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panorama [2016/08/09 07:36] 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. 
  
 +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 ===== ===== Rules =====
    
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 === Step 2: Imbuing with a Trait === === 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). +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: Character Creation ===+=== Rules: Characters ===
  
 == Control == == 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. +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 == == Expert Characters ==
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 ==== Action: Developing Characters ==== ==== Action: Developing Characters ====
  
-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. +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).  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). 
  
-=== GM Trait Limit ===+== 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 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. +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).  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 ===+==== 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, 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.
panorama.1470753387.txt.gz · Last modified: 2016/08/09 07:36 by Mike Holmes