forming a core trait, let them have their moment. The rule book says, quote, “Don’t butt in. Butts are for goats, after all. Let them have their moment as their character realizes just who they are and what they stand for. Then, after a sufficient pause, crack that witty one-liner you’ve been holding back.” End quote. Rolling ...
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