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brimstone:getting_started [2014/01/26 01:08] – [Claiming your Legend] JasonPbrimstone:getting_started [2014/02/17 00:07] (current) – [Chips Measure Forces, Tokens Measure Status] JasonP
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 ===== Forces of the Ruined World ===== ===== Forces of the Ruined World =====
  
-While the Dragons are the most amazing spectacle in the ruined world, they aren't the only new force to shape it. You also won’t hear people saying Dragon often, in general they are just called the [[terms#fire|Fire]]. You are also going to encounter the [[terms#weird|Weird]], the other power in the ruined world. These two forces are at the end of a spectrum where you are a human are smack in the middle, see below.+While the Dragons are the most amazing spectacle in the ruined world, they aren't the only new force to shape it. You also won’t hear people saying Dragon often, in general they are just called the [[terms#fire|Fire]]. You are also going to encounter the [[terms#weird|Weird]], the other power in the ruined world. These two forces are at the end of a spectrum where you as a human are smack in the middle, see below.
  
 {{ :brimstone:forces_and_aspects.png |}} {{ :brimstone:forces_and_aspects.png |}}
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 The Forces are in white: Fire and Weird. Each is an absolute, an unbending power with a single purpose. Fire destroys and ruins, Weird transforms and obscures. Neither of these forces can exist directly in our world, but each has an embodiment that can. Fire has Dragons and Weird has Demons, we call these agents of Fire and Weird respectively. The Forces are in white: Fire and Weird. Each is an absolute, an unbending power with a single purpose. Fire destroys and ruins, Weird transforms and obscures. Neither of these forces can exist directly in our world, but each has an embodiment that can. Fire has Dragons and Weird has Demons, we call these agents of Fire and Weird respectively.
  
-Humans and other parts of the world can be affected by a force, charged with it. Heroes often are responsible for charging themselves, others, or things around them with a force. When that happens we call that an [[terms#Aspect]] of the Force and the things in yellow above come into play. The Aspect of Fire is called [[terms#Fervor]], when something is charged with Fire it has Fervor as an aspect. Fervor always implies destructive, in addition to any other imbued qualities. The Aspect of Weird is [[terms#Wonder]], when something is charged with Weird it has Wonder as an aspect. Wonder always implies confusion, in addition to any other imbued qualities. Aspects of Ferver and Wonder usually carry specific rules as well.+Humans and other parts of the world can be affected by a force, charged with it. Heroes often are responsible for charging themselves, others, or things around them with a force. When that happens we call that an [[terms#Aspect]] of the Force and the things in yellow above come into play. The Aspect of Fire is called [[terms#Fervor]], when something is charged with Fire it has Fervor as an aspect. Fervor always implies destruction, in addition to any other imbued qualities. The Aspect of Weird is [[terms#Wonder]], when something is charged with Weird it has Wonder as an aspect. Wonder always implies confusion, in addition to any other imbued qualities. Aspects of Fervor and Wonder usually carry specific rules as well.
  
-Outside all these dangerous outer forces, the force of [[terms#Destiny]] is embraced by the hero to change the world as they see it. Destiny is an inner force, something that lives inside the hero. You could almost say that without it they would not be heroes at all, but [[terms:sheep]] instead. The most direct measure of Destiny in the game is the Destiny track of each hero, which records how their future is looking at any one moment. Eventually when that is filled, they meet a Crisis that will change them for better or worse.+Outside all these dangerous outer forces, the force of [[terms#Destiny]] is embraced by the hero to change the world as they see it. Destiny is an inner force, something that lives inside the hero. You could almost say that without it they would not be heroes at all, but [[terms#sheep]] instead. The most direct measure of Destiny in the game is the Destiny track of each hero, which records how their future is looking at any one moment. Eventually when that is filled, they meet a Crisis that will change them for better or worse.
  
 ===== Chips Measure Forces, Tokens Measure Status ===== ===== Chips Measure Forces, Tokens Measure Status =====
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 There are four types of [[terms#chip|Chips]] in the game. These are color/letter coded to indicate their type. A Chip means nothing in the fiction except when it is drawn from [[terms#Fate]] (a bag that holds chips). When your Hero takes interesting or risky action, they will [[terms#draw]] from Fate. The type of Chip drawn will dictate how things went for them in their undertaking. Here are the types of Chips: There are four types of [[terms#chip|Chips]] in the game. These are color/letter coded to indicate their type. A Chip means nothing in the fiction except when it is drawn from [[terms#Fate]] (a bag that holds chips). When your Hero takes interesting or risky action, they will [[terms#draw]] from Fate. The type of Chip drawn will dictate how things went for them in their undertaking. Here are the types of Chips:
  
-  * **Ash**: When you draw Ash, the force of [[terms#Fire]] dominates the outcome and things went badly. +  * **__A__sh**: When you draw Ash, the force of [[terms#Fire]] dominates the outcome and things went badly. 
-  * **Dream**: When you draw Dream, the force of [[terms#Weird]] dominates the outcome and things went oddly. +  * **__D__ream**: When you draw Dream, the force of [[terms#Weird]] dominates the outcome and things went oddly. 
-  * **Glory**: When you draw Glory, the force of [[terms#Destiny]] dominates the outcome and things went well. +  * **__G__lory**: When you draw Glory, the force of [[terms#Destiny]] dominates the outcome and things went well. 
-  * **Rubble**: When you draw Rubble, something got in the way and things did not go at all.+  * **__R__ubble**: When you draw Rubble, something got in the way and things did not go at all.
  
 Tokens TODO. Tokens TODO.
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 You are playing Heroes if you aren't playing the Devil. You aren't going to sit down to a game of Brimstone and tell the tale of some lowly farmer trying to manage his field from year to year. If you try to play a lowly farmer they won’t be a one for long, because they have the potential to become something special - a Legend. You are playing Heroes if you aren't playing the Devil. You aren't going to sit down to a game of Brimstone and tell the tale of some lowly farmer trying to manage his field from year to year. If you try to play a lowly farmer they won’t be a one for long, because they have the potential to become something special - a Legend.
  
-Each player that is taking on the role of Hero needs to pick a card from the deck of Twelve Legends. This card gives your Hero a role in the game. The cards have rules on them, but don’t worry about that now. You just need to read the description.+Each player that is taking on the role of Hero needs to pick a card from the deck of Twelve Legends. This card gives your Hero a role in the game. The cards have rules on them, but don’t worry about that now. You just need to read the description in order to see if it is the kind of Hero you might want to play. Here are the 12 Legends listed by their [[terms#Rank]].
  
-  * I - **Maverick**+  * I - **[[Legends#Maverick]]**
     * The maverick is a fighter that doesn't rely on strength or speed, but uses human ingenuity to succeed. You play a maverick if you want to show the forces of the world man can beat them without help.     * The maverick is a fighter that doesn't rely on strength or speed, but uses human ingenuity to succeed. You play a maverick if you want to show the forces of the world man can beat them without help.
-  * II - **Pioneer**+  * II - **[[Legends#Pioneer]]**
     * The pioneer is a leader that relies only on themselves and dreams big enough to get everyone’s attention. You play a pioneer to lead men into a brave new world where motivation equals success.     * The pioneer is a leader that relies only on themselves and dreams big enough to get everyone’s attention. You play a pioneer to lead men into a brave new world where motivation equals success.
-  * III - **Engineer** +  * III - **[[Legends#Engineer]]** 
-    * The engineer takes what is left of scrap copper and wire, building analog circuits from the ancient times. You play an engineer return the glory of human technology to the world. +    * The engineer is an artisan that takes what is left of scrap copper and wire, building analog circuits from the ancient times. You play an engineer return the glory of human technology to the world. 
-  * IV - **Merchant** +  * IV - **[[Legends#Merchant]]** 
-    * The merchant doesn't dream of changing the world, just thriving in it by smart buying and selling of goods. You play a merchant to earn more financial success and secure your future in the ruined world. +    * The merchant is a maven that doesn't dream of changing the world, just thriving in it by smart buying and selling of goods. You play a merchant to earn more financial success and secure your future in the ruined world. 
-  * V - **Champion** +  * V - **[[Legends#Champion]]** 
-    * The champion has honed their body to a fine edge, embracing strength and speed to become a better warrior. You play a champion to beat back the forces of the world with pure might. They have an affinity for Fervor, and can embrace it to empower themselves. +    * The champion is a fighter that has honed their body to a fine edge, embracing strength and speed to become a better warrior. You play a champion to beat back the forces of the world with pure might. They have an affinity for Fervor, and can embrace it to empower themselves. 
-  * VI - **Luminary** +  * VI - **[[Legends#Luminary]]** 
-    * The luminary is a paragon of speed and strength, but does not embrace war. Instead they inspire others to action through their amazing deeds. You play a luminary to lead others into a new world of your vision. They have an affinity for Fervor, and can embrace it to empower themselves. +    * The luminary is a leader and a paragon of speed and strength, but does not embrace war. Instead they inspire others to action through their amazing deeds. You play a luminary to lead others into a new world of your vision. They have an affinity for Fervor, and can embrace it to empower themselves. 
-  * VII - **Smith** +  * VII - **[[Legends#Smith]]** 
-    * The smith has honed their body into a heart of a forge, working metal and stone to force their vision onto the world. You play a smith to build a new beautiful world of castles and keeps like no one has ever seen. They have an affinity for Fervor, and can embrace it to empower themselves. +    * The smith is an artisan that has honed their body into a heart of a forge, working metal and stone to force their vision onto the world. You play a smith to build a new beautiful world of castles and keeps like no one has ever seen. They have an affinity for Fervor, and can embrace it to empower themselves. 
-  * VIII - **Outlaw** +  * VIII - **[[Legends#Outlaw]]** 
-    * The outlaw isn't a criminal per say, but an expert that has found something they love in the ruined world. You play an outlaw to further hone those skills and become a paragon in the ruined world. They have an affinity for Fervor, and can embrace it to empower themselves. +    * The outlaw is a maven and isn't a criminal per say, but an expert that has found something they love in the ruined world. You play an outlaw to further hone those skills and become a paragon in the ruined world. They have an affinity for Fervor, and can embrace it to empower themselves. 
-  * IX - **Wizard** +  * IX - **[[Legends#Wizard]]** 
-    * The wizard has opened their mind to the Weird, embracing the enhanced mental powers to become a formidable opponent. You play a wizard to control the forces of the world through the wonder of a new age. They have an affinity for Wonder, and can embrace it to empower themselves. +    * The wizard is a fighter that has opened their mind to the Weird, embracing the enhanced mental powers to become a formidable opponent. You play a wizard to control the forces of the world through the wonder of a new age. They have an affinity for Wonder, and can embrace it to empower themselves. 
-  * X - **Tycoon** +  * X - **[[Legends#Tycoon]]** 
-    * The tycoon has worked with the forces of Weird in the world to earn a place above men, exploiting Wonder for power and profit. You play a tycoon to create a new world of men where you can stand on top. They have an affinity for Wonder, and can embrace it to empower themselves. +    * The tycoon is a leader that has worked with the forces of Weird in the world to earn a place above men, exploiting Wonder for power and profit. You play a tycoon to create a new world of men where you can stand on top. They have an affinity for Wonder, and can embrace it to empower themselves. 
-  * XI - **Enchanter** +  * XI - **[[Legends#Enchanter]]** 
-    * The enchanter has not just talked with demons, they have learned from them. They use Wonder to enhance and amaze. You play an enchanter to create a new world of Wonder the likes of which has never been known. They have an affinity for Wonder, and can embrace it to empower themselves. +    * The enchanter is an artisan that has not just talked with demons, they have learned from them. They use Wonder to enhance and amaze. You play an enchanter to create a new world of Wonder the likes of which has never been known. They have an affinity for Wonder, and can embrace it to empower themselves. 
-  * XII - **Oracle** +  * XII - **[[Legends#Oracle]]** 
-    * The oracle can’t see all futures, but they can get a glimpse of what is coming through the veil of the Wonder. You play an oracle to scheme and conspire to build a better future for yourself in the ruined world. They have an affinity for Wonder, and can embrace it to empower themselves.+    * The oracle is a maven that can’t see all futures, but they can get a glimpse of what is coming through the veil of the Wonder. You play an oracle to scheme and conspire to build a better future for yourself in the ruined world. They have an affinity for Wonder, and can embrace it to empower themselves.
  
 ===== Claiming your Legend ===== ===== Claiming your Legend =====
brimstone/getting_started.1390727283.txt.gz · Last modified: 2014/01/26 01:08 by JasonP