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panorama [2016/08/09 06:13] – [Phase 1: Seeding] Mike Holmespanorama [2016/08/09 07:42] – [Action: Developing Characters] Mike Holmes
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 Panorama: Above All Else is a fantasy RPG that gets it's inspirations in play from artwork, which creates a vibrant world in which envoys and spies travel across the world to make gains for the factions to which they are loyal. As these characters galavant about, we learn their place in the world and what's important to them... and what they're willing to do attain their desires. All this as the world grows in detail about them.  Panorama: Above All Else is a fantasy RPG that gets it's inspirations in play from artwork, which creates a vibrant world in which envoys and spies travel across the world to make gains for the factions to which they are loyal. As these characters galavant about, we learn their place in the world and what's important to them... and what they're willing to do attain their desires. All this as the world grows in detail about them. 
  
-===== Setup =====+===== Rules ===== 
 +  
 +The following rules pertain to all phases of play. 
  
-==== OptionAssemble Art =====+==== ActionCharacter Creation ====
  
-One of the participants of the game (often the GM, but this is not necessarily the case) may create a set of art to work from for the world. In doing so, this participant will have a strong influence on the content of the game, especially in terms of what they do NOT include. Pinterest and such sites are of great utility should one decide to create such set+A player may interrupt play at any time to create a character
  
-If nobody does this, then the set of art in use is essentially everything available on the internet. This can lead to a lot of disconnected elements entering play, but some groups may enjoy this approach. +=== Step 1: Present an Image ===
  
 +The player should present an image of the character in question. The player must make their selection of this image before they opt to take the character creation action so they do not delay play, presenting the picture at the moment of creation (do not say you're creating a character and go out looking for an image for the character). The player may name the character at this time, but this is not mandatory. 
  
-==== RuleCharacter Points ====+=== Step 2Imbuing with a Trait ===
  
-Participants (including the GM) begin play with 100 Character Points, which are used to imbue characters with traits as detailed below+Intrinsic to creating a character is imbuing them with at least one trait with a trait score purchased from the Character Points on a one for one basis. So if a player wishes to give a character a "Strong" traitthey might spend 10 points to make give the character "Strong 10" (which is considerably strong, but not amazingly noteworthy). The player may give the character as many traits as they like all at once, as long as they have the character points to buy them
  
 +=== Rules: Characters ===
  
-===== Phase 1: Seeding =====+== Control ==
  
-player should be selected to be the record-keeper. If possible a wiki is an optimal way to keep such notes (or other inter-linked medium). This player should probably NOT be the GM if at all possiblePlayers should do their own data entry on things they create when they can... the role of the record-keeper is to ensure that players do thisand to do it for them when other players cannot.+Creating a character gives the creating player control over that character (and thus answers all questions about that character). This control is sealed by spending character points on the character, making control irrevocableA player may not create a character who is an expert on your characterin other words (see below)
  
-==== Step 1: Seed Image Selection and Presentation ====+== Expert Characters ==
  
-The first mandatory step of play should be the participants (GM included) perusing the set of art to get feel for what's available. This should be done prior to the first session of playEach participant should select three pieces of art that they feel capture something that they would like to somehow be central to play, and have links to them available when the first session starts (or printouts, if preferred). +A character is an "Expert" in any field of knowledge that they have trait for, so long as there are no other characters who have a higher rating with with that trait. This essentially gives the player who controls the character control over any images for which the GM rules this character is the ExpertThe GM will rule that only one character is the Expert for every image for which a question comes up (and thus give that player control over the answers). 
  
-These images are referred to as Seed Images, and players who bring them are said to have control of the meaning of the images, at least to start. Once everybody has gathered, each participant should look carefully at all of the seed images presented by all of the other participants. In the unlikely event that two participants bring the same image, they both have control of that image, and must agree to all answers (until and unless an Expert Character is created to take control). +==== Action: Developing Characters ====
  
-==== Step 2: Seed Image Inquiries ====+Once you've created a character, you can add additional traits with character points to them at any time, in exactly the same manner as the initial trait. You may also increase the number of points in an existing trait, thus "revealing" that the trait was more potent than we were initially lead to believe. This can even represent characters not being fully aware of their own level of ability. 
  
-The participants establish an order of play by any means they like (simple clockwise player order around tabletypically), and then select somebody to beginThat individual selects seed image they find interesting, and comes up with a question to ask the controlling participantsomething regarding the imageThese questions should reveal interesting and play-oriented details about the pictures. The participant in control must answer the question, but they can ask for suggestions from participants who did NOT ask the questionif they don'feel that they have good answer at present. Participants should not give suggestions unless asked, though they can indicate that they have what they think is a good suggestion (again, the asking player should not be involved in this process at all). In the end, the answer given is selected by the participant in control+At some point you may wish to telegraph that you are at an end of the revealing of the ability level of a trait. This is goodbecause uncertainty about these things can become tedious after a whileThis is referred to as "capping" trait, and if the trait is over 20 points, the player receives a reward of 5 character points for doing soMark capped traits with an asterisk after their actual score. Note that the trait can be increased in the future, but only as the result of some sort of in-game training or other method of increase (most importantlyit can'happen in the middle of contest). 
  
-=== Rule: No Answer Forthcoming ===+=== GM Trait Limit ===
  
-It may occur that nobody has good idea for an answer to the question asked. In this casethe answering participant must decide if the question was an interesting one or notIf it wasthen the answer to the question may be termed a "Mysteryand left unknown, if that's at all plausibleOtherwise the player who asked the question may be required to ask different question. This continues until question is asked, and answered+The GM may never add trait to a character with a rating higher than 50, or increase a trait above that levelNote that GM's may create monsters and such with higher traits as obstacles for charactersbut the notion is to allow for players to have characters who are the "bestat human scale activities of particular sorts, if they so wishThus no human character will have "big" trait that makes them larger than dragon; but they may have a Swordsmanship trait that's higher than any other human has
  
-=== NoteGood Questions ===+The rare exception to this rule is in the case that all of the PCs have capped their level at less than 50, at which point the GM is allowed to add that trait at higher than 50 to other characters (essentially the players have abdicated that trait to the GM characters).  
 +  
 +==== ActionPlayer Character Selection ====
  
-Good questions will not only resolve issues regarding the images in questionbut also to similar images that may be in the art set (especially if the player thinks they might introduce such images later in play). So if there are lots of orcs in the setand a player has picture of an orc villagea good question might be about the origin or nature of orcs in generalOther good questions will answer questions about the nature of play of the gamesuch as how the PCs get around the world of play, or what sorts of dangers typically await them+A player mayat any time, interrupt play in order to propose adoption of a character as a "Player Character." A player character is one that the player will control in terms of actions during scene play (all other characters actions are directed by the GM). The player should then make their case for why they want to play the characterif they so desire. Once a player proposes character as their PC and makes their pitchall participants (all players and the GM, as well as official audience members) vote on whether or not the player should get to play the character in questionIn the case of a tie, the GM casts the deciding vote. 
 +  
 +A player may do this again later in play if they want to switch charactersand the same process is used. If this happens, the previous character reverts to being a GM character
  
-==== Step 3: Rotate Play ====+The GM, as controller of all non-player characters, may not perform this action.  
  
-Once there is an answered question, play rotates to the next participant in the order, who must ask a question, per Step 2 above.+== Note: Early Adoption ==
  
 +Consider early adoption of PCs carefully, as it's often better to see how the situation of play evolves so as to have a PC whose interaction with the situation in question is enjoyable. On the other hand, if you have your PC early, you may be able to maneuver the situation into something that works for the PC; so it's not a terrible choice. Just keep your PC in mind during situation creation if you create them before that occurs. 
  
-==== Ending Phase 1 ==== 
  
-No more than two questions may be asked about any Seed Image during this phase. This means that eventually there will be exactly six rounds of questions asked. Once these rounds are complete, Phase 1 is complete, and play should move on to Phase 2: Situation Creation. +===== Setup =====
  
 +==== Option: Assemble Art =====
  
-==== Action: Character Creation ====+One of the participants of the game (often the GM, but this is not necessarily the case) may create a set of art to work from for the world. In doing so, this participant will have a strong influence on the content of the game, especially in terms of what they do NOT include. Pinterest and such sites are of great utility should one decide to create such a set. 
  
-A player may interrupt play at any time to create character+If nobody does this, then the set of art in use is essentially everything available on the internet. This can lead to a lot of disconnected elements entering play, but some groups may enjoy this approach
  
-=== Step 1: Present an Image === 
  
-The player should present an image of the character in question. The player must make their selection of this image before they opt to take the character creation action so they do not delay play, presenting the picture at the moment of creation (do not say you're creating a character and go out looking for an image for the character). The player may name the character at this time, but this is not mandatory. +==== Character Points ====
  
-=== Step 2: Imbuing with a Trait ===+Participants (including the GM) begin play with 100 Character Points, which are used to imbue characters with traits as detailed below. 
  
-Intrinsic to creating a character is imbuing them with at least one trait with a trait score purchased from the Character Points on a one for one basis. So if a player wishes to give a character a "Strong" trait, they might spend 10 points to make give the character "Strong 10" (which is considerably strong, but not amazingly noteworthy).  
  
-=== RulesCharacter Creation ===+===== Phase 1Seeding =====
  
-== Control ==+A player should be selected to be the record-keeper by consensus. If possible a wiki is an optimal way to keep such notes (or other inter-linked medium). This player should probably NOT be the GM if at all possible. Players should do their own data entry on things they create when they can... the role of the record-keeper is to ensure that players do this, and to do it for them when other players cannot.
  
-Creating a character gives the creating player control over that character (and thus answers all questions about that character). This control is sealed by spending character points on the character, making control irrevocable. A player may not create a character who is an expert on your character, in other words. +==== Step 1: Seed Image Selection and Presentation ====
  
-== Expert Characters ==+The first mandatory step of play should be the participants (GM included) perusing the set of art to get a feel for what's available. This should be done prior to the first session of play. Each participant should select three pieces of art that they feel capture something that they would like to somehow be central to play, and have links to them available when the first session starts (or printouts, if preferred). 
  
-A character is an "Expert" in any field of knowledge that they have a trait for, so long as there are no other characters who have a higher rating with with that trait. This essentially gives the player who controls the character control over any images for which the GM rules this character is the ExpertThe GM will rule that only one character is the Expert for every image for which a question comes up (and thus give that player control over the answers). +These images are referred to as Seed Images, and players who bring them are said to have control of the meaning of the images, at least to start. Once everybody has gathered, each participant should look carefully at all of the seed images presented by all of the other participantsIn the unlikely event that two participants bring the same image, they both have control of that image, and must agree to all answers (until and unless an Expert Character is created to take control). 
  
-== Developing Characters ==+==== Step 2: Seed Image Inquiries ====
  
-Once you've created characteryou can add additional traits with character points to them at any timein exactly the same manner as the initial traitYou may also increase the number of points in an existing traitthus "revealing" that the trait was more potent than we were initially lead to believeThis can even represent characters not being fully aware of their own level of ability+The participants establish an order of play by any means they like (simple clockwise player order around tabletypically), and then select somebody to begin. That individual selects a seed image they find interesting, and comes up with a question to ask the controlling participantsomething regarding the imageThese questions should reveal interesting and play-oriented details about the pictures. The participant in control must answer the questionbut they can ask for suggestions from participants who did NOT ask the question, if they don't feel that they have a good answer at presentParticipants should not give suggestions unless asked, though they can indicate that they have what they think is a good suggestion (again, the asking player should not be involved in this process at all). In the end, the answer given is selected by the participant in control
  
-At some point you may wish to telegraph that you are at an end of the revealing of the ability level of a trait. This is good, because uncertainty about these things can become tedious after a while. This is referred to as "capping" a trait, and if the trait is over 20 points, the player receives a reward of 5 character points for doing so. Mark capped traits with an asterisk after their actual score. Note that the trait can be increased in the future, but only as the result of some sort of in-game training or other method of increase (most importantly, it can't happen in the middle of a contest). +=== Rule: No Answer Forthcoming ===
  
-== GM Trait Limit ==+It may occur that nobody has a good idea for an answer to the question asked. In this case, the answering participant must decide if the question was an interesting one or not. If it was, then the answer to the question may be termed a "Mystery" and left unknown, if that's at all plausible. Otherwise the player who asked the question may be required to ask a different question. This continues until a question is asked, and answered. 
  
-The GM may never introduce a trait with a rating higher than 50, or increase a trait above that for a character. Note that GM's may create monsters and such with higher traits as obstacles for characters, but the notion is to allow for players to have characters who are the "best" at human scale activities of particular sorts, if they so wish. Thus no human character will have a "big" trait that makes them larger than a dragon; but they may have a Swordsmanship trait that's higher than any other human has. +=== Note: Good Questions ===
  
-The rare exception to this rule is in the case that all of the PCs have capped their level at less than 50at which point the GM is allowed to add that trait at higher than 50 to other characters (essentially the players have abdicated that trait to the GM characters) +Good questions will not only resolve issues regarding the images in question, but also to similar images that may be in the art set (especially if the player thinks they might introduce such images later in play). So if there are lots of orcs in the setand a player has a picture of an orc village, a good question might be about the origin or nature of orcs in general. Other good questions will answer questions about the nature of play of the game, such as how the PCs get around the world of play, or what sorts of dangers typically await them
- +
  
-=== NotesCharacter Creation ===+==== Step 3Rotate Play ====
  
-Players may elect to do this during the seeding phase because in doing so the character may well be an Expert on a subject that pertains to one of the seed imageswhich will give the player who controls the character control over the answers to questions about said image. That saidobviously another player can create a character who is more of an expert at any time to take control back. Also note that a player can only have one character be their "Player Character" and that you may not end up with the character you've created for this purpose as your PC (see below) +Once there is an answered question, play rotates to the next participant in the order, who must ask a questionper Step 2 above.
-  +
-=== Action: Player Character Selection ===+
  
-A player may, at any time, interrupt play in order to propose adoption of a character as a "Player Character." A player character is one that the player will control in terms of actions during scene play (all other characters actions are directed by the GM). The player should then make their case for why they want to play the character, if they so desire. Once a player proposes a character as their PC and makes their pitch, all participants (all players and the GM, as well as official audience members) vote on whether or not the player should get to play the character in question. In the case of a tie, the GM casts the deciding vote. 
-  
-A player may do this again later in play if they want to switch characters, and the same process is used. If this happens, the previous character reverts to being a GM character.  
  
-The GM, as controller of all non-player characters, may not perform this action.  +==== Ending Phase 1 ====
  
-== NoteEarly Adoption ==+No more than two questions may be asked about any Seed Image during this phase. This means that eventually there will be exactly six rounds of questions asked. Once these rounds are complete, Phase 1 is complete, and play should move on to Phase 2Situation Creation. 
  
-Consider early adoption of PCs carefully, as it's often better to see how the situation of play evolves so as to have a PC whose interaction with the situation in question is enjoyableOn the other handif you have your PC early, you may be able to maneuver the situation into something that works for the PC; so it's not a terrible choice. Just keep your PC in mind during situation creation if you create them before that occurs+=== Notes: Character Creation === 
 + 
 +Players may elect to do this during the seeding phase, because in doing so the character may well be an Expert on a subject that pertains to one of the seed imagesThis gives the player who controls the character control over the answers to questions about said image. That saidobviously another player can create a character who is more of an expert at any time to take control back. Also note that a player can only have one character be their "Player Character" and that you may not end up with the character you've created for this purpose as your PC (see Action: Player Character Selection above)
  
  
panorama.txt · Last modified: 2016/08/14 06:35 by Mike Holmes