Rating: [ 5.11 / 10.00 ]
Game Info
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Game Summary | [ Edit Main Info ] |
Chalk Outlines Waiting to Happen: a caper-flick roleplaying game is a short, free RPG inspired by films like Things to do in Denver when You're Dead, The Sting, and Reservoir Dogs.
Characters are defined by their specialty, how good they are at a list of things (like "walking away from a fight I'll lose"), how good they are at everything else, what they want to get for participating in the caper, and what resources they have access to. PCs are excellent at their specialty, and have to be lousy at at least one other thing, but otherwise they choose how competent they are.
Characters always succeed at anything they try to do, but have to roll 2 to 5 six-sided dice (lousy to excellent), and subtract the second highest die from the highest die. That number (0 to 5) is the number of concessions the PC has to make to succeed (everything from sacrifices, to complications, partial failures, future problems, or having to make another roll).
The players then come up with the "job", a one-sentence description of the caper, and have a planning session where they decide what they'll do, what resources they have to acquire, and what kind of contingencies might come up. After the planning session, there is one setup scene for each PC where they go out and acquire some of the resources they need. While the player gets to decide where their setup scene happens, who is there, and what's happening, the GM runs the scene with an emphasis on a trait PC is lousy at. Once all the setup scenes are played out, the job itself is the next big scene; the main difference is that the PCs are excellent at their job. The final scene is the fallout scene, where the PC's divvy up the loot. The players each cast a secret ballot to decide who gets it, and play out the resulting mayhem.
Characters are defined by their specialty, how good they are at a list of things (like "walking away from a fight I'll lose"), how good they are at everything else, what they want to get for participating in the caper, and what resources they have access to. PCs are excellent at their specialty, and have to be lousy at at least one other thing, but otherwise they choose how competent they are.
Characters always succeed at anything they try to do, but have to roll 2 to 5 six-sided dice (lousy to excellent), and subtract the second highest die from the highest die. That number (0 to 5) is the number of concessions the PC has to make to succeed (everything from sacrifices, to complications, partial failures, future problems, or having to make another roll).
The players then come up with the "job", a one-sentence description of the caper, and have a planning session where they decide what they'll do, what resources they have to acquire, and what kind of contingencies might come up. After the planning session, there is one setup scene for each PC where they go out and acquire some of the resources they need. While the player gets to decide where their setup scene happens, who is there, and what's happening, the GM runs the scene with an emphasis on a trait PC is lousy at. Once all the setup scenes are played out, the job itself is the next big scene; the main difference is that the PCs are excellent at their job. The final scene is the fallout scene, where the PC's divvy up the loot. The players each cast a secret ballot to decide who gets it, and play out the resulting mayhem.
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Released as a webpage, available at lumpley games: Chalk Outlines.Game Editions | [ Edit Edition ] |
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