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Loop_Act&Tag 2d6

This loop brings a structured yet flexible approach to the table, utilizing a 2d6 system. It supports collaborative storytelling, where dynamic dice rolls influence the narrative through varying levels of success or failure.

Macro

  1. Invitation
    • The leader invites the player into the narrative threads by initiating or continuing the collective storytelling, often by describing where the PC is, what they sense, and what is about to happen.
    • The purpose of invitations is to immerse the player in the life of their character.
    • The leader must pay attention to the meta and establish relevance for each individual act. (p. 74)
  2. Pre-Stance
    • The leader adopts a stance designed to prompt the player to either act or react to the invitation.
    • Before: An invitation to react. The leader presents a conflict that the player characters must address. This often ends in questions like: “What do you do?”
    • Behind: An invitation to act. The leader allows the players to take action on their own. Tools here often include patience or encouragement to explore and act based on their character’s focus as defined in their tagbook.
  3. Consequence
    • Consequences are a crucial element in acknowledging the existence of actors within the fictional world and establishing their existential connection.
    • They play a significant role in creating realism and credibility in storytelling.
    • The consequence can vary in intensity and depends on the specific context and the quantity or quality of the tags in use.

Micro

  1. Act or React
    • The player describes their character’s act in the first person.
    • The leader decides if it is relevant that the act may fail or whether there is any chance of success at all.
  2. It May Fail
    • Tags: The player presents one or more tags relevant to the act – the leader decides if they are relevant. (p. 80)
    • In cases where there are insufficient tags in quantity or quality, a positive result is a trade.
  3. Tags
    • Tags can count positively in some contexts and negatively in others.
    • The context can include tags that can be subtracted from or added to the roll.
    • In cases of character versus character, the other character’s relevant tags are subtracted from the acting character’s tags.
    • Increasing the number of positive tags will enhance the outcome of the act.
  4. Roll
    • The Player rolls 2d6 +/- the amount of tags.
  5. Post-Stance
    • The leader chooses the stance from which the consequence of the act will be described.
    • Before: The leader describes what happens.
    • Beside: The leader, along with the player, describes what happens.
    • Behind: The player describes what happens on their own.
  6. Position (additional notes)
    • Position depends on the player’s competencies within the realm of role-playing, the knowledge of the group regarding the leader’s narrative, and other factors.
    • No one position is better than another – it always depends on the narrative effect and power the leader desires or needs in a given context. (p.76)

Dice 2d6 & result


6+6 Shine


The character not only succeeds in their intended action but also gains an additional advantage or benefit from the situation. This advantage should align with their character’s focus or goals, providing extra information or a deeper insight relevant to their objectives.


A character is trying to find a hidden door in a dungeon. Rolling a 6+6 means they not only find the door but also discover a hidden cache of valuable items nearby.

10+ Positive


The character succeeds without any complications. The act goes smoothly and has the intended effect.


A character attempts to convince a guard to let them pass. Rolling a 10+ means the guard believes their story entirely and allows them through without further questioning.

7-9 Trade


The character succeeds, but there are consequences or a difficult choice to be made. The success is not without its drawbacks.


A character tries to pick a lock. Rolling a 7-9 means they manage to open the lock, but they make noise that alerts nearby enemies, or the lock is damaged in a way that makes it difficult to close again.

6- Negative


The character fails in their attempt. The act does not go as planned, and there are likely negative consequences.


A character attempts to sneak past a sleeping dragon. Rolling a 6- means they trip and make a loud noise, waking the dragon and putting themselves in immediate danger.

1+1 Dire


The character fails in a catastrophic way. The act not only fails but also has severe and potentially vital consequences.


A character attempts to disarm a trap. Rolling a 1+1 means not only do they fail to disarm it, but the trap triggers in the worst possible way, causing significant harm.
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