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| nate:tgimh [2025/11/07 17:27] – 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 winner can turn the number of successes they rolled into a Condition. Conditions are temporary Aspects that belong to the setting / scene / situation. To create a Condition just say (or write down) what it's called and how many dice it has. Conditions can be invoked (at the cost of 1 Will point) to contribute dice to a pool. | + | ==== Scene Descriptors ==== |
| - | Third, the loser crosses off the box on their Power track equal to the number of successes | + | Second, the winner can turn the number of successes |
| - | A Condition 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 a Condition to get rid of it; just reduce the Condition by the number of successes you roll. (Conditions 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 " | + | ==== Effect |
| - | [I need a rule for temporary Conditions becoming permanent Aspects] | + | 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 |
| - | Power Track - | + | ==== Recovery From Injury ==== |
| - | The Power track is fully restored by having | + | An Injury works just like a Scene Descriptor that's stuck to a character. |
| - | 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. | + | [I need a rule for temporary Descriptors becoming permanent] |
| + | |||
| + | ===== Refreshment Scenes ===== | ||
| 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 of a scene. | 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 of a scene. | ||
| - | Refreshment | + | The Power track is fully restored by having a Refreshment |
| - | In addition to triggering Injury Effects, the Power track also determines when you're knocked out of a confrontation. Whenever the last (highest) box of the Power track is crossed off, you're out of the scene. | + | Refreshment scenes |
| - | Gear - | + | 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 the situation. |
| - | Gear give you bonus dice or penalty dice depending on the scene. Gear probably doesn' | + | ===== XP ===== |
| - | You don't pay or receive Will to use Gear; the dice simply apply. | + | XP comes from Keys, and is used to buy Advances. |
| - | XP - | + | ===== Keys ==== |
| - | + | ||
| - | XP comes from Keys | + | |
| There are two kinds of Keys: | There are two kinds of Keys: | ||
| - | Dramatic Key Framework: | + | Dramatic Key Framework: |
| - | Keys of this type describe dramatic motifs | + | (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.\\ | ||
| - | 1 XP - The dramatic issue is involved in a scene | + | Motivation Key Framework: \\ |
| - | 2 XP - The character | + | (Keys of this type describe psychology)\\ |
| - | 5 XP - The motif progresses. | + | \\ |
| - | Buyoff (10XP) - The theme is discarded from the game. | + | 1 XP - The character expresses the motivation\\ |
| + | 3 XP - The character | ||
| + | Buyoff (10XP) - The character opts to let go of the trait represented by the Key\\ | ||
| - | Motivation Key Framework: | + | ===== Advances ===== |
| - | Keys of this type describe psychology | + | |
| - | + | ||
| - | 1 XP - The character expresses the motivation | + | |
| - | 3 XP - The character follows the motivation despite risk, personal cost, or other considerations | + | |
| - | Buyoff (10XP) - The character opts to let go of the trait represented by the Key | + | |
| Every 5 XP is an Advance. | Every 5 XP is an Advance. | ||
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| In general, it costs 1 Advance per die to change your character. | In general, it costs 1 Advance per die to change your character. | ||
| - | So, 1 Advance can move a 1D Aspect | + | So, 1 Advance can move a 1D Descriptor |
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| + | 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. | ||
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| + | You can spend an advance to move a 1D Descriptor to your Background. | ||
| + | |||
| + | ===== Character Creation ===== | ||
| + | |||
| + | ==== Game Design Wibble ==== | ||
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| + | One of my "best practices / favorite techniques" | ||
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| + | ==== Abilities ==== | ||
| + | |||
| + | In this game, you have " | ||
| + | |||
| + | Your first ability is rated at 3 dice (Expert). Write a couple three sentences that demonstrate, | ||
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| + | Every character also has a Personal History, which describes their general lifestyle, place in the setting, and important life events. The Personal History provides context for the Significant Event that we saw a flash of earlier. How did the character get into that situation? | ||
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| + | In mechanical terms, the Personal History provides three abilities each rated at 2 dice (Competent). | ||
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| + | Next, the character' | ||
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| + | 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." | ||
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| + | 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' | ||
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| + | If the player wants, specific Cultural Identity abilities may be enumerated (each rated at 1 die) before play begins. | ||
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| + | 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. | ||
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| + | 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 of Abilities. | ||
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| + | In addition to abilities, each character has one general-purpose Descriptor (an " | ||
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| + | They also have three Connections. A Connection is an NPC that the character knows and is more or less friendly with. Each Connection owes the character a favor, or the character owes the Connection one. | ||
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| + | 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. | ||
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| + | Even though they have a special application, | ||
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| + | I'm also importing Keys whole cloth from TSOY/ | ||
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| + | A beginning character starts with one Key, but characters can have more than one Key at a time. | ||
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| + | 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 spend an advance to move a 1D Aspect to your Background. | ||