Gambit Games

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War Games: Gambit Games Walkthrough

Gambit games are scenarios that will be played out like in RP, styled as a duel, for things like sabotaging the enemy camp, or cutting off enemy supplies. This will also involve players utilizing the dice bot.

For example, Team A wants to sneak into Team B’s camp and sabotage their water supply.

Team A would roll for stealth, Team B would roll for perception.

All rolls will be a D20.

If Team A rolls higher they are successful at sneaking into the camp. They write this out like a duel, 20 min timed posts. One point from the overall score will be deducted for every minute over. It’s encouraged for teams to reach out to a player for timekeeping purposes but not necessary if all players agree to proceed without one.

Rolls for what each of them want to do or defend against will happen each round, three rounds with a final. If there is more than one person per team, they will alternate rounds. When all rolls have been completed, whichever team has the highest cumulative roll is the winner.

Because the outcome is determined by chance, there will be no need for judges. No feelings can be hurt because dice don’t have favorites.

The more teams use gambits, the more chances they have to score points that will determine the overall outcome of the War Games.

Full example:

Team A sneaks into Team B’s camp to poison the water supply. If Team B catches them, they will capture Team A and torture them until they reveal vital information in the war efforts.

Round 1

Team A rolls a 15
Team B rolls a 7

Team A manages to sneak past Team B’s sleeping guard detail.

Even though Team B rolled low this round, they write that one of their NPCs happened to be up late and is wandering around the camp. They cannot write that they are onto Team B but are setting up defense in hope of a stronger roll next round.

Round 2

Team A rolls a 7
Team B rolls a 9

Team A writes that they made a wrong turn, they misremembered their intel on the layout of the camp. Team B writes that Team A’s stumbling has led them right into their path and they are now demanding to know who they are.

Round 3

Team A rolls a 16
Team B rolls a 15

Team A writes that they manage to subdue Team B’s guard and tries to stop them from alerting others. Team B writes that the guard struggles and attempts to make enough noise to wake the guards in the tent near them.

Final Round

Team A rolls a 11 to add to previous rolls. Total points: 49
Team B rolls a 12 to add to previous rolls. Total points: 44

Team A wins.

Team A writes the final post, detailing how they get rid of Team B’s guard and poison their water supplies. The guards will slowly become ill and many will be unfit to fight in the following skirmish.