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these_are_the_voyages [2012/02/10 13:22]
JasonP [These are the Voyages...]
these_are_the_voyages [2012/02/10 13:25] (current)
JasonP [Creating Situations]
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 ===== Creating Situations ===== ===== Creating Situations =====
  
-First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**,​ **harrowing**,​ **unknown**,​ **dramatic**,​ or **shiptied**. Each of these changes some of the rules of the situation. A dangerous situation is one that will, once per round, create a threat to the characters present. A harrowing situation is like dangerous, but when an action fails there is a threat roll in response. An unknown situation has a strong element of mystery which can be resolved for dice. A dramatic situation has tension between characters, which could result in a battle or other confrontation. Shiptied situations involve the ship itself, perhaps in addition to the action or perhaps that is the sum or it. The latter means a bridge scene with everyone playing their officer.+First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**,​ **harrowing**,​ **unknown**,​ **dramatic**,​ or **shiptied**. Each of these changes some of the rules of the situation. A dangerous situation is one that will, once per round, create a threat to the characters present. A harrowing situation is like dangerous, but when an action fails there is a threat roll in response. An unknown situation has a strong element of mystery which can be resolved for dice. A dramatic situation has tension between characters, which could result in a battle or other confrontation. Shiptied situations involve the ship itself, perhaps in addition to the action or perhaps that is the sum or it. The latter means a bridge scene with everyone playing their officer. Handling situations, keywords, and so on is explained more in [[lupos:​Black of Space GM's Toolbox]].
  
 After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made). After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made).
these_are_the_voyages.txt ยท Last modified: 2012/02/10 13:25 by JasonP