When you love something very much, there's many ways you can express it.Such as using that love to turn something into a cute little girl.Do you love /tg/?
I cannot love anymore, I can only hate.
Cute Big Girls
You are going to post the rest of that, right?
>>19679204I'm not even gonna say anything beyond a request that you either leave or post the rest of this while self-saging...
>>19679259That's nice.>>19679236Just use your Google-fu. Here's a tip, her name is "Apple Liptan".
loli golems, all day erry day.
AW YEAHI fucking love tea.
What's everyone discussing in this thread?
I see your fairy and raise you a bunny.
>>19679388IT IS BEYOND YOUR UNDERSTANDING
Homebrew for Tea time, gogogo
>>19679388People with talent, so not you.
/tg/ already has a little girl mascot.
>>19679402Several. Cultist, Boon, Noh...
The players, obviously, would be poeple who make tea. Maids, members of high society, normal people who like tea.The name for this would be "That Tea Homebrew".
>>19679415gb2/bed/ culexus
>>19679420Wouldn't "That Homebrewed Tea" suffice?
>>19679421I'm not the colossal faggot you think I am, really.
>>19679204All of my teas would be classy ladies, except my Australian Bush Tea.
I'm not knowledgeable about tea, but as far as I know there's two main kinds: green and black.Each player picks a specialty on character creation and gets a bonus of some sort on teas from that 'school'.The biggest problem is what the PCs are supposed to, well, do with their tea. Te competitions? Holding tea parties?Actually, I like tea parties. The question is now how the PCs benefit from it. Perhaps one of the 'skills' could be getting donations from guests, or the PCs are being paid to hold the tea parties on behalf of others. The latter would allow th GM to dictate special conditions, like a guest with allergies or something.
>>19679435Or that, I don't really care as long as there's a homebrew pun in there somewhere.Anybody have suggestions for skills?This preliminary list is based of the assumption that PCs will be catering and be responsible for all aspects of the tea party.Flavoring(making/flavoring the teabag)Brewing(getting the flavor out of the teabag)China (How good your cups and dishes are) (Definitely needs some sort of change)Strength (carrying chairs and tables into place)
Nobody else interested?I suppose I'll let this go then
>>19679441I chortled
>>19679204This is now my fetish.
>>19679549I'm interested, but more to include as an addendum to another game, like a Maid RPG with a massive tea-time subplot or (like I'm considering) a major tea divination event for a DnD 3.x game involving tea where the tea mix the party develops gives bonuses and penalties towards the tea.
>>19679527Consider also that in English high tea, the accompaniments are just about as important as the tea itself. You might just abstract this out to "Cooking". Maybe also an "Arrangement" skill, representing artful and convenient placement of dishes, teapots, sugar bowls, etc.
>>19679623Arrangement might be a better option. I remember in Japanese tea services, it's not so much the accompanying snacks as the process and reverance placed to the brewing and serving. I'm not sure if it leans one way or the other to Indian tea services, meanwhile. I'd say maybe offer subsets for the skills, like the Arrangement Skill offers the subset of Cooking, Design, or Performance.
it always cracks me up in doujins like this where the male character acts like the visiting fairy/demon/angel/eldritch god is the same as a jehovah's witness knocking on his door or something
>>19679604I dunno, Maid RPG already has a system for tea AFAIK. Just roll Skill, I think it was. No real reason to complicate it much more that that, and bridge the differences with bonuses or penalties for ingredients, like the cake in that one scenario.Basically, those two systems have a single skill for tea (skill and Craft: Tea), and there's not much point for making this for me unless it has a humorously large, complex list of tea skills, steps in the making process, and so on.
>>19679652There must be one doujin where the guy just gets constantly bombarded by sexy, tiny Item-Fairies and demons and shit to the point where it's just lost it's luster. What, another tea fairy here to celebrate my attention to the lost art of stirring a cup of tea? Damnit, that's the third time this week. I just want my tea, I don't want to be covered by moe mini-bitches.
>>19679481Legend of the 5 Rings has a Tea Ceremony skill. It allows a group to recover Void points all at once, and also be classy as fuck.
>>19679675I think that could easily be turned into a metaphor for materialism.
>>19679652>>19679675I can see that happening. "Fuckit. Too many tea faries. I'm switching to coffee...""Hi! I'm the spirit of Arabica.""I. Hate. You. So much."
>>19679647>>19679623How aboutCooking (How good the snacks are)Brewing (getting the flavor of the tea)Performance (Both conducting a ceremony and proper conversation/behavior within a social tea event)Arrangement(placement of everything in the proper place)Strength (carrying chairs and tables into place)Performance might have to be split up into two skills, one being entertaining/conversing with people and the other be the formal actions you would need in a ceremony.
>>19679727Keeping 5 is good, but splitting Performance into Ceremony and Social would let you group skills into Informal (Cooking, Strength, Social), and Formal (Brewing, Arrangement, Ceremony).
>>19679727Strength ultimately seems unnecessary, if only on the basis of you'd have to assume the people who host these ceremonies at least have the base strength available to move chairs, if not have additional servants available to set it up for them so they can focus on the ceremony itself. Maybe tying Arrangement and Strength together, to represent arranging the furniture and settings in the room in the best way to bring out the power of the service?
>>19679675>>19679709>>19679714Best idea ever.
>>19679768I like your idea of splitting them up, though >>19679779 makes a good point that strength isn't really needed. Maybe it could be replaced with dexterity( anti-clumsiness). Though that would mean that players would pretty much have to take that skill or be dropping cups and spoons all over. So maybe not, and have dropping stuff be a result of crit fails. Any suggestions for an informal skill? The best I can think of is appraisal, knowing the quality of ingredients and stuff.By the way, is there anyone here familiar with English-style tea parties or Japanese tea ceremonies that knows whether they have any sort of ceremony to them, or if there is conversation done, respectively?
>>19679894Appraisal seems like it would be more of a formal skill, knowing the expense and worth of your materials to provide the very best tea performance you can. Maybe shifting Social to Low Class Skill and having Appraisal High Class?
>>19679923Derp, disregard that I misread Social as being a High-Class skill.
>>19679204I DONT LOVE! I ONLY HATE!
>>19679923I was thinking the formal skills were those directly related to the brewing and serving of the tea, and the informal ones were those that, well, don't.So it having appraisal work by making tables of quaility for all materials, and depending on how ell you roll you identify it progressively higher or lower a good idea?
>>19679894I think the Japanese are more focused on the ceremony itself, with a lot of rules about when to do what and so on. For the English, high tea is more or less an afternoon snack. Also, they're far less reserved as a culture than the Japanese. They also have excellent baked goods.http://en.wikipedia.org/wiki/Japanese_tea_ceremonyApparently there's a whole separate set of rules about what to do when you're using powdered tea vs leaf tea. Jesus.PROPOSAL: Japanese PCs get a bonus to Formal skills, English a bonus to Informal.
>>19680002Actually, now that I think about thi a bit more, I don't know if I like having Appraisal as a skill, or at least a core one. I think it would focus the game too much on 'is this really top-quality tea, or did I just roll badly?'. Probably worth having it as an optional component to be used then players are buying things.In it's place, I think I like Procurement - the quality of stuff you're able to buy. Higher procurement could et you access to higher-quality stuff, or let you get normally accessible stuff for less, or even provide you with a source for ingredients in a shortage.Anyone have opinions on this?
>>19680072I was thinking something like that, but rather than tying it to race, I'd instead tying to their specialty. After all, an English person can still learn to perform a tea ceremony and a Japanese person can host a tea party.
>>19680115>an English person can still learn to perform a tea ceremony
>>19680095I like it. A character with high Procurement could handily deal with GM challenges such as "here's this guy that loves a certain kind of tea" or "you have to serve tea for a group with weird religious restrictions against both porcelain and clay". Works well as an Informal type skill.
>>19680115>After all, an English person can still learn to perform a tea ceremonyNah. Any other culture would reject the notion of such a pointless obsession and find something more impressive to obsess about.
>>19680157So for skills, we have:FORMAL:BrewingArrangementCeremonyINFORMAL:CookingProcurementSocialThis is of course not final, and should problems come up we can change it, but I think we should be good to work on other stuff for now. I'll be thinking about how a basic tea event should go, no distinction between ceremony and party yet. Please, feel free to post any ideas you have.
You get a call, either from the client directly, a representative of your client, or your company (if you don't run your own company/service/whatever). They tell you the details of the job, any special restrictions or preferences (though there should be some you are told, whether you have to ask, research the guests, or just roll with when you discover it just before the event, so things are interesting).Next: Materials.
>>19680072As a chef I can tell you that most Japanese food taste like shit, they have a obsession with making everything Japanese and converting western things to Japanese tastes (which usually involves making things sweet). I even had a Jap guy I know wanting do European dishes the 'correct' Japanese way.Oh and they don't even have a lot to offer in terms of cusine, a lot of their actual food product taste bland and itself pretty dull unless its some sort of broth - they mostly steal cuisine off the Koreans like sushi. They have another habit of making everything look processed. In sort Japs are racist elitist fuckers and I'm glad their ridiculous shit in their culture is killing them off.Oh and yeah, English tea party is superior to Japanese, its not overly complicated pointlessly.
>>19680364As a regular person who eats food, I can tell you a lot of Japanese food tastes good. But that it just my unqualified opinion.
>>19680375it was likely Korean food.
>>19680364I have to wonder if you've ever had Japanese food, and whether you're really a "chef" or just a fry-cook in some fast food joint someplace. Your opinions simply do not align with my own observations and experiences.
>>19680396It wasn't. I was in Japan.
>>19680396This, Korean food is amazing while jap shit is largely either just fried in sesame oil or smothered with rice.I still can't believe they still take credit for sushi.
Some jobs might provide their own china and silverware (And when I say silverware, I literally mean [i]silver[/i]ware. Middling quality is alloys, top tier is pure or as close to pure as it can be without being too soft.), otherwise you have to bring your own. Both are reuseable, unless they're dropped and shatter or are stolen or lost or something.As such, they're much more expensive than ingredients and tea leaves, which can only be used once.
>>19680413>It wasn't. I was in Japan.A lot of times "traditional japanese food" is actually just Korean dishes adapted to have like 1/2 a cup of extra sugar (japs love sweet shit).
>>19680428Does electroplating exist in this setting? You can plate cheaper metals with sterling or pure silver (or even gold) fairly easily with this process. Gold should probably be the superlative; it's what people who taste stuff for a living use for their utensils.
>>19680445Why would anyone expect good food from such a shitty and stifled culture?BLEND IN. BLEND IN.
>>19680364Now, see, if you'd criticized "mainstream" Japanese food for an overt focus on the texture and appearance of the finished dish rather than the flavor of the ingredients, you could conceivably have passed yourself off as someone who knew what in the hell they were talking about. That really is a thing there. As for "stealing" and "making things Japanese", that's something that happens in the culinary world. A good example would be red bean or green tea donuts: take food, add 20% more JAPAN, and sell. And for the Japanese consumer market it works. It's a perfectly fine thing. As for the upscale "culinary arts", everybody borrows from everyone else these days, more so than ever before. British chefs prepare local seafood with Kashmiri spices, Spanish chefs borrow ingredients from the orient. In fact, some of the best places to eat good food are those with a history of inter-regional trade or a colonial past, like South America, the Middle East, and Southeast Asia.In short, take some time to actually learn about what you're discussing before you start badmouthing.
>>19680497Well, it's pretty much modern world, but the tea events are mostly being done for those who have both the time to go to tea parties and the money to pay someone else to arrange it for them. At least some of the clients would be outraged that their utensils weren't real 100% silver. Actually, there's an idea. give the player the option to electroplate stuff, but if they're found out then there's a minor scandal among the, for lack of a better word, nobility, and you're less likely to get jobs from them. Or from everybody, depending on how the balancing goes.The gold being top makes sense. Do you know if they use gold alloys or just straight-up gold?
Such a simple post leads to the designing of a tea-based roleplaying game. I love moments like these, /tg/.
>>19680646Usually it's gold on the handles, with a more corrosion-resistant metal on the "business end". Or just straight up silver/silver alloy.And depending on the time period, aluminum was actually rarer and more prized due to the difficulty in obtaining and working it.
>>19680588Japanese cuisine has no real flavor, they stole their 'good' cuisine from the Koreans.I would know, having lived there for a year or so.
>>19680646Really sharp clients would definitely be able to discern between pure silver and silver-clad steel. Silver is far more dense. Of course, a really sharp PC might do something like start with a base of tungsten, then steel, then silver. But at that point it's probably easier to just use silver.Gold utensils have to be either alloyed or gold plated. Pure gold is very soft. I suppose that you could actually use just gold, but maybe every ceremony or so you have to have it reworked because it starts to lose its shape or detailing. Which would also be really cool to have a PC working one gold utensil with different detailing *during* a ceremony. Like, since the seasons are such a big thing in the Japanese ceremony, rather than using different utensils, he actually forms a different motif on the same one.
Ingredients come for two things: Tea and food. Each ingredient has both a quality level that's used in rolling somehow, and a type. Some sample types are "apple-flavored tea", "cookie mix", and "Biscuits". Tea leaves are bought in units. One unit is able to make one cup of tea. Tea leaves keep indefinitely because it's more fun that way and I also don't feel like drawing up a table about how quickly they go bad.Food ingredients are also bought in units. One unit makes six items of whatever it's made into (Six crumpets, six bowls of pretzels, and so on.)(This is actually turning out to be the basic rules rather than what happens during an event. Oh well. As always, please comment with any suggestions or criticisms you have. Only one man can't make a good system.)
Going to bed for now, will continue this tomorrow. Gonna start a new thread if this one is dead.Unsaged for one last bump.If anybody wants to join in, we definitely need quality tables for china sets and silverware, both maybe ~10 entries. I know absolutely nothing about china, so I can't give any baselines there, but the silverware tier would start at regular, non-silver utensils, gradually get more silver content until it's pure, then start gaining gold ornamentation.If you don't feel like doing that, feel free to do pretty much anything. Weigh in on the skills, suggest the rolls for various stuff, and so on.
>>19679402>>19679415/tg/ sure does love its little girls.
Back. Right now I'm thinking about whether the PCs, if there are more than one, should cooperate or compete.I'm leaning towards cooperation, with PCs taking care of different parts of the events. Competition would definitely require more work on the DM's part, making one event for each player. Not to mention there's not much for PCs to compare besides money.If cooperation is chosen, players would have to start with less skills then with competition, because they can specialize rather then having to generalize.By the way, I think 'execution' might be a better name for the ceremony skill, since it'd also be for pouring and table manners and other stuff not exclusive to a tea ceremony.Thoughts on either of these things?Next post will be on ingredients.
>When you love something very much, there's many ways you can express it.
>>19687474forgot name.
Tea is brewed on-site. If the subject becomes important, brewed tea cannot be kept, though this should not come up in normal play unless a guest becomes unwilling or unable to finish their tea, since tea is made one cup at a time. Snacks are handmade and must be made before an event. A chef can be hired to make things in lieu of the players, but all ingredients must be provided and each set of six items costs (ingredient cost * (10^(cooking level of hired chef))) (NEEDS ADJUSTING). Instant, quick-cooking, etc. food (here referred to as 'premade food') is generally available for all but the fanciest dishes. The ingredient cost is the same as the ingredients, but they aren't nearly as fancy as the same kind of food made yourself or by a chef. [Some penalty goes here.]Cooking takes time. If an event runs out of snacks, players must either buy premade snacks, with the associated quality cost, or go without food for the remainder of the event. They may not make replacement food or hire a chef.
>>19679204pfft just looks like hot leaf juice to me.
The guests getting served tea should be ranked for palate, and also ranked for preference (bitter, sweet, astringent, floral). Guests with low palate can only enjoy their preferences, and not even to a maximum extent. Guests with high palate can enjoy tea that doesn't match their preference to a certain extent, and gain maximum enjoyment from tea that aligns with their preference.Their taste for the tea could be considered alongside the hospitality, aesthetic, atmosphere, and preparation.>>19688032You'll get more nuanced flavors out of "leaf juice" than you ever will out of some concocted science beverage. There is much more room for connoisseurship when you can taste the growing conditions and the variables that came into play preparing the drink. It's all about the nuance.Tea, coffee, beer, wine, spirits, etc.>Soft drink with 3 artificial flavors.
>>19688043not an avatar fan eh?
Equipment: There are two types of equipment: china and utensils.Equipment comes in sets of all the stuff you'll need to hold a normal-sized event.Each set of equipment has two values that determine its quality: the base material, and the engravings (not necessarily of the same material as the main instrument, this includes gold bits on the handle). Pricing structure will be based somehow on how good the material is times how good the engraving is.Idea: GM can hold large events that require multiple sets of equipment.>>19688043Excellent idea!
>>19688032I am so ashamed that another poster on /tg/ could say such a thing.
Other possible guest stats:Practicality: Basically Palate, but reflects how willing they are to put up with PEASANT MATERIALS (that is, lower-quality equipment).Perceptiveness: How likely they are to find out something is plated metal. Probably foldable into Practicality, with lower practicality meaning a higher chance of noticing.Friendliness: Either lowers the difficulty of Social checks or allows the guest to endure more failed social checks before getting pissed and leaving.Any comments on these?
>>19688216Seems pretty chill.I think a good way to resolve might be to buy in to how much time you'll spend on each aspect per session, modified by your own stats. You could play to your strengths or try to offset your weaknesses.Maybe you have to make a social roll before the guest arrives, and that will give you a lesser or greater degree of information about what the guest cares about (taste, appearance, courtesy, how expensive the gear is, etc.).
>>19688246>I think a good way to resolve might be to buy in to how much time you'll spend on each aspect per session, modified by your own stats.Could you elaborate on this? Are you saying each player would get so many dice rolls or something an event, and they choose how to allocate them? So, for example, someone could roll for arrangement, get a certain level of quality, then chose if they want to roll again and add the result to get a higher level? Could work.Social rolls to find out about people seems good.
So, an easy way to manage resolution would be for each player stat to have an opposing guest stat:Brewing : ExpertiseArrangement : OrderlinessCeremony : FormalismCooking : AppetiteProcurement : PickinessSocial : ConversationalismThis is just a rough picture, but it will work for the purpose of illustration. An easy way to determine degree of success is just to roll against static stats on the guests.If we wanted to incorporate a time invested mechanic (this could also be used to effect difficulty level, having 8 hours to prepare might give you 8 points while having 2 hours to prepare might give you 2 points) the key would just be to start the players with lower numbers than the guests, so, to stat up a sample player and guest:>Player>Brewing: 2>Arrangement: 4>Ceremony: 3>Cooking: 2>Procurement: 2>Social: 2>Guest>Expertise: 4>Orderliness: 4>Formalism: 6>Appetite: 3>Pickiness: 5>Conversationalism: 4
>>19688472Let's say the player has 5 hours to prepare, they choose to boost their skills up to:>Brewing: 3>Arrangement: 4>Ceremony: 4>Cooking: 3>Procurement: 3>Social: 3The player might then roll something like 1d6-3 for each stat in order to randomize the results a little bit, modifying the player's final score by -2 through +3.If you break even with the guest, you get no penalty or bonus. If you fall under a guest's stat by 1, you get a -1 penalty, if you fall under a guest's stat by 2, you get a stacking -2 penalty for -3. Likewise, if you surpass a guest's stat by 1 you get a +1 bonus, if you surpass it be 2 a +3 bonus, if you surpass it by 3 a +6 bonus, etc.After tallying the bonus and penalty for each stat you get the value for the guest's overall experience. A negative value means they had a bad time and will not come back, a neutral value means that it was alright and they'll give it another shot. A positive value means they loved it and will tell their friends.
Back from 4chan crash!>>19688477I see. So there's a bonus for spending extra time on something? To be honest, I'm not fond of it. I see the skill levels as being absolute skill, not really something one can increase with a few hours of preparation. Besides, there's not much preparation in the mechanics for, say, cooking. You buy the ingredients, you cook the ingredients, and then you serve the ingredients.I do like the system for finding out how good a time the guests have, though.Such a system would need adjustment, as there's bonuses from equipment and other stuff that isn't from a stat, the cooking score would be the baking result (perhaps with a modifier for how well it fits the guest's tastes), and procurement isn't really used in a capacity the guest would experience (though maybe you could mention you got stuff from some prestigious store and that'd grant a bonus?). Basically, change the player skills into values that reflect thier actions and rolls before and during the event, possibly also with their skill level added in somewhere for some stuff.But the specifics aside, the basic idea of guest's attribute vs. some value, being added together to get their overall experience sounds good.
Guest WIPAttributes:Palate(probably needs renaming, as all the others are 'higher is worse')NeatnessFormalityAppetiteOpulenceGrumpinessTraits:Discerning: This guest has (CRUNCH) chance of discovering a set of plated utensils. Depending on their Opulence, they may or may not raise a fuss.The idea here is that each attribute is sort of a counterpart to a skill, though the two may not directly contest.By the way, I proposed renaming ceremony to execution back in >>19687474. Still haven't gotten any comments one way or the other.
Anybody else here, or should I stop for the night and follow Maverick Hunter Quest?
>>19690407It's wierd enough that I'm watching you THG.
This looks like an interesting game.
Well, I woke up and fucked around on the internet for a while, so now it's time for tea. I'm thinking that the stats should use a point-buy system and have a max of 10. After allocating points, players get a +1 bonus to all formal or informal skills, fluffed as your specialization between English-style and Japanese-style tea. I'm unsure whether the set with the highest total determines the specialization or if the players should choose.Also, some possible renames for the palate guest attribute include pickiness, expertise, and preference. I myself prefer the third, but does anyone else have thoughts on this?For that matter, thoughts on anything? Even if it's just a "I don't see any problems with this, THG.", that still lets me know I'm doing things right.
More traits:AllergyWill steal some snacksEntertaining (gives a bonus to grumpiness check)By the way, mt internet seems to be going spottty, so if I don't post for a while I haven't dissappeared.
Skill rolls: Subject to change, but for now the skill rolls are 1d6 plus relevant skill rant. Success is achieved at higher or = to the DC. Values close to the DC are milder successes or failures than those farther away. I was going to make a sample table for tea, but then I realized the comparing system already makes bigger discrepancies more important.So the basic system and gameplay will go as follows: Get JobPreparation time: Buy ingredients, learn more about guests, cooking...Job: Choose what to bring, most rolls go here (some skill might do multiple rolls and average the result), can attempt extra actions to improve scores (Roll social and make small talk to make up for an unlucky social roll, etc.)End job: Each guest's attributes are compared to their counterpart values.-(opulence is vs. material+engraving of china)
Maybe skills should be capped at 6. I'll go with that for now.Guest's attribute can probably go from 1 to 12, or so. 2d6 minus 2 by default, but the DM can increase the modifier for a challenge.
>>19701670Seems solid mechanically to me.The challenge as a designer will be to integrate the roleplaying elements with the mechanical elements. Maybe include some roleplaying opportunities when the guest arrives to gain a better perspective of their personality for some last minute adjustments.
I've made the last four posts. If somebody is actually there, freakin' post something.Actually, pretty much everything also has a quality, which will range ~0-6, so guest attributes should be 3d6 +/- Modifier. (Modifier is a flat increase or decrease across all attributes, which can be randomly determined, chosen by the GM to customize difficulty, or simply kept at a flat value (-2 is recommended).
>>19701935Oh, hey, someone actually happened to post before I did. Sweet.I'm plannng on having opportunities for roleplaying actions within the events, and if done well they'd provide a bonus.You also had a very good example about the guest's arrival. Such is a very good time for roleplaying because if players haven't found out about something, that's basically their last chance to quickly fix something before they either have to pull a Mission Impossible and fix it without it getting noticed, or delay the event.
>>19702206I'd say your main focus right now should be, well, focus. Find the right balance between too many stats and too few, try to distill the game down to its essence where no stat has a trouble fitting into to the overall roleplaying and character development going on. There's a fine line between thematic resolution and inappropriate clunk.
>>19702265Also, another thing this homebrew made me think about was how to involve multiple characters in the action. By having multiple guests simultaneously you could put some of the drama on who is doing what.Imagine, the social butterfly with a high preparation skill is setting up tables for the important guest that is about to arrive, the social retard has to greet the not-so-important guest and try to make sure he doesn't storm out at the same time Mr. Important arrives!Implementing the system with multiple characters in a scene will surely be a difficulty, but a surmountable one.
>>19702265There are six stats, which I think work pretty well. I've still got to work out how procurement works, but the others (brewing, arrangement, execution, cooking, and social), I have an idea of how they work. There's not stat that you would use to rob a bank, but this isn't the kind of game you would play for the combat.
>>19702301Oh geeze, I didn't even think about that. That's a great scenario, but the rules are a bit too nebulous to specifically put that in right now. But I'll be thinking of stuff like that as I make them.
I honestly can't think of a reason the PCs wouldn't have the table set by the time the guests arrive, at least under normal circumstances.Best I can come up with is an Early trait that has the guest show up early and need to be entertained with a social roll, and the player doing the social roll can't do the arrangement roll.Btw, I gonna go do other shit for the next hour or so, in the unlikely event people are watching this live.
>>19679652Shit like this happens in Japan all the damn time.
For the next bit I'm going to work on skill mechanics.But first I should probably explain how time works during events.Time during events is measured by how long it takes a person to drink a cup of tea. Each player can make one skill roll per cup. Some rolls have to be done by somebody each time, like a brewing roll to make the next pot of tea or an execution roll to continue the ceremony. However, the rest can be whatever a player desires. Crack a joke to cheer up the dour-faced old curmudgeon? Make a social roll. and so on.As always, if something I've written is butt-chompingly retarded, don't hesitate to tell me. Likewise, if you've got any suggestions, please do post them.
Brewing: the first brewing roll is done before the guests arrive. another roll must be made each round. The result of these roll is added to the quality of the tea leaves uses, and the result is the value of the tea. At the end of the event, the values of each round of tea are averaged, and the result compared to each guest's Taste(is this name good?) for that component of the guest's experience.BTW fuck brewing by the cup, tea leaves and brewing are done by the pot, which is enough for one cup of tea for everybody present, unless the GM has decided that the number of people present required multiple sets, in which case it is enough for the set of people that are using the teapot the tea was brewed in.
I'm running out of inspiration for tonight, so I'll probably pack it in until tomorrow.I'll close this off with the stuff for arrangementArrangement: Pretty much just one roll, done before guests arrive. No averages, so do your best. Gets a bonus from the quality of the China and is compared to guest's Neatness.