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system1_2:let_s_get_started [2016/12/03 09:44] – JasonP | system1_2:let_s_get_started [2016/12/04 04:10] (current) – [Issues] JasonP | ||
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===== Let's Get Started ===== | ===== Let's Get Started ===== | ||
- | You'll need two or more players to play this game, several six-sided dice, and some way to record notes. One of these players needs to take charge and setup the game's narrative. This player will take on the role of **Narrator** for the game. The remaining players will create **Characters** that are part of the game's narrative. From this point on we will call the narrative of the game the **Fiction**, | + | You'll need two or more players to play this game, several six-sided dice, a marker, and some way to record notes. |
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+ | One of these players needs to take charge and setup the game's narrative. This player will take on the role of **Narrator** for the game. The remaining players will create **Characters** that are part of the game's narrative. From this point on we will call the narrative of the game the **Fiction**, | ||
==== Narrator ==== | ==== Narrator ==== | ||
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===== Issues and Features, Conceptually ===== | ===== Issues and Features, Conceptually ===== | ||
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+ | Issues and Features are the nuts and bolts of the machine that is this game. Each lets a player define something of meaning in the Fiction. Issues have to do with the overall plot of the story, while Features focus on how one player fits into it and how we view them. | ||
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+ | ==== Issues ==== | ||
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+ | Each Issue is something interesting going on in the fiction. Specifically something that is meant to drive the narrative forward. It is usually a situation that the Characters can get caught up in, and interact with for better or worse. When the Narrator introduces an Issue, they are saying: This is interesting. We should explore this. | ||
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+ | How complex and specific the definition of an issue is depends entirely on the scope of the narrative at any point. That said, very tight scopes don't work as well as broad ones. Remember an Issue is something to explore, not a specific problem with all its details laid out to resolve. | ||
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+ | To explain how to create Issues, let's explore a narrative and look at some options. | ||
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+ | The Narrator has done the opening narration and essentially: | ||
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+ | In the open discussion after the opening narration, the Narrator suggests the Characters are attendees of the gala and possibly warriors of the land. | ||
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+ | The Narrator decides on the initial Issue for the narrative: The Kingdom of Mercuria is flat broke. This is a good Issue because its broad, and it provokes questions. For instance, if the Kingdom is broke, how are they throwing a Gala? | ||
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+ | The Narrator shouldn' | ||
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+ | ==== Features ==== | ||
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===== The Flow The Game ===== | ===== The Flow The Game ===== | ||
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+ | The game is a sequence of periods. Each period is some amount of narration, and is followed by open discussion. Then another period starts. At the beginning of the game, the purpose of each period is clearly defined. After that, they are handled in a directed but open manner. We call those later ones game Rounds. Let's cover the first periods of each game. | ||
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+ | ==== Opening Narration ==== | ||
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+ | During this first period of the game, the Narrator alone sets the tone of the game. The opening narration will be a short but detailed look at the world and introduce at least one Issue. The discussion after this narration is the place to ask questions about the world of the game, and explore character concepts. | ||
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+ | ==== Introductions ==== | ||
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+ | After the Opening Narration, each player gets an Introduction period to introduce their character. This begins by just describing who they are in broad strokes, perhaps rather openly to allow them to develop as the game grows. The player of the Character can then set a scene for the Narrator, and that is played out to as their period until its natural conclusion. | ||
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+ | ==== Rounds ==== | ||
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+ | Each round is a period determined by the rules and introduced by the Narrator and the Spotlight Character. | ||
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+ | ===== Rolls, Dice Pools and Focus ===== | ||
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+ | Mechanically, | ||
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+ | * First, set aside any dice that rolled 1, 2, or 3. These dice are good. | ||
+ | * Look at the results of the good dice. Count the highest as your good result. | ||
+ | * If you have more than one 3, each additional one counts as +1 to the result. A roll of 3, 3, and 1 counts as 4. 3, 3, and 3 would be 5. | ||
+ | * Second, set aside any dice that rolled 6. These dice are bad. | ||
+ | * Roll those dice again, and reduce your good result by the highest amount rolled. | ||
+ | * If this reduces your good result to 0 or below, that is called a Foul. | ||
+ | * If no dice are either good or bad, you either Push and pick up another die and roll again, or you Pull and take your result as 0. | ||
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+ | How you interpret the result of a roll depends on the mechanics at play. You can have that explained by the Narrator or look at the rolls section of [[The Basics]]. | ||
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+ | Dice are currency in [[: | ||
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+ | * First the Narrator gets one die for each player, but not more than five. | ||
+ | * Second each player gets one die. | ||
+ | * Third, the player with Focus rolls five dice. Using the rules above, but only counting a good result (disregard other outcomes). With a good result, that player keeps those dice. They also add the result of the roll to their Splendor, a running currency used when introducing Features. | ||
+ | * If dice remain, you pass them to another player that has not yet rolled in this period start. They roll as above, and so on, until the dice are taken or everyone has rolled (Narrator included). If everyone has rolled and dice remain, discard them. | ||
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+ | ===== How It All Clicks Together ===== | ||
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