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panorama [2016/08/09 06:13] – [Phase 1: Seeding] Mike Holmespanorama [2016/08/14 06:35] (current) Mike Holmes
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-====== Panorama: Above All Else ======+====== Panorama ======
  
-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. +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. 
  
-===== Setup =====+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. 
  
-==== OptionAssemble Art =====+==== ActionCharacter Creation ====
  
-One of the participants of the game (often the GM, but this is not necessarily the case) may create a set of art to work from for the world. In doing so, this participant will have a strong influence on the content of the game, especially in terms of what they do NOT include. Pinterest and such sites are of great utility should one decide to create such set+A player may interrupt play at any time to create a character
  
-If nobody does this, then the set of art in use is essentially everything available on the internet. This can lead to a lot of disconnected elements entering play, but some groups may enjoy this approach. +=== 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. 
  
-==== RuleCharacter Points ====+=== Step 2Imbuing with a Trait ===
  
-Participants (including the GM) begin play with 100 Character Points, which are used to imbue characters with traits as detailed below+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" traitthey 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 ===
  
-===== Phase 1: Seeding =====+== Control ==
  
-player should be selected to be the record-keeper. 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 possiblePlayers 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 thisand to do it for them when other players cannot.+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 irrevocableA player may not create a character who is an expert on your characterin other words (see below)
  
-==== Step 1: Seed Image Selection and Presentation ====+== Expert Characters ==
  
-The first mandatory step of play should be the participants (GM included) perusing the set of art to get feel for what's available. This should be done prior to the first session of playEach participant should select three pieces of art that they feel capture something that they would like to somehow be central to play, and have links to them available when the first session starts (or printouts, if preferred). +A character is an "Expert" in any field of knowledge that they have 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 ExpertThe 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). 
  
-These images are referred to as Seed Images, and players who bring them are said to have control of the meaning of the images, at least to start. Once everybody has gathered, each participant should look carefully at all of the seed images presented by all of the other participants. In the unlikely event that two participants bring the same image, they both have control of that image, and must agree to all answers (until and unless an Expert Character is created to take control). +==== Action: Developing Characters ====
  
-==== Step 2: Seed Image Inquiries ====+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. 
  
-The participants establish an order of play by any means they like (simple clockwise player order around a table, typically), and then select somebody to begin. That individual selects a seed image they find interesting, and comes up with a question to ask the controlling participant, something regarding the image. These questions should reveal interesting and play-oriented details about the pictures. The participant in control must answer the question, but they can ask for suggestions from participants who did NOT ask the question, if they don't feel that they have a good answer at present. Participants should not give suggestions unless asked, though they can indicate that they have what they think is a good suggestion (again, the asking player should not be involved in this process at all). In the end, the answer given is selected by the participant in control. +=== Rules: Development ===
  
-=== Rule: No Answer Forthcoming ===+== Capping ==
  
-It may occur that nobody has a good idea for an answer to the question asked. In this case, the answering participant must decide if the question was an interesting one or notIf it wasthen the answer to the question may be termed a "Mysteryand left unknown, if that's at all plausible. Otherwise the player who asked the question may be required to ask different questionThis continues until a question is askedand answered+At some point you may wish to telegraph that you are at an end of the revealing of the ability level of a traitThis is goodbecause uncertainty about these things can become tedious after while. This is referred to as "cappinga traitand if the trait is over 20 points, the player receives reward of 5 character points for doing soMark capped traits with an asterisk after their actual score. Note that the trait can be increased in the futurebut 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)
  
-=== Note: Good Questions ===+== Obvious Traits ==
  
-Good questions will not only resolve issues regarding the images in question, but also to similar images that may be in the art set (especially if the player thinks they might introduce such images later in play). So if there are lots of orcs in the setand a player has a picture of an orc village, a good question might be about the origin or nature of orcs in general. Other good questions will answer questions about the nature of play of the gamesuch as how the PCs get around the world of play, or what sorts of dangers typically await them+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 intendand cap the trait immediately
  
-==== Step 3: Rotate Play ====+== GM Trait Limit ==
  
-Once there is an answered questionplay rotates to the next participant in the orderwho must ask question, per Step 2 above.+The GM may never add a trait to a character with a rating higher than 50or 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 sortsif they so wish. Thus no human character will have "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 ====
  
-==== Ending Phase 1 ====+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. 
  
-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+The GM, as controller of all non-player characters, may not perform this action 
  
 +== Note: Early Adoption ==
  
-==== Action: Character Creation ====+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. 
  
-A player may interrupt play at any time to create a character.  
  
-=== Step 1: Present an Image ===+===== Setup =====
  
-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. +==== Option: Assemble Art =====
  
-=== Step 2: Imbuing with Trait ===+One of the participants of the game (often the GM, but this is not necessarily the case) may create set of art to work from for the world. In doing so, this participant will have a strong influence on the content of the game, especially in terms of what they do NOT include. Pinterest and such sites are of great utility should one decide to create such a set. 
  
-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 basisSo if a player wishes to give character a "Strong" trait, they might spend 10 points to make give the character "Strong 10" (which is considerably strong, but not amazingly noteworthy)+If nobody does this, then the set of art in use is essentially everything available on the internetThis can lead to a lot of disconnected elements entering play, but some groups may enjoy this approach
  
-=== Rules: Character Creation === 
  
-== Control ==+==== Character Points ====
  
-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 characterin other words+Participants (including the GMbegin play with 100 Character Pointswhich are used to imbue characters with traits as detailed 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). +===== Phase 1: Seeding =====
  
-== Developing Characters ==+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.
  
-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. This can even represent characters not being fully aware of their own level of ability. +==== Step 1: Seed Image Selection and Presentation ====
  
-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 soMark capped traits with an asterisk after their actual score. Note that the trait can be increased in the futurebut only as the result of some sort of in-game training or other method of increase (most importantlyit can't happen in the middle of a contest). +The first mandatory step of play should be the participants (GM included) perusing the set of art to get feel for what's available. This should be done prior to the first session of playEach participant should select three pieces of art that they feel capture something that they would like to somehow be central to playand have links to them available when the first session starts (or printoutsif preferred). 
  
-== GM Trait Limit ==+These images are referred to as Seed Images, and players who bring them are said to have control of the meaning of the images, at least to start. Once everybody has gathered, each participant should look carefully at all of the seed images presented by all of the other participants. In the unlikely event that two participants bring the same image, they both have control of that image, and must agree to all answers (until and unless an Expert Character is created to take control). 
  
-The GM may never introduce a trait with a rating higher than 50, or increase a trait above that for a character. 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. +==== Step 2: Seed Image Inquiries ====
  
-The rare exception to this rule is in the case that all of the PCs have capped their level at less than 50at 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).  +The participants establish an order of play by any means they like (simple clockwise player order around a table, typically), and then select somebody to begin. That individual selects a seed image they find interesting, and comes up with a question to ask the controlling participant, something regarding the image. These questions should reveal interesting and play-oriented details about the pictures. The participant in control must answer the question, but they can ask for suggestions from participants who did NOT ask the question, if they don't feel that they have a good answer at present. Participants should not give suggestions unless askedthough they can indicate that they have what they think is a good suggestion (again, the asking player should not be involved in this process at all). In the end, the answer given is selected by the participant in control. 
- +
  
-=== NotesCharacter Creation ===+=== RuleNo Answer Forthcoming ===
  
-Players may elect to do this during the seeding phase because in doing so the character may well be an Expert on subject that pertains to one of the seed images, which will give the player who controls the character control over the answers to questions about said imageThat said, obviously another player can create 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 below) +It may occur that nobody has a good idea for an answer to the question asked. In this case, the answering participant must decide if the question was an interesting one or not. If it was, then the answer to the question may be termed "Mystery" and left unknown, if that's at all plausible. Otherwise the player who asked the question may be required to ask a different questionThis continues until question is asked, and answered
-  +
-=== 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. +=== Note: Good Questions ===
-  +
-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 GMas controller of all non-player charactersmay not perform this action +Good questions will not only resolve issues regarding the images in questionbut also to similar images that may be in the art set (especially if the player thinks they might introduce such images later in play). So if there are lots of orcs in the set, and a player has a picture of an orc villagea good question might be about the origin or nature of orcs in general. Other good questions will answer questions about the nature of play of the game, such as how the PCs get around the world of play, or what sorts of dangers typically await them
  
-== NoteEarly Adoption ==+==== Step 3Rotate Play ====
  
-Consider early adoption of PCs carefullyas 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 enjoyableOn the other handif you have your PC early, you may be able to maneuver the situation into something that works for the PC; so it's not terrible choiceJust keep your PC in mind during situation creation if you create them before that occurs+Once there is an answered question, play rotates to the next participant in the order, who must ask a question, per Step 2 above. 
 + 
 + 
 +==== Ending Phase 1 ==== 
 + 
 +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 === 
 + 
 +Players may elect to do this during the seeding phasebecause 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 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 Action: Player Character Selection above)
  
  
panorama.1470748432.txt.gz · Last modified: 2016/08/09 06:13 by Mike Holmes