Start GM stuff

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squeakypancakes 2024-11-15 15:02:27 -05:00
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@ -149,6 +149,15 @@ In order to begin playing you will need the following:
+ A set of six sided dice(Between 3-6) per player or digital equivalent.
+ A set of XNO cards per player (Optional but recommended)
## Safety First
Autonomous Garden features themes that might make some players feel unsafe,
which is not fun as many people play games to escape their oppression and
trauma.
There are a number of tools that can be used at the table to keep everyone
feeling safe such as Lines and Vails, and the X-Card that are freely avaible
online.
# Chapter One: Setting <a name="setting"></a>
"Cooperation, not competition, is the very basis of future survival and of
existing life systems" - Bill Mollison

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@ -3,30 +3,6 @@
When you have to choose between the truth and the legend, choose the legend."
-John Ford(Misattributed)
## Safety First
## Running the Game
### Bending and Breaking Rules
#### Improvising
### Running Action Tests <a name="runningActionTests"></a>
#### Running Combat
+ Environment and cover stuff
### GM Assistants
+ Extra paper and pencil
+ NPC cards
+ Setting card
+ GM Screen
+ Miniatures
+ list of unused NPC names
+ Plot tracker
## Session 0
Before a game starts, even before characters are made, it's important to go
over a few things, just so that everyone is on the same page. The GM should
@ -102,11 +78,21 @@ present.
### Game Balance
+ PC resources
+ Antagonists reources
+ Antagonists resources
#### Pacing
#### Improvising
The nature of collective story telling is that someone will ad something that
the GM didn't plan for and the GM will need to create something on the fly.
This might be a background for a one off NPC that the players took a liking to,
a route to an objective that makes sense and the character is equipped to
handle, or the PCs breaking the sequence of the plot in some unexpected way.
This should be expected and the GM is going to have to come up with something
when it does.
### Plotting a Campaign
#### The Pilot Adventure
@ -203,6 +189,42 @@ nausia or healing, they may hear a humming sound seamingly from nowhere. Video
and images in and around the circle may have artifacts in them and batteries of
electronic devices may drain instantly.
## Running the Game
### Bending and Breaking Rules
Part of being the GM is knowing when a rule should be followed or not.
Sometimes a character will do something that could require a test, if it adds
nothing to the story than it should be ignored. If the scene begins after the
players break into a facility there is no need to make the players roll to get
in as it adds nothing and if they fail the test the scene that they want to get
to is delayed or doesn't even happen at all. If a character is casually doing
drugs there is no reason to have the player roll to resist it that will only
interrupt role play.
### Spotlight
The GM as director needs to ensure that all players are given equal opportunity
to play their character and contribute. If one character is given the spotlight
it can make them feel like they're the main character and everyone else is a
background character which is not what ttrpgs are about.
### Running Action Tests <a name="runningActionTests"></a>
Inexperienced GMs often put little to no narrative weight behind action tests
#### Running Combat
+ Environment and cover stuff
### GM Assistants
+ Extra paper and pencil
+ NPC cards
+ Setting card
+ GM Screen
+ Miniatures
+ list of unused NPC names
+ Plot tracker
# Chapter Six: NPCs <a name="NPCs"></a>
NPCs populate the word of **Autonomus Garden**, they could be antagonists or
allies. Like in other forms of storytelling, characters can be broken down into