Differences
This shows you the differences between two versions of the page.
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rules:basic_mechanics [2008/12/12 18:06] admin Pacing |
rules:basic_mechanics [2008/12/15 11:38] (current) admin Finalizing the last two milieu stats |
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| If the Pacing Roll beats the critical threshold, the scene must not only start fast, it has to be about a completely different complication. Obviously, a player can intentionally roll this and add experience dice, just as much as anyone else can roll theirs into it. Starting or ending a scene normally does not require a roll. Of course, some concept pegs may raise or lower the Pacing. | If the Pacing Roll beats the critical threshold, the scene must not only start fast, it has to be about a completely different complication. Obviously, a player can intentionally roll this and add experience dice, just as much as anyone else can roll theirs into it. Starting or ending a scene normally does not require a roll. Of course, some concept pegs may raise or lower the Pacing. | ||
| - | == Trump == | + | == Enigma == |
| - | The efficacy of the game information to trump the players. A high Trump means that the player has to rewrite aspects of his persona which are displaced by the game. A low Trump means that a persona's mystiques (see below) redefine the game. | + | This stat clarifies the level of mystery in the game. The higher the Enigma, the more mystiques or 'mystiques within mystiques' there will be, perfect for a spy-vs-spy game. Look up the Enigma level on the UE Chart; the number of Points is how many points of mystique allowed in a scene. A successful Enigma roll allows additional mystiques in a scene. |
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| + | If you exceed the critical threshold with your Enigma RMIb, you may push a mystique onto another person's write-up. This addition must the player's have permission to go on their write-up, but it automatically goes on the gamemaster's. Obviously, experience dice can be rolled into the Enigma roll; this can be used to leverage cutthroat secret identity play, but it is also vital for murder mystery play. Don't forget the other players' feelings when doing this. The first few mystiques in a scene do not require an Enigma roll. Whoever receives a compulsory mystique must also pay development points to keep it past the end of the scene. | ||
| == Power == | == Power == | ||
| - | This statistic is both the magnitude measuring how 'tough' the competition is (a relativity, of course) and a rating of how much the supporting characters redirect the play. | + | This stat determines supporting character development point totals. The lower the Power, the more that the personae are 'larger than life' or legendary and vice versa. Take the average persona development point total and add the UE Chart Points entry for Power, this is maximum development points available to make any of the supporting characters. The same average __minus__ the same UE Chart entry is the minimum. |
| - | Each of these ratings compares how important they are to **this** game. When they exceed 10, the game becomes more epic than realistic. Superhuman ratings require over-the-top play. One main use for these is to maintain consistency over the whole game. You should also consider how they are relative to //each other//; this will help you understand the focus of how you'll play the game. When creating these, you prioritize them, creating the game you like.\\ | + | Don't forget the bell curve! There will be only one supporting character at their maximum development rating, //if you're very lucky.// The same for the lowest. When the play eliminates an exceptional supporting character (high or low total), the Power is reduced by one. In order to create a new exceptional supporting character, the gamemaster has to gain a development point. Supporting characters around the same amount of development as the personae will not impact Power when they are added or removed from the game. Regularly appearing supporting characters must be represented as support on the gamemaster write-up. One-time appearance and cameos do not have to be within this limit, nor represented as support. Be careful of other people's feelings when making cameos. |
| - | \\ | + | |
| - | **Reconsider these stats for how they can work mechanically like Tension and Epic Threshold.** | + | === Support === |
| + | A milieu's Support are the list of 'places' that things are likely to happen during play. Drawn from the background and genre, these 'sets' should be both flexible and engaging, but not too cliché. One skill might be 'street-side nightscape'; this could be as much a dark alley as an empty subway platform. Trying not to be too specific. | ||
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| + | Milieu Support also include things like significant props; six-guns are very common in an 'old west' game, but don't belong in a Færie Tales game. The Maltese Falcon would have been a high level 'skill' in the noir game of the movie of the same name. When casting the extras and mooks (supporting characters who have no significant lines or just 'bit players'), list them as Support but be generic. Townspeople, peasants or the police are well chosen Support, but Mayor Bradley or Chief Gordon are not and neither are 'pedestrians'. | ||
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| + | Try not to forget any of the predictable settings or essential parts of the background because if they become useful, you will have to spend development points adding them to the milieu. Taken together, all the milieu Support should represent the panorama on which the game takes place. | ||
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| + | When it comes time to rate them, like statistics, you should use that as an opportunity to prioritize them so they embody the flavor of the game. Think of the number as how often or how intensely these settings, extras and props will be used. Same as the persona skills, the genre-specific material included in a Scattershot supplement for you to choose from as well as notes on how to make your own; just remember to keep them flexible enough that they don't become repetitive. | ||
| === Milieu Concept Pegs === | === Milieu Concept Pegs === | ||
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| Milieu concept pegs are things which 'help' the game achieve its potential, often at the expense of the players for their persona. Adverse milieu concept pegs are things which elevate personae and give players a genre-inspired kick. Or simply, if it makes you feel cool, it's a adverse milieu concept peg; if it makes the game cool, it's a beneficial milieu concept peg. | Milieu concept pegs are things which 'help' the game achieve its potential, often at the expense of the players for their persona. Adverse milieu concept pegs are things which elevate personae and give players a genre-inspired kick. Or simply, if it makes you feel cool, it's a adverse milieu concept peg; if it makes the game cool, it's a beneficial milieu concept peg. | ||
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| - | === Skills === | ||
| - | A milieu's 'skills' are the list of 'places' that things are likely to happen during play. Drawn from the background and genre, these 'sets' should be both flexible and engaging, but not too cliché. One skill might be 'street-side nightscape'; this could be as much a dark alley as an empty subway platform. Trying not to be too specific. | ||
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| - | Milieu skills also include things like significant props; six-guns are very common in an 'old west' game, but don't belong in a Færie Tales game. The Maltese Falcon would have been a high level 'skill' in the noir game of the movie of the same name. When casting the extras and mooks (supporting characters who have no significant lines or just 'bit players'), list them as 'skills' but be generic. Townspeople, peasants or the police are well chosen 'skills', but Mayor Bradley or Chief Gordon are not and neither are 'pedestrians'. | ||
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| - | Try not to forget any of the predictable settings or essential parts of the background because if they become useful, you will have to spend development points adding them to the milieu. Taken together, all the milieu skills should represent the panorama on which the game takes place. | ||
| - | |||
| - | When it comes time to rate them, like statistics, you should use that as an opportunity to prioritize them so they embody the flavor of the game. Think of the number as how often or how intensely these settings, extras and props will be used. Same as the persona skills, the genre-specific material included in a Scattershot supplement for you to choose from as well as notes on how to make your own; just remember to keep them flexible enough that they don't become repetitive. | ||
| === Powers === | === Powers === | ||