LEDNIK: Risks and Outcomes

Read the post about the Flow of Play first. 

Before we dive into the dice mechanic, Characters in brief:

LEDNIK Characters have 3 Traits; Party, Ministry and Doctrine. A later post will go into more detail. Suffice that Party describes how the Character is connected to the Communist Party, their core values and which Committee they answer to. Ministry is who they work for and  access to relevant Assets and Resources. Doctrine is a measure of their absolute loyalty to the Party versus their exposure to the spiritual powers of the Valley. All three Traits are scored from 6 to 1 but these scores are not directly relevant to deciding Risks and Outcomes.

1 Who adopts the responsibility for the Player’s Plan? The Leader may not receive the most benefit from the outcome or pay the heaviest price but everyone who was there will remember it was all because of them.

2 The Leader can allocate a d6 each if their Party and or Ministry Traits are relevant to the Plan. They can add another dice if they choose to risk Doctrine. They must have at least one dice and can have up to 3 dice. Use coloured dice, Red for Party, Green for Ministry and White for Doctrine.

3. The Leader Rolls the Dice. The lowest result is the number of Challenges that emerge while the Players are executing their Plan. If more than one die is equally low, choose which one is the Lead result. If Doctrine is one of the dice with the lowest result, it is the Lead Result.

4. Players discuss the Challenges. Choose from this list to describe each Challenge:

  • Consequence- An outcome that seems likely given the Change, Plan and Status Quo but may be at a heightened intensity than expected.
  • Complication- An unexpected additional outcome of the actions taken that has an impact that was not directly expected given the Change, Plan and Status Quo.
  • Compromise- The Challenging nature of events as they are unfolding means that the plan may need to be revised. This compromise will be for a less favourable Outcome than had originally been envisaged. 

The Referee always describes the last Challenge, guided by the Scope process that was completed prior to Risk and Outcomes.

5. Players can use Assets and Resources to Offset up to 3 Challenges. Describe how each Challenge was overcome and the cost. Players note expended Resources and Assets.

6. If any Challenges were Offset, the Referee notes this for Loyalty Tracking (see future post).

7. Referee discusses the Outcome with the Players to then Narrate and Update the Status Quo. The Lead Result is a Filter that helps the Referee narrate the Outcome;

  • Party – Connections / Command
  • Ministry – Competence
  • Doctrine – Conviction

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LEDNIK: Flow of Play

This is the LEDNIK Flow of Play. The key elements are Status Quo, Tone and Scope.

STATUS QUO: Everything that has gone before. The State of affairs. More specifically (to allow for those occasional retcons) , the most popular version or best remembered version of what has gone before. The core loop of LEDNIK is to establish the Status Quo, introduce change and update the outcome into the Status Quo, repeat.

TONE: The Referee has 3 questions. The first is `What do you want?’ This is in response to introducing a change and presenting it’s most likely outcome in terms of the Status Quo. Up to this point the conversation may be quite broad and sweeping, it is a narrowing of options. When the Players respond the Referee must decide if what they want is reasonable and compatible with this change. If so, the Referee asks; `What do you do?’ This conversation is then summarized by the Referee (Roll into Status Quo) and play returns to discussion. If what the players want presents some likelihood of conflict with the introduced change, the Referee asks `What is your Plan?’ and proceeds to Scope.

SCOPE: The players present their Plan, a skeleton summary of how they want to deal with the change to get what they want. Scope is the Referee’s opportunity to think about the Status Quo, what the players want, Filters, Triggers and Oracles (See future Blog Posts!). To consider the scale and implications of the interaction between the change and the Player’s Plan.  The conversation at this point will either loop back to discussion or will proceed to Risks and Outcomes.

RISK: This is the dice mechanic built on the core of Cthulhu Dark. More on this in a future post. The output will be at least one Challenge that emerges as the players execute their Plan. Players can use Resources and Traits to offset some of the Challenges. [Beware the hidden Loyalty tracking mechanic!] The net result of the Challenges and Offsets are summarised by the Referee and incorporated into the Status Quo. Play continues.