User Tools

Site Tools


play

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
play [2020/09/28 21:38]
kyle
play [2020/11/19 14:03] (current)
kyle
Line 5: Line 5:
 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, make sure that they get to fight sometimes. if somebody has levels in social classes, don't make everyone they meet a bloodthirsty animal. give your players the ability to solve problems their way and roll with it.+corollary to above: player ability selections are a message about what they want to do. if somebody is highly combat-focused, make sure that they get to fight sometimes. if somebody has levels in social archetypes, don't make everyone they meet a bloodthirsty animal. give your players the ability to solve problems their way and roll with it.
  
 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't specifically list that use 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't specifically list that use
Line 20: Line 20:
  
 "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/fronts?
 +
 +"I read the whole book and it didn't say anywhere that I could think for myself" <- don't be that guy. this is a cookbook. the recipes given are those that worked at certain tables with certain players, but not necessarily your table and your players. remix the recipes as you see fit.
 +
 +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"but even application also has its own charm. school +2 others, others shared across multiple different classes. yeah. each establishment (other than schools) should be accessible by 3-12 classes.+keystone examples for each archetypeat least a d4 chart for referee imagination. also: implied equipment list? Might constrain imagination and ability to make something your own though.
  
-alternately, maybe the relationship between establishments and classes should be less strictly definedmake a big ol random table of establishments- 48? 72? 144? You can create an establishment if you can come up with some sort of tenuous way in which one of your classes gives you the needed expertise. can also introduce Capital as a new form of loot/reward: each point of Capital is tied to a specific establishment and can be used for a -5 Dosh discount when creating that establishment.+what this game is and isn'televator 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 d4 chart for referee imagination+This is system for playing characters and worlds that make perfect sense in context but sound like batshit gonzo mad libs when you describe them to somebody else.
  
-what this game is and isn'televator pitch.+This is a game about exploration, danger, and coming home again- and slowly being changed and effecting change of your own by the process. 
 + 
 +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's cellarAt the beginning of the last session, you've got a sceptre made of jeweled skulls filled with lightning, a suit of armor that can turn into a motorcycle, a talking pet crocodile with a machine gun that travels through time, the love of a nation, and a grim determination to kill God. 
 + 
 +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" <- don't be that guy. this is a cookbook. the recipes given are those that worked at certain tables with certain players, but not necessarily your table and your players. remix the recipes as you see fit. 
play.1601350739.txt.gz · Last modified: 2020/09/28 21:38 by kyle