This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| nate:tgimh [2025/11/11 11:46] – mike_holmes | nate:tgimh [2025/11/27 21:22] (current) – [Keys] paganini | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Resolution ====== | + | ===== Will ===== |
| - | ===== Dice Pools ===== | + | 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. |
| - | Roll dice pools to resolve opposed actions. | + | ===== Descriptors ===== |
| + | |||
| + | 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, | ||
| + | |||
| + | ===== Resolution ===== | ||
| + | |||
| + | Roll dice pools to resolve opposed actions. | ||
| ===== Determining Outcomes ===== | ===== Determining Outcomes ===== | ||
| Line 19: | Line 25: | ||
| 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? | ||
| - | ==== Conditions | + | ==== Scene Descriptors |
| - | 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 | + | Second, the winner can turn the number of successes they rolled into a Scene Descriptor. To create a Scene Descriptor |
| ==== Effect on Power Track ==== | ==== 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 | + | 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 Conditions | + | ==== Recovery From Injury |
| - | A Condition | + | An Injury works just like a Scene Descriptor that's stuck to a character. An Injury |
| - | [I need a rule for temporary | + | [I need a rule for temporary |
| - | ==== Refreshment Scenes ==== | + | ===== Refreshment Scenes ===== |
| - | + | ||
| - | The Power track is fully restored by having a Refreshment scene with another character. Refreshment scenes also clear up any transient Conditions / Injuries that may be hanging around. | + | |
| - | + | ||
| - | 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. | + | |
| 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 | + | |
| - | + | ||
| - | ===== 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 encounters significant challenges related to the theme. | + | (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 follows the motivation despite risk, personal cost, or other considerations\\ | |
| - | Motivation Key Framework: | + | Buyoff (10XP) - The character opts to let go of the trait represented by the Key\\ |
| - | 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 | + | |
| ===== Advances ===== | ===== Advances ===== | ||
| Line 82: | Line 80: | ||
| 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 |
| + | |||
| + | 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. | ||
| + | |||
| + | You can spend an advance to move a 1D Descriptor to your Background. | ||
| + | |||
| + | ===== Character Creation ===== | ||
| + | |||
| + | ==== Game Design Wibble ==== | ||
| + | |||
| + | One of my "best practices / favorite techniques" | ||
| + | |||
| + | ==== Abilities ==== | ||
| + | |||
| + | In this game, you have " | ||
| + | |||
| + | Your first ability is rated at 3 dice (Expert). Write a couple three sentences that demonstrate, | ||
| + | |||
| + | 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? | ||
| + | |||
| + | In mechanical terms, the Personal History provides three abilities each rated at 2 dice (Competent). | ||
| + | |||
| + | Next, the character' | ||
| + | |||
| + | 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." | ||
| + | |||
| + | 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' | ||
| + | |||
| + | If the player wants, specific Cultural Identity abilities may be enumerated (each rated at 1 die) before play begins. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | In addition to abilities, each character has one general-purpose Descriptor (an " | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Even though they have a special application, | ||
| + | |||
| + | I'm also importing Keys whole cloth from TSOY/ | ||
| + | |||
| + | A beginning character starts with one Key, but characters can have more than one Key at a time. | ||
| + | |||
| + | 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)), |
| + | |||
| + | 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. | ||