Re: [Jeu] Le sphinx rôliste !
Publié : lun. juil. 22, 2024 2:20 am
Two summers ?
Forum avec de vrais morceaux de JDR dedans.
https://www.casusno.fr/
THE MONSTER'S EYE
Childhood
A massive Ferris wheel with a kitschy fantasy theme. Choose three:
+ Cars swinging in the breeze
+ Locking bars coming down
+ A grotesque ogre or ghastly witch
+ A jaunty tune played on a loop
+ Never a long line
+ Searingly bright lights
Who swore this ride was really scary?
Who said it wasn’t even a proper ride?
SCENE PROMPTS:
+ Stuck at the top
+ A chance for a private conversation
+ Standing up even though you’re not supposed to
+ Banging on the glass to get someone’s attention
+ Entering the fantasy land
+ The park at night
Adulthood
Choose three:
+ Monsters made of peeling paint
+ An open car to sit inside
+ Burned-out lightbulbs as big as your fist
+ The cassette tape of that old tune
+ A life-size statue of something horrible
+ Rusted struts and shattered windows
SCENE PROMPTS:
+ It still works!
+ Night falls, deepens, darkens
+ Something below the paint
+ A chance for a private conversation
+ Dizzy at the thought
+ Circling back to familiar thoughts, words, actions
[Jeu] has a looping structure that always starts by choosing a new Attraction from the list on page 33. For each location,
you’ll spend some time discussing what it was like in the park’s heyday, then play out scenes as children. After that, the game flashes forward in time to imagine the Attraction after the park has been abandoned. Now players will run through scenes as their adult characters, exploring the same location as ruins.
After the last scene, pick a new location and flashback to childhood to start the cycle again.
When you’re finished with an Attraction, decide as a group whether you want to move on to a new one or stop playing. Use this time to touch base with everyone and see how they feel about the story. Does it feel like you’re reaching the end of the session?
There’s no limit to the amount of Attractions you can visit with your group, but we’ve found that three to five locations is often enough to tell a whole story.
222. DIRTY: You fight using underhanded and dishonorable methods. When you trick-attack an enemy, roll DAMAGE twice and take the higher result.
* Pocket sand (+1 to attack rolls vs. sand victim, one use), +1 FORCEFUL
223. DISGUISE: You can disguise yourself as anyone as long as you have a reasonable amount of prep time; however, your cover will be blown if you either speak, move quickly, or get hurt—the referee decides which.
* Bulletproof vest (1 ARMOR), +1 TACTICAL
224. DOORS: When you enter through a door, you may emerge through any other door you have seen. You have a method for pushing through locked/barricaded doors (like lockpicks, bombs, or a heavy boot) that works every time, but always has an inconvenient downside—the referee will tell you what.
* Keyring (3 DAMAGE), +1 FORCEFUL