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system1_2:let_s_get_started [2016/12/04 03:21] – [Rolls, Dice Pools and Focus] JasonPsystem1_2:let_s_get_started [2016/12/04 04:10] (current) – [Issues] JasonP
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 ==== Issues ==== ==== Issues ====
  
 +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.
  
 +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.
 +
 +To explain how to create Issues, let's explore a narrative and look at some options.
 +
 +The Narrator has done the opening narration and essentially: The kingdom of Mercuria is throwing a gala event in celebration of the coming marriage of Prince Duncan to Princess Celeste from across the white sea. All of the warriors of the land have come to celebrate and offer gifts.
 +
 +In the open discussion after the opening narration, the Narrator suggests the Characters are attendees of the gala and possibly warriors of the land.
 +
 +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?
 +
 +The Narrator shouldn't look too hard at an Issue, but treat it as a starting point for interesting drama. This means they shouldn't figure out the Issue at all. It is a springboard for ideas, and needs to be left at that. The Narrator and players will introduce situations that stem from it, and even create other Issues that spawn from it.
  
 ==== Features ==== ==== Features ====
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   * Roll those dice again, and reduce your good result by the highest amount rolled.   * 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 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 take your result as 0.+  * 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. 
 + 
 +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]]. 
 + 
 +Dice are currency in [[:System1/2]]. At any given time a player has a certain number of dice, but never more than five. If a player earns more than five dice they give those dice to the Narrator, and if the Narrator has five dice they are discarded. At the start of each Period, dice distributed as so: 
 + 
 +  * 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. 
 + 
 +===== How It All Clicks Together ===== 
  
-Dice are currency in [[:System1/2]]. At any given time a player has a certain number of dice, but never more than five. If a player earns more than five dice they must give those to the player with the least. 
  
  
system1_2/let_s_get_started.1480850484.txt.gz · Last modified: 2016/12/04 03:21 by JasonP