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play [2020/09/28 21:38] kyle |
play [2020/11/19 14:03] (current) kyle |
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referee: don't take things away from the players. don't say the sword guy's sword gets broken. don't randomly kill off animal friends or important npcs. Put these things in danger and let the players defend them sure (so long as you don't overdo it) but be fair about it and remember the goal of the game is fun. | referee: don't take things away from the players. don't say the sword guy's sword gets broken. don't randomly kill off animal friends or important npcs. Put these things in danger and let the players defend them sure (so long as you don't overdo it) but be fair about it and remember the goal of the game is fun. | ||
- | corollary to above: player ability selections are a message about what they want to do. if somebody is highly combat-focused, | + | corollary to above: player ability selections are a message about what they want to do. if somebody is highly combat-focused, |
if a player has an ability that seems like it would be conceptually perfect for the current situation, let them use it for that even if the ability doesn' | if a player has an ability that seems like it would be conceptually perfect for the current situation, let them use it for that even if the ability doesn' | ||
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"Your character is not a real person and does not have independent thoughts. When your character does something you know will upset the other players, you are responsible for that action. So have your character decide to do something else instead." | "Your character is not a real person and does not have independent thoughts. When your character does something you know will upset the other players, you are responsible for that action. So have your character decide to do something else instead." | ||
+ | |||
+ | Build campaigns around problems, not mysteries. Players know how to engage with problems. Layer multiple problems if you want to keep things interesting. Random chart of generic problrms/ | ||
+ | |||
+ | "I read the whole book and it didn't say anywhere that I could think for myself" | ||
+ | |||
+ | don't roll checks when searching an area. have a conversation about where and how you're searching, and the referee tells you what you find- or sometimes the referee will just straight up tell you about all the hidden things. | ||
+ | |||
+ | prep situations, not stories | ||
====== needs ====== | ====== needs ====== | ||
- | establishments- should there be a more even distribution among classes? 3 each? might stick with "as many as seem applicable" | + | keystone examples for each archetype, at least a d4 chart for referee imagination. |
- | alternately, | + | what this game is and isn't. elevator pitch. |
+ | Bestiary! Weird mishmash with accompanying anticanon | ||
- | ---- | + | treasures random chart! something more interesting than 1-3 dosh. small chance for much more. also optional description chart for flavor? |
+ | ====== Elevator Pitch ====== | ||
- | keystone examples for each class, at least a d4 chart for referee imagination | + | This is a system |
- | what this game is and isn't. elevator pitch. | + | This is a game about exploration, |
+ | |||
+ | At the beginning of the first session you've got a quarterstaff you barely know how to use and a contract to clear the rats out of somebody' | ||
+ | |||
+ | The world is a character. Like the adventurers that the players control, the world gradually becomes richer, wiser, and weirder. | ||
+ | |||
+ | Systems are simple and highly modular, complexity is emergent. | ||
+ | |||
+ | Genre is to be subverted, mutated, blended and ultimately discarded the moment it ceases being useful or fun. | ||
- | "I read the whole book and it didn't say anywhere that I could think for myself" |