— Khairul Hisham (@hishgraphics) March 30, 2015
Outstanding. The text reads:
The GM describes the scene for the other players and adjudicates the results of their actions, often by throwing some dice. So, it goes something like this:
Player: I open the door into the next room.
GM: You see an orc armed with a battleaxe guarding a chest.
Player: I enter into a frank and meaningful dialogue with the orc, validating his right to guard chests but not pigeon-holing him into a stereotype, in the hopes of restructuring the traditional adventurer/monster antagonistic relationship into something more positive and mutually beneficial.
GM: Roll 1d20 against your Charisma skill.
Player: I succeed.
GM: The orc is moved by your rhetoric. Casting his battle-axe aside, he sits down on the chest and invites you to join him in a brain-storming session about ways to revitalise the decaying subterranean infrastructure and society of the dungeon, perhaps with a —
Player: While he is distracted, I stab him with my sword.