In a role-playing game, there are two types of player. For the sake of rulebooks, one archetype is called the Player. The Player takes the role of one character in the game, as mentioned above. Her character does whatever she wants her to. The other player is called the Game Master, or GM. The GM’s job is to set the background for the game. He has control over every character in the world that is not a Player’s character. It is also the GM’s job to inform the Players about what is going on around them. If you have never role-played before, it will be necessary to read the sample of game-play before actually playing yourself.
The Other World is a stand-alone document. All the information you need to play is here, in one document. To play, you’ll need paper, pencils, six-sided dice, this document, and some friends.
1.) Roll Dice
2.) Record Hits
3.) Calculate Results
First, you roll the dice. The number of dice you roll is equal to the skill or attribute in question. In example, when climbing a tree, you would use an amount of dice equal to your climbing skill. If you do not possess the climbing skill, then you would roll an amount of dice equal to your Agility (it’s the nearest thing to climbing your character has), but minus two dice because you’re defaulting to another value. There will also be other modifiers to how many dice are rolled, but those are discussed later when they are concerned.
Second, you record the number of Hits. A Hit is a term used in this game to describe how many dice were successful in a Test. Use the following chart to calculate how many Hits you have.
Die Roll Hits
Optionally, you can use this table instead, but only with permission from the GM.
Die Roll Hits
To calculate the results, you compare the amount of Hits to a Threshold number. If the amount of Hits is above the Threshold, then the skill is successfully completed. Some tests will add bonuses for every Hit above the Threshold, but that is explained more fully later. In a lot of cases, the GM is going to have to assign a Threshold number to a test. The Threshold is based on the difficulty of the test. Use the following table as reference.
Note: A Threshold of zero would mean that the action is so simple that the Test is just to see how good the character performs it.
Although literally a Threshold of five is not impossible, it is so difficult that few Tests will require it.
If a character ever has a negative number of Hits in a Test, then something catastrophic has happened. If the Test involves risky maneuvers, the character has taken damage! The character has screwed up so bad, in addition to any other damage he takes due to failing, he also takes an amount of damage equal to how many negative Hits he had. This damage cannot be blocked through any means. If the Test doesn’t involve risky maneuvers, something really embarrassing or really annoying happens. This is up to the GM’s discretion.
1.) First Player Rolls Dice
2.) First Player Records Hits
3.) Second Player Rolls Dice
4.) Second Player Records Hits
5.) Calculate Results
In an Opposed Test, the player initiating the test rolls his dice first. He rolls dice equal to the amount of the skill or attribute in question. Opposed tests are usually when a character tries to steal something from someone else or tries to sneak by them. Basically, when it’s player against player, it’s an Opposed Test.
The first player then records how many times he scored a hit. Use the same table as for Unopposed Tests.
The second player then rolls his dice. Some of the time, the skill that the first player uses is different than the one the second player uses. If, for example, the first player is trying to sneak past the second—and ignoring all modifiers for the sake of simplicity—the first player uses his Sneak skill and the second player uses his Intelligence attribute. The amount of Hits are recorded as normal.
To calculate results, find out who has more Hits. That is the victor of the Test. For each Hit above the opponent’s, the victor gains a bonus on the results of the test. The GM should dictate exactly what happens. For example, if the player who is sneaking rolls three Hits and the other player rolls two, the first player sneaks quietly by the other without detection. In the event of a draw, then nothing results from it, and no action takes place that turn. If the player wishes to try it again, he simply waits for his turn and initiates the Test again.
If a character has a negative number of Hits in an opposed test, he has really blundered. This has no game effect, but it does lead to embarrassment. This is just for role-playing purposes.