[color=yellow]USING YOUR DICE CAMPAIGN IN RABIES 2.0[/COLOR] [COLOR=YELLOW]NOTE:[/COLOR] I recently purchased a cheap assed phone on which punctuation is a bitch. It takes 4 keystrokes just to include 1 bracket in a reply. Therefore, my posts are going to be very basic in formatting. The exception will be the use of yellow at times. I like yellow. . . . . . . . . . . [color=yellow]HOW TO CREATE A DICE CAMPAIGN[/COLOR] Go to the Roleplayerguild Home Page. Select the Dice link, located on the right side of the page. Select New Campaign, located on the right side of the page. Name your Campaign. Go simple but informative … like "ALLISON'S RABIES 2.0 DICE CAMPAIGN". A description is unnecessary, but, whatever. . . . . . . . . . . [color=yellow]KEEP THIS IMPORTANT DETAIL IN MIND[/COLOR] -- If I tell you a 1d10 roll of 1 will have a certain effect on a situation, then that means that ONLY a roll of 1 will have that effect. If I tell you that a 1d10 roll of 4 will have a certain result, then that means that a roll of 1, 2, 3, or 4 will have that result. Any roll less than the "target" roll … in this case 4 … is the same as that roll of 4. [COLOR=yellow]Just as important[/COLOR] -- If you perform a dice roll and the result is less than Zero, then it is simply considered Zero. For example, you make roll of 1d10-7 and the result is -2, consider the result a Zero. For an example, click [url=https://www.roleplayerguild.com/rolls/13481]here[/url]. . . . . . . . . . . [color=yellow]USING YOUR DICE CAMPAIGN IN OUR GAME[/COLOR] So … let's imagine the following scenario … Your character, Barb, runs out of food. You post that Beth is going into the hallway to check for unlocked apartments to search for food and other resources. I post the following … [color=RED]PART 1[/COLOR] Beth opens the door to peek out. [color=yellow]Roll 1d10-6[/COLOR] for how many Rabids hear, detect, and charge you. If the roll is Zero, no Rabids heard Beth. [color=yellow]Skip to Part 2 NOW.[/COLOR] [color=yellow]Roll 1d10[/COLOR] again. If the 2nd roll is less than the 1st roll, [color=yellow]skip to the next paragraph NOW[/color]. Beth safely closes her door before the Rabids reach her. But she is trapped inside. Too bad, so sad. [color=yellow]Roll 3d10[/COLOR] for the number of hours the Rabids will remain outside, trying but failing to get inside before rushing away to some other sound or movement. Beth can either hang out or attempt another action. [color=yellow]End of turn. Post your reply NOW.[/COLOR] Subtract the 2nd roll from the 1st. This is how many Rabids got inside your apartment. What are you going to do? Fight them? Flee to another room? [color=yellow]Make your decision. End of turn. Post your reply NOW.[/COLOR] . . . . . . . . . . [color=red]PART 2[/COLOR] Beth goes into the hallway. There are 10 apartments and 2 utility rooms on this floor. You may check as many doors on this floor as you wish, using the following dice roll guide... [color=yellow]Roll 1d10[/COLOR] for the 1st door. The "Note" for your roll should include whether it is an apartment or utility room. If the roll is 3 or less, [color=yellow]skip to Part 3 NOW.[/color] The door is unlocked. You go inside... [color=yellow]Roll 1d10-7[/COLOR] for the number of Rabids in the room. If Zero, [color=yellow]skip to the next paragraph NOW[/color]. The Rabids rush you. Do you fight? Do you slam the door shut and flee? [color=yellow]Decide but do not take the scene further. End of turn. Post your reply NOW.[/COLOR] You enter the apartment. [color=yellow]Post your experience up to entering the room but do not describe the room. More rolls are needed. End of turn. Post your reply NOW.[/COLOR] At this point, I will perform the following rolls for you and determine what you found to add to your inventory: [color=yellow]Roll 1d10[/COLOR] for food. [color=yellow]Roll 1d10[/COLOR] for water. [color=yellow]Roll 1d10[/COLOR] for weapons. [color=yellow]Roll 1d10[/COLOR] for batteries. [color=yellow]Roll 1d10[/COLOR] for electronics. [color=yellow]Roll 1d10[/COLOR] for other. If you think there should be another category of resources for which I should roll, include it at the end of your post. I will consider it. More resource categories will be added over time. These are just what I came up with at this moment in time with my caffeine deprived mind. After I send you these results, you can write in your next reply what you choose to take or leave behind. Additionally, if I am vague about what you find, you can further describe it. BTW, "brownie points" are given for players who add description to their posts … but please do not go overboard and write 5,000 words. . . . . . . . . . . [color=red]PART 3[/COLOR] [color=yellow]DANGER![/COLOR] Each time you attempt to open a door and it does not open, there is a risk that Rabids somewhere on the floor might hear you... Each time you fail to open a door, [color=yellow]roll 1d10[/COLOR]. A roll of 1 for the 1st door means Rabids on the floor heard you and they are coming. A roll of 2 for the 2nd door, a roll of 3 for the 3rd door, etc. Obviously, the longer you are out there, the more risk you are taking. After each failed door attempt that does NOT alert Rabids, you have to make a choice to either give up and return to your apartment or try another door, knowing that each time is riskier. If you choose to attempt another door, go back up to Part 2. If you choose to not, continue reading. If you DO alert Rabids, [color=yellow]roll 1d10[/COLOR]. If the result is equal to or greater than the number of attempts you have made opening doors, then you reach your apartment safely. If the result is less than the number of attempts, you don't make it and must fight. This is meant to reflect the idea that the more doors you attempt to open, the farther you are from your own door. If at any point you are forced to fight Rabids, do NOT post the melee round. Your turn is over. Post your experience to that point.