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    Feasibility of a game set in the comic Die & using its RPG ruleset?

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    • F
      fatefan last edited by

      I found myself really digging Die, a comic about a group of adults who had a traumatic experience playing D&D in their teens (more or less getting stuck in the game world, Jumanji-style, for two years) and who then return to the world once again.

      Kieron Gillen, the comic author, developed an RPG for the comic that is influenced greatly by PbtA philosophy: http://diecomic.com/rpg/

      I wonder if it'd be possible to set up a game that's based on the comic's premise, using the RPG rules.

      The biggest downside is that the game suggests each character is unique in their role--but I'm considering having PCs from different groups who've come to the world (and either having other PCs as part of their original party, allowing them to be apped in +roster style, or just letting them be NPCs in a backstory).

      Worth considering further? Or is it too difficult to juggle that sort of "different clusters of 'unique' character types" premise?

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        insomniac7809 last edited by

        Since you linked me here...

        So I'm not gonna dismiss the concept out of hand. The classes are crazy flavorful, and the concept has a good bit of appeal.

        but

        The game as designed, I think, doesn't lend itself especially well to the MU* format. The rules system is pretty clearly designed for more-or-less constant monitoring and arbitration from the Master, assigning difficulty, advantage, and disadvantage on a case by case basis.

        The intended playstyle is also gonna have to be tossed out for a MU* format. The game as it exists is designed for a pretty straightforward narrative arc: the personas are dragged into Die, and they need to agree on whether they go or stay.

        Making it into a MU* seems, to me, less like using the premise and rules and more like inventing a new game inspired by Gillen's RPG. Which could be a cool game!

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          fatefan @insomniac7809 last edited by

          @insomniac7809 That's entirely fair. The game is clearly centered on a single adventuring party's worth of characters (with each's unique die reflecting that, if nothing else).

          A MU* approach would have to allow for the possibility of multiple parties having been brought to Die, whether at the same time or at different times, and there'd need to be a way to deal with having multiple godbinders, fools, and even masters--unless the master role becomes, effectively, a "staff PC" role for antagonist/storytelling purposes.

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