This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
play [2020/10/21 10:14] 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, | + | 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' | ||
Line 31: | Line 31: | ||
====== needs ====== | ====== needs ====== | ||
- | keystone examples for each class, at least a d4 chart for referee imagination. also: implied equipment list? Might constrain imagination and ability to make something your own though. | + | keystone examples for each archetype, at least a d4 chart for referee imagination. also: implied equipment list? Might constrain imagination and ability to make something your own though. |
what this game is and isn't. elevator pitch. | what this game is and isn't. elevator pitch. | ||
Line 38: | Line 38: | ||
treasures random chart! something more interesting than 1-3 dosh. small chance for much more. also optional description chart for flavor? | treasures random chart! something more interesting than 1-3 dosh. small chance for much more. also optional description chart for flavor? | ||
+ | |||
+ | ====== Elevator Pitch ====== | ||
+ | |||
+ | This is a 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. | ||
+ | |||
+ | 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. | ||
+ |