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play [2020/10/21 10:14]
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, 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
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 ====== 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.
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 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, 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 cellar. At 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.
 +
play.1603296891.txt.gz ยท Last modified: 2020/10/21 10:14 by kyle