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panorama [2016/08/08 20:29] – [Rule: Reputations] Mike Holmespanorama [2016/08/14 06:35] (current) Mike Holmes
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-====== Panorama: Above All Else ======+====== Panorama ====== 
 + 
 +Panorama is a fantasy RPG that gets it's inspirations in play from artwork, which creates a vibrant world in which envoys and spies travel across the world to make gains for the factions to which they are loyal. As these characters galavant about, we learn their place in the world and what's important to them... and what they're willing to do attain their desires. All this as the world grows in detail about them.  
 + 
 +Play of Panorama goes through three phases, two of which are simply preliminary to the rest of the play of the game. Start with Setup, and then move to the process for Phase 1.  
 +===== Rules ===== 
 +  
 +The following rules pertain to all phases of play.  
 + 
 +==== Action: Character Creation ==== 
 + 
 +A player may interrupt play at any time to create a character.  
 + 
 +=== Step 1: Present an Image === 
 + 
 +The player should present an image of the character in question. The player must make their selection of this image before they opt to take the character creation action so they do not delay play, presenting the picture at the moment of creation (do not say you're creating a character and go out looking for an image for the character). The player may name the character at this time, but this is not mandatory.  
 + 
 +=== Step 2: Imbuing with a Trait === 
 + 
 +Intrinsic to creating a character is imbuing them with at least one trait with a trait score purchased from the Character Points on a one for one basis. So if a player wishes to give a character a "Strong" trait, they might spend 10 points to make give the character "Strong 10" (which is considerably strong, but not amazingly noteworthy). The player may give the character as many traits as they like all at once, as long as they have the character points to buy them.  
 + 
 +=== Rules: Characters === 
 + 
 +== Control == 
 + 
 +Creating a character gives the creating player control over that character (and thus answers all questions about that character). This control is sealed by spending character points on the character, making control irrevocable. A player may not create a character who is an expert on your character, in other words (see below).  
 + 
 +== Expert Characters == 
 + 
 +A character is an "Expert" in any field of knowledge that they have a trait for, so long as there are no other characters who have a higher rating with with that trait. This essentially gives the player who controls the character control over any images for which the GM rules this character is the Expert. The GM will rule that only one character is the Expert for every image for which a question comes up (and thus give that player control over the answers).  
 + 
 +==== Action: Developing Characters ==== 
 + 
 +A participant can add additional traits to characters at any time, in exactly the same manner as the initial trait by spending character points . You may also increase the number of points in an existing trait, thus "revealing" that the trait was more potent than we were initially lead to believe. This can even represent characters not being fully aware of their own level of ability.  
 + 
 +=== Rules: Development === 
 + 
 +== Capping == 
 + 
 +At some point you may wish to telegraph that you are at an end of the revealing of the ability level of a trait. This is good, because uncertainty about these things can become tedious after a while. This is referred to as "capping" a trait, and if the trait is over 20 points, the player receives a reward of 5 character points for doing so. Mark capped traits with an asterisk after their actual score. Note that the trait can be increased in the future, but only as the result of some sort of in-game training or other method of increase (most importantly, it can't happen in the middle of a contest).  
 + 
 +== Obvious Traits == 
 + 
 +Some traits do not make sense to be "revealed" as being higher than they are. A character who is "Big 10" is not likely going to suddenly be revealed to be bigger than that. If you purchase such a trait, a player should put all of the points into it that they intend, and cap the trait immediately.  
 + 
 +== GM Trait Limit == 
 + 
 +The GM may never add a trait to a character with a rating higher than 50, or increase a trait above that level. Note that GM's may create monsters and such with higher traits as obstacles for characters, but the notion is to allow for players to have characters who are the "best" at human scale activities of particular sorts, if they so wish. Thus no human character will have a "big" trait that makes them larger than a dragon; but they may have a Swordsmanship trait that's higher than any other human has.  
 + 
 +The rare exception to this rule is in the case that all of the PCs have capped their level at less than 50, at which point the GM is allowed to add that trait at higher than 50 to other characters (essentially the players have abdicated that trait to the GM characters).  
 +  
 +==== Action: Player Character Selection ==== 
 + 
 +A player may, at any time, interrupt play in order to propose adoption of a character as a "Player Character." A player character is one that the player will control in terms of actions during scene play (all other characters actions are directed by the GM). The player should then make their case for why they want to play the character, if they so desire. Once a player proposes a character as their PC and makes their pitch, all participants (all players and the GM, as well as official audience members) vote on whether or not the player should get to play the character in question. In the case of a tie, the GM casts the deciding vote. 
 +  
 +A player may do this again later in play if they want to switch characters, and the same process is used. If this happens, the previous character reverts to being a GM character.  
 + 
 +The GM, as controller of all non-player characters, may not perform this action.   
 + 
 +== Note: Early Adoption == 
 + 
 +Consider early adoption of PCs carefully, as it's often better to see how the situation of play evolves so as to have a PC whose interaction with the situation in question is enjoyable. On the other hand, if you have your PC early, you may be able to maneuver the situation into something that works for the PC; so it's not a terrible choice. Just keep your PC in mind during situation creation if you create them before that occurs. 
  
-Panorama: Above All Else is a fantasy RPG that gets it's inspirations in play from artwork, which creates a vibrant world in which envoys and spies travel across the world to make gains for the factions to which they are loyal. As these characters galavant about, we learn their place in the world and what's important to them... and what they're willing to do attain their desires. All this as the world grows in detail about them.  
  
 ===== Setup ===== ===== Setup =====
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-==== Rule: Character Points ====+==== Character Points ====
  
 Participants (including the GM) begin play with 100 Character Points, which are used to imbue characters with traits as detailed below.  Participants (including the GM) begin play with 100 Character Points, which are used to imbue characters with traits as detailed below. 
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 ===== Phase 1: Seeding ===== ===== Phase 1: Seeding =====
  
-A player should be indicated as being the record-keeper, and that player should make notes on the things established. If possible a wiki is an optimal way to keep such notes (or other inter-linked medium). This player should probably NOT be the GM if at all possible. +A player should be selected to be the record-keeper by consensus. If possible a wiki is an optimal way to keep such notes (or other inter-linked medium). This player should probably NOT be the GM if at all possible. Players should do their own data entry on things they create when they can... the role of the record-keeper is to ensure that players do this, and to do it for them when other players cannot.
  
 ==== Step 1: Seed Image Selection and Presentation ==== ==== Step 1: Seed Image Selection and Presentation ====
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 No more than two questions may be asked about any Seed Image during this phase. This means that eventually there will be exactly six rounds of questions asked. Once these rounds are complete, Phase 1 is complete, and play should move on to Phase 2: Situation Creation.  No more than two questions may be asked about any Seed Image during this phase. This means that eventually there will be exactly six rounds of questions asked. Once these rounds are complete, Phase 1 is complete, and play should move on to Phase 2: Situation Creation. 
  
 +=== Notes: Character Creation ===
  
-==== Action: Character Creation ====+Players may elect to do this during the seeding phase, because in doing so the character may well be an Expert on a subject that pertains to one of the seed images. This gives the player who controls the character control over the answers to questions about said image. That said, obviously another player can create a character who is more of an expert at any time to take control back. Also note that a player can only have one character be their "Player Character" and that you may not end up with the character you've created for this purpose as your PC (see Action: Player Character Selection above). 
  
-A player may interrupt play at any time to create a character.  
  
-=== Step 1Present an Image ===+===== Phase 2Situation Creation =====
  
-The player should present an image of the character in question. The player must make their selection of this image before they opt to take the character creation action so they do not delay playpresenting the picture at the moment of creation (do not say you're creating a character and go out looking for an image for the character)The player may name the character at this time, but this is not mandatory+Players select images again, and link these new images to the extant info created in phase 1, and to each otherwith some of the linkages being contentious to create political situationsKeep going until the GM feels they have enough to work with
  
-=== Step 2: Imbuing with a Trait === 
  
-Intrinsic to creating a character is imbuing them with at least one trait with a trait score purchased from the Character Points on a one for one basis. So if a player wishes to give a character a "Strong" trait, they might spend 10 points to make give the character "Strong 10" (which is considerably strong, but not amazingly noteworthy).  
  
-=== RulesCharacter Creation ===+===== Phase 3Scene Play (Main Phase) =====
  
-== Control ==+The GM is no longer limited in number of character points (but is still limited to no more than 50 points in any trait). 
  
-Creating a character gives the creating player control over that character (and thus answers all questions about that character). This control is sealed by spending character points on the charactermaking control irrevocableplayer may not create character who is an expert on your characterin other words+GM sets up scenes. During scenes characters may have conflicts. Conflicts have various dangers (see Schema), some obvious and some notIf a player wins contest, they roll the schema dice as normal. If they lose the contestthey roll only 2 dice instead
  
-== Expert Characters == 
  
-A character is an "Expert" in any field of knowledge that they have a trait for, so long as there are no other characters who have a higher rating with with that trait. This essentially gives the player who controls the character control over any images for which the GM rules this character is the Expert. The GM will rule that only one character is the Expert for every image for which a question comes up (and thus give that player control over the answers). +==== Rule: Conflict Resolution ====
  
-== Developing Characters ==+Characters accumulate action point totals by invoking traits. The side with the most trait points at the end of bidding wins the conflict. Which traits are usable is up to the GM, based on player description of their character's actions. 
  
-Once you've created a character, you can add additional traits with character points to them at any time, in exactly the same manner as the initial trait. You may also increase the number of points in an existing trait, thus "revealing" that the trait was more potent than we were initially lead to believe.+=== Penalties ===
  
-== GM Trait Limit == +Often situation will not be optimal for the character for some reasonand/or a trait may not be the perfect fit for a conflictWhen this is the casethe GM may impose penalties of any level that reduce the player'action point total
-The GM may never introduce trait with a rating higher than 50, or increase a trait above that for a characterNote that GM's may create monsters and such with higher traits as obstacles for characters, but the notion is to allow for players to have characters who are the "best" at human scale activities of particular sortsif they so wish. Thus no human character will have a "big" trait that makes them larger than a dragon; but they may have a Swordsmanship trait that'higher than any other human has +
- +
  
-=== Notes: Character Creation ===+=== Fate ===
  
-Players may elect to do this during the seeding phase because in doing so the character may well be an Expert on a subject that pertains to one of the seed imageswhich will give the player who controls the character control over the answers to questions about said imageThat said, obviously another player can create a character who is more of an expert at any time to take control backAlso note that a player can only have one character be their "Player Character" and that you may not end up with the character you've created for this purpose as your PC (see below) +Sometimes things work out better for one character than another, abilities aside. After all bids are in, if the contest is still close, the players may wish to bid "Fate." Each player writes down number of character points in secret, and then reveal them. Each player gets 4 times the amount of Fate bid to add to their action point totalThe winner loses the character points they bid, but the loser does not. 
-  +
-=== Action: Player Character Selection ===+
  
-A player may, at any time, interrupt play in order to propose adoption of a character as a "Player Character." A player character is one that the player will control in terms of actions during scene play (all other characters actions are directed by the GM). The player should then make their case for why they want to play the character, if they so desire. Once a player proposes a character as their PC and makes their pitch, all participants (all players and the GM, as well as official audience members) vote on whether or not the player should get to play the character in question. In the case of a tie, the GM casts the deciding vote. +==== Rule: Adding Elements ====
-  +
-A player may do this again later in play if they want to switch characters, and the same process is used. If this happens, the previous character reverts to being a GM character. +
  
-The GM, as controller of all non-player characters, may not perform this action +A player may add an element to play at any time by presenting an image (in much the same way as they present a character image when creating that image) of something that one of the characters in a scene seesdiscusses, or to which they are close. They must then select a player to ask them a question about the image, which they must answer (or call a mystery if appropriate). If they cannot do this, then the element is not introduced into play
  
-== Note: Early Adoption ==+The player must enter the successfully introduced element into the record of play. For their efforts, they get one character point. 
  
-Consider early adoption of PCs carefully, as it's often better to see how the situation of play evolves so as to have a PC whose interaction with the situation in question is enjoyable. On the other hand, if you have your PC early, you may be able to maneuver the situation into something that works for the PC; so it's not a terrible choice. Just keep your PC in mind during situation creation if you create them before that occurs. +==== Rule: Linking Elements ====
  
 +A player may find a link between two elements in play at any time. They must get another player to ask a question about the link inspired by the art on one or both of the cards, which they must answer (or call a mystery if appropriate). If they cannot do this, then the link between the elements is not created.  
  
-===== Phase 2: Situation Creation ===== +The player must enter the information about the linked elements into the record of play. For their efforts, they get one character point.
- +
- +
- +
-===== Phase 3: Scene Play (Main Phase) ===== +
- +
-The GM is no longer limited in number of character points (but is still limited to no more than 50 points in any trait).  +
- +
-GM sets up scenes. During scenes characters may have conflicts... +
- +
-==== Rule: Conflict Resolution ==== +
- +
-Characters accumulate action point totals by invoking traits. Side with the most trait points at the end of bidding wins the conflict. Which traits are usable is up to the GM, based on player description of their character's actions.  +
- +
-==== Rule: Adding Elements ==== +
- +
-A player may add an element to play at any time by presenting an image (in much the same way as they present a character image when creating that image) of something that one of the characters in a scene sees, or to which they are closeThey must then select a player to ask them a question about the imagewhich they must answer (or call a mystery if appropriate). If they cannot do this, then the element is not introduced into play +
 ==== Rule: Reputations ==== ==== Rule: Reputations ====
  
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 === Identity === === Identity ===
  
-Note that if a character hasn't established their identity, then they can't claim the benefits of their reputation, of course. It may take a demonstration of some trait in some cases for a character to establish their identity, if they are known for having a particularly high level of a trait. +Note that if a character hasn't established their identity, then they can't claim the benefits of their reputation, of course. It may take a demonstration of some trait in some cases for a character to establish their identity, if they are known for having a particularly high level of a trait. On the other hand, sometimes a trait will declare itself unequivocably, like a "Big" trait. This is also a way for characters to assume another's identity, and thereby their reputations...
  
 === Gaining Reputation === === Gaining Reputation ===
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 A bragging level can be reduced by a conflict about this if the character never actually bragged about it, by pointing out that the previous level of reputation was created by an unskilled observer. Though if the character knew about the reputation, and didn't do anything to try to adjust it back to the lower level, then they may still obtain the braggart reputation (even if they actually have a higher level of the trait, but just didn't reveal it all).  A bragging level can be reduced by a conflict about this if the character never actually bragged about it, by pointing out that the previous level of reputation was created by an unskilled observer. Though if the character knew about the reputation, and didn't do anything to try to adjust it back to the lower level, then they may still obtain the braggart reputation (even if they actually have a higher level of the trait, but just didn't reveal it all). 
 +
 +
 ===== Endgame? ===== ===== Endgame? =====
  
panorama.1470713375.txt.gz · Last modified: 2016/08/08 20:29 by Mike Holmes