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| nate:tgimh [2025/11/15 10:25] – [Effect on Power Track] paganini | nate:tgimh [2025/11/27 21:22] (current) – [Keys] paganini | ||
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| 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. | 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. | ||
| - | ====== XP ====== | + | ===== XP ===== |
| XP comes from Keys, and is used to buy Advances. | XP comes from Keys, and is used to buy Advances. | ||
| - | ===== 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 ===== | ||
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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. | 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. | + | 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). | ||
| + | |||
| + | 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)), one player-authored aspect and three Connections, | ||
| + | |||
| + | 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. | ||