Recently on Datarealms, I've participated in an RP game called "Roll To Dodge", where there is one regulator/game manager/dicemaster that rolls die to determine how successful each player's action is. Essentially, I would use an online dice generator to do the rolls; here's an example of one the rolls from my thread. The system we used was basically a character with three starting weapons and two starting abilities, which often contributed to certain rolls (eg "Female Gender = +1 to rolls involving sandwich making") The roll system was based on 1 to 6: 1 is a total fail, 2 is a fail, 3 is an average, 4 is a success, 5 is a perfect, 6 is an overshoot.
More examples of actions/rolls: Hyperkultra's Original RTD; My Spin-Off RTD.Ragdollmaster wrote:dragonxp (1) Advere struggles in his state of half-sleep to try and prevent himself from bleeding out, but the pain and blood loss overwhelm him and he subsides into fitful oblivion, with not much in the way of medical treatment accomplished. (HE'S STILL ALIVE)
Assassination: +1 to rolls involving undetected kills or attacks
Stealth: +1 to rolls involving sneaking or moving slowly
Silenced Desert Eagle
First Aid Kit
Kevlar Body Armor
Exploding L9A1 Bullets
Poison (will die next turn if left untreated)
Hyperkultra (1+1 = 2) Fiona reaches for her railgun, intending to point it at Damien, but she fumbles with the familiar device. Panic sets in and she's barely able to point it at Damien at hip-level, a fairly inaccurate position.
Electronics Expert: +1 to rolls dealing with circuitry
Weapon Specialist: +2 to rolls using Railgun Sniper -1 when using other weapons
Portable Microfusion Generator (backpack)
Satchel of standard electronic components
Rotor + Housing
Modular Structural pieces
Two empty sacks
Benpasko (2+1 = 3) Ben rushes over to Mathis, but then realizes he can't really do much in the way of medicine. However, he does still look sweet, so he's able to give Mathis some reasurance.
Herbalism: +1 to rolls involving identifying or using the properties of plants
Weak: -1 to rolls involving lots of endurance or physical strength
Ociamarru (3) Mathis gropes at his leg, trying to stop the spread of poison, but he can't really do anything significant without a tourniquet or something to stop the flow of blood. The poison is spreading quickly but he tries to relax- if he panics and his heart beats faster, the poison will travel even quicker.
CQC: +1 to rolls involving close quarters actions
Light Step: +1 to rolls involving stealth or sneaking
Ragdollmaster (4) Damien scowls as he drops to one knee and puts his rifle's scope up to his eye. He watches Fiona scramble for her railgun briefly before she levels it at him- hip-level for her is head-level for him, in this position. She doesn't look like she has a very accurate shot, but the sight of the enormous railgun makes him hesitate a little. He doesn't want to take any chances. He begins to slowly back away, M14 still leveled at Fiona. Some spare soldiers who are milling around have moved off to the side, guns pointing every which-way, at Fiona, at Damien, even at Eric and Mathis- he wants to distance himself from the group. Long-distance combat is his niche specialty, after all!
Marksman: +1 to rolls involving long-range combat
First-Aid: +1 to rolls involving healing actions
M14EBR w/ 10x telescopic sight
Mk23 (USSOCOM variant) w/ laser guide
caekdaemon (5) Bob Jameson Jones stumbles towards a med-tent, dizzy from poison. He finds a medic inside. "I've been bitten by a snake," he says, giving a rough description. The medic grunts and runs over to the sorted, categorized shelves before pulling out a vial of antivenom and a needle. "Hold still!" He injects the antivenom into Bob's bloodstream. It stings terribly, but he's able to finally relax. "You'll probably make it," the medic says as he cleans the injection site.
Mechanical Engineering: +1 to rolls involving mechanics
Unconventional Weapons: +1 to rolls using unique/strange weapons
3 Adrenaline Needles (Strength)
3 Amphetamine Needles (Energy)
Weakened Poison - 5 turns (if you roll a 1 in the next five turns, you'll die. Best stick to using your Mech. Engineering and Unconventional Weapons perks so you get a guaranteed "2")
So: would anyone be interested in playing a dice-based RP? It would be pretty similar to the previous RPs, but instead of deciding exactly what you do, you just give your action. These games have proven to be great fun on Datarealms (with almost 150 pages in the original!) and they go along much more comprehensively than the old, text-only RPs. They're also much more fair when it comes to PvP, deaths, combat, and the like.