Board Thread:Roleplay/@comment-4477171-20160213232328/@comment-4477171-20160214094511

The main guide is posted at the top, but play is no different than normal roleplay! There's only a few minor differences in what is called 'turn order'. It works like this:


 * Rose Quartz wants to attack. They request an 'attempt' to attack with the following phrase: "Rose Quartz wants to swing their sword at Jasper. What do I roll?" If they already knew what to roll, they'd roll the dice. Otherwise, they'd wait for my response.
 * The GEM (me) responds: "Rose Quartz, you'll want to roll STR to swing your sword."
 * Rose Quartz checks their sheet. Well, their 'STR' is 2d6-- that's two six-sided dice --so they roll 1d6 on any dice roller (I recommend https://www.wizards.com/dnd/dice/dice.htm ) and report their result: "Rose Quartz swings for 3!"
 * The GEM (me) rolls their own dice, and may or may not report the results. "Jasper tries her best to block, but the sword cuts off an arm! (DEF -> 2) She howls in pain and charges at Rose Quartz!"
 * The player responds by doing whatever they'd like to do (dodge, defend head on, counterattack, etc) and play continues. When you need to ask about a dice, you don't finish your roll until I tell you which stat to roll on. If you don't have the stat, try to justify using another one of your stats! If you can't justify it, just take the penalty.