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| nate:tgimh [2025/11/07 16:54] – paganini | nate:tgimh [2025/11/27 21:22] (current) – [Keys] paganini | ||
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| - | Roll dice pools to resolve opposed actions. | + | ===== Will ===== |
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| + | Each character has a fund of Will points, arbitrarily set to start at 9 (pending playtest). The main (possibly only) use of Will is to activate Descriptors. If a character ever has 0 Will points, they are out of the scene and must have a Refreshment Scene to restore their Will fund before they can participate in other future scenes. | ||
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| + | ===== Descriptors ===== | ||
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| + | Descriptors are free-form traits - a word or phrase tagged with an associated die rating. Die ratings are number of dice, not type/sides. All dice in the game have the same number of sides (for now, the default is d10). There might be different categories of Descriptors (Abilities, Relationships, | ||
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| + | ===== Resolution ===== | ||
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| + | Roll dice pools to resolve opposed actions. | ||
| + | |||
| + | ===== Determining Outcomes ===== | ||
| You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser' | You and your opponent both roll; whoever rolls the highest number on a single die wins. The number of successes is the number of dice that beat the loser' | ||
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| If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation. | If both sides have the same size pools and rolled exactly the same roll then it's a real stalemate, and the GM shifts the situation. | ||
| + | |||
| + | ===== Success ===== | ||
| What does success do? | What does success do? | ||
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| First, the roll decides the fiction. Does Abigail convince Christopher to not attack Bob? Does OB1 get the high ground? Does precious favorite NPC get croaked? | First, the roll decides the fiction. Does Abigail convince Christopher to not attack Bob? Does OB1 get the high ground? Does precious favorite NPC get croaked? | ||
| - | Second, the loser crosses off the box on their Power track equal to the number of successes that the winner rolled. If the loser would rather not cross off a box, they can create an Injury Condition for their character instead. If the box is already crossed off, cross off the next highest available box AND create an Injury Condition equal to the box that was crossed off! | + | ==== Scene Descriptors ==== |
| - | Third, those success | + | Second, the winner |
| + | ==== Effect on Power Track ==== | ||
| + | Third, the loser crosses off the box on their Power track equal to the number of successes that the winner rolled. If the loser would rather not cross off a box, they can create an Injury for their character instead. If the box is already crossed off, cross off the next highest available box AND create an Injury equal to the box that was crossed off! If the last (highest) box of the Power track is crossed off, the character is out of the scene. | ||
| + | ==== Recovery From Injury ==== | ||
| + | An Injury works just like a Scene Descriptor that's stuck to a character. An Injury lasts until it goes away naturally as a result of the fiction, or until someone does something to get rid of it. You make a Recovery roll against an Injury to get rid of it; just reduce the Injury by the number of successes you roll. (Injuries don't have Power tracks.) Other characters can make Recovery rolls to help you. This can be actual doctoring / first aid (for physical injuries), pep talks / encouragement for " | ||
| + | [I need a rule for temporary Descriptors becoming permanent] | ||
| + | ===== Refreshment Scenes ===== | ||
| - | 1 - " | + | Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle |
| - | When this happens (a " | + | The Power track is fully restored by having |
| - | A " | + | Refreshment scenes also restore your Will if it has fallen below its starting value. If you have more Will than the starting value, |
| - | 2 - " | + | I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to escalate |
| - | Maneuvers can be risky, though. If the Maneuver roll fails, the roll you were trying to set up may not happen at all! | + | ===== XP ===== |
| - | Since it costs a Will point to use the successes as bonus dice (paid after rolling the Maneuver), maybe failing a Maneuver roll should refresh you a will point, Lady Blackbird / The POOL style. | + | XP comes from Keys, and is used to buy Advances. |
| - | 3 - " | + | ===== Keys ==== |
| - | You can apply Damage against an Effect to get rid of it; just reduce the Effect by the number of successes you roll (Effects don't have Power tracks; only people do!) | + | There are two kinds of Keys: |
| - | Since Conditions and Injuries are Aspects, you can get rid of them the normal way by spending Advances. | + | Dramatic Key Framework: \\ |
| + | (Keys of this type describe dramatic motifs)\\ | ||
| + | \\ | ||
| + | 1 XP - The dramatic issue is involved in a scene\\ | ||
| + | 2 XP - The character encounters significant challenges related to the theme.\\ | ||
| + | 5 XP - The motif progresses.\\ | ||
| + | Buyoff (10XP) - The theme is discarded from the game.\\ | ||
| - | As usual, | + | Motivation Key Framework: \\ |
| + | (Keys of this type describe psychology)\\ | ||
| + | \\ | ||
| + | 1 XP - The character expresses | ||
| + | 3 XP - The character follows | ||
| + | Buyoff (10XP) - The character opts to let go of the trait represented by the Key\\ | ||
| - | If you're Ashamed and Embarrassed it might just evaporate when you start the next scene. | + | ===== Advances ===== |
| - | If your arm got cut off, it won't grow back (unless your' | + | Every 5 XP is an Advance. |
| - | Once you get it down to 1 die it becomes a permanent feature of your character (" | + | You can spend your Advances right away, or save them. |
| - | You can spend an advance to move it to your Background. You'll still only have one arm, but it won't cause you problems or give you advantages, mechanically. | + | In general, |
| - | Other characters | + | So, 1 Advance |
| - | Penalty Dice - | + | It costs 2 Advances to raise or lower a 2D Descriptor one die, 3 Advances to raise or lower a 3D Descriptor one die, and so on. |
| - | Penalty dice come from Aspects being Invoked against your character. Whenever someone Invokes | + | You can spend an advance |
| - | If person Invoking the aspect is a player, the point comes from that player' | + | ===== Character Creation ===== |
| - | Penalty dice add to the opponent' | + | ==== Game Design Wibble ==== |
| - | Power Track - | + | One of my "best practices / favorite techniques" |
| - | The Power track is like temporary hit-points. It is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries / Effects that may be hanging around. (Your arm won't grow back, but you'll stop feeling Panicked!) | + | ==== Abilities ==== |
| - | I like Eero's rule that when you have a refreshment scene you're letting your guard down. So you get to heal up whenever you want, but when you do the GM gets to fuck with you. | + | In this game, you have " |
| - | Players call for refreshment scenes between scenes. You can get one whenever you want, between scenes, but you can't get one in the middle | + | Your first ability is rated at 3 dice (Expert). Write a couple three sentences that demonstrate, justify, or explain the ability by depicting a Significant Event in the character' |
| - | Refreshment scenes | + | Every character |
| - | In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. If the last (highest) box of the Power track is ever crossed off, you're out of the scene. | + | In mechanical terms, the Personal History provides three abilities each rated at 2 dice (Competent). |
| - | Gear - | + | Next, the character' |
| - | Gear give you bonus dice or penalty dice depending on the scene. Gear probably doesn' | + | Eero says: characters are not fatherless pawns, but beings "with values, beliefs, social ties and a whole range of peculiarities drawn from the particulars of the setting." |
| - | You don't pay or receive Will to use Gear; the dice simply | + | The Cultural Identity is used in play whenever the character wants to enter an arena of conflict that their other abilities seem unsuited for. If it makes sense that the character's Cultural Identity would give them at least a passing familiarity with whatever it is they' |
| - | XP - | + | If the player wants, specific Cultural Identity abilities may be enumerated (each rated at 1 die) before play begins. |
| - | XP comes from Keys | + | Also, during play, when Cultural Identity abilities come up as previously described, the player can add them to the character sheet, rated at 1 die. This is how you can add new abilities during play that can then be improved. |
| - | There are two kinds of Keys: | + | Background is the last Ability-related category. Backgrounds do not have ratings. They define arenas that the character is good at, but that the player specifically does not want to see in the game. They are activities that the character may in fact do at times, but this always happens offscreen (in the background!) and is unconnected from the emergent story. They are, therefore, sort of the opposite |
| - | Dramatic Key Framework: | + | In addition to abilities, each character has one general-purpose Descriptor (an " |
| - | Keys of this type describe dramatic motifs | + | |
| - | 1 XP - The dramatic issue is involved in a scene | + | They also have three Connections. A Connection |
| - | 2 XP - The character encounters significant challenges related to the theme. | + | |
| - | 5 XP - The motif progresses. | + | |
| - | Buyoff (10XP) - The theme is discarded from the game. | + | |
| - | Motivation Key Framework: | + | Connections are what connect the PCs to the emergent story; when you create a Connection, you're creating an NPC relationship that will be important and might be featured right away in play. |
| - | Keys of this type describe psychology | + | |
| - | 1 XP - The character expresses | + | Even though they have a special application, |
| - | 3 XP - The character follows | + | |
| - | Buyoff (10XP) - The character opts to let go of the trait represented by the Key | + | |
| - | Every 5 XP is an Advance. | + | I'm also importing Keys whole cloth from TSOY/ |
| - | You can spend your Advances right away, or save them. | + | A beginning character starts with one Key, but characters |
| - | + | ||
| - | In general, it costs 1 Advance per die to change your character. | + | |
| - | So, 1 Advance can move a 1D Aspect to your Background | + | Each character has a Will pool (which starts at 9 for everyone, I think) and a Power track (which has 9 boxes on it for everyone, I think). |
| - | It costs 2 Advances to raise or lower a 2D Aspect or Ability | + | In summary, when play begins, each PC should have a backstory of at least 50, but not more than 100 words, which reflects their Abilities (One Expert (3d), three Competent (2d), and any number of Cultural Identity Abilities (1d)), |
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| + | Each character also starts with a number of Advancements (5 by default), which the player can immediately use to flesh out the character, or which can be saved to develop the character during play as the game unfolds. | ||
| - | You can see why it's generally better to heal your wounds with First Aid than with Advances... | ||