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2 changed files with 122 additions and 138 deletions
198
C3 Equipment.md
198
C3 Equipment.md
|
@ -9,7 +9,7 @@ for use by PCs and NPCs alike.
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Money is abstracted a bit so as not to have to track every dollar and become
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your character's accountant.
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Compare the character's wealth against the availability of the purchase,
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Compare the character's wealth against the accessibility of the purchase,
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anything at or below the character's wealth can be be reasonably bought at no
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cost. Anything one point above their wealth rating can be bought but requires a
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test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
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@ -42,11 +42,11 @@ A fumble indicates the character was fleeced, they loose the item and all
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debt remain.
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If an item is illegal, before selling it the character must find the buyer by
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making a *Streetwise + Charisma* vs *TN 3 + item's Availability*.
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making a *Streetwise + Charisma* vs *TN 3 + item's access cost*.
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## Item list <a name="itemList"></a>
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Item | Availability
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Item | Accessibility
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--- | :---:
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**Electronics** |
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Geiger Counter | 0
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@ -134,7 +134,8 @@ These work in complete darkness but details are completely lost.
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Below are medical items not normally found in a medkit.
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**Antivenom:** Used to treat specific poisons produced by animals. It provides
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a +5 on Body tests against the specific poison but is reduced by 1 per round after being poisoned.
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a +5 on Body tests against the specific poison but is reduced by 1 per round
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after being poisoned.
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**Stempak:** A syringe that contains stem cells and other drugs that cause the
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rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
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@ -170,7 +171,7 @@ Generally Drugs don't need special rules when being casually administered, but
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in the event they are weaponized or a character is exposed to a dangerous
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substance, the following rules are used.
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Medical Drug | Potency | Route | Effect | Availability
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Medical Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
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Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
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@ -179,7 +180,7 @@ Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
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Euphoric | 12 | Oral | Euphoric | 0
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Tincture | -2 | Oral, Topical | Same as other drug | 0
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Recreational Drug | Potency | Route | Effect | Availability
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Recreational Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
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Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
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@ -193,14 +194,14 @@ PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
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Peyote | 6 | Oral | Hallucinogen | 0
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Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
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Toxins | Potency | Route | Effect | Availability
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Toxins | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Black Widow Venom | 8 | Injected | Fatal |
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Chlorine gas | 5 | Inhaled | Fatal |
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Cyanide | 10 | Oral | Fatal |
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Black Mamba Venom | 10 | Injected | Fatal |
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Pesticide | 6 | Inhaled, Oral | Fatal |
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Death Cap mushroom | 11 | Oral | Fatal |
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Black Widow Venom | 8 | Injected | Fatal | 1
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Chlorine gas | 5 | Inhaled | Fatal | 0
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Cyanide | 10 | Oral | Fatal | 0
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Black Mamba Venom | 10 | Injected | Fatal | 1
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Pesticide | 6 | Inhaled, Oral | Fatal | 0
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Death Cap mushroom | 11 | Oral | Fatal | 0
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**Potency:** is how strong a substance is. It acts as an attack result vs
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the character's Body test, dealing effects based on MoS. Multiple doses add 10%
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|
@ -285,7 +286,7 @@ places may ask the characters to check kit at the door or with local guards.
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PCs should always get their gear back to not cause resentment at the table or
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create a fear of always losing thier equipment everywhere they go.
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Melee** | | | | | |
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Baton | 1+BOD | 0 | - | - | | 0
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@ -303,7 +304,7 @@ Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
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Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
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Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Pistols** | | | | | | |
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Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
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@ -322,15 +323,15 @@ Submachine Gun | 4 | 0 | 25 | 30+1 | RoF 3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF 3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 | 2
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Less Than Lethal** | | | | |
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**Less Lethal** | | | | |
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Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
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Taser | 1 | 0 | 1 | 1 | Stun | 1
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Police Taser | 1 | 0 | 1 | 2 | Stun | 2
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Taser | 1 | 0 | 1 | 1 | | 1
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Police Taser | 1 | 0 | 2 | 2 | | 2
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Dazzler | 0 | +1 | 12 | 10 | | 2
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Weapon | DV | ACC | Range | Traits | Availability
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Weapon | DV | ACC | Range | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---:
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**Grenades** | | | | |
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Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
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@ -352,6 +353,60 @@ short, long range is 4x short range, and extreme range is 8x short range.
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**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
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list +1 at the end can hold one in the chamber allowing for an additional shot.
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### Weapon Traits
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Like characters weapons often have traits that don't map cleanly into their
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base attributes.
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**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
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ammo, adds an extra attack, rolled as a single die that ignores fumbles.
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**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
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of the explosive's effect. The first number is the primary area of effect, the
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second number determines the secondary area of effect. Targets in the secondary
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area get a +1 on defense against the effect. Only one defense test is made per
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explosion.
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**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
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either damaged or ensnared and unable to move and fight. The attack choses to
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tangle or damage when attacking. Entangled characters need to roll Body or
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Agility(defender's choice) test against TN equal to DV+Mos to escape.
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**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
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requires that the user have a listed amount of body or take a penality to
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attack rolls equal to the difference in body.
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**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
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suffer the attack’s effects for a number of combat rounds equal to the original
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Margin of Success of the attack. Damage is calculated using the original MoS,
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minus one for each additional turn after the first one. For example, a MoS 4
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attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
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third and MoS 1 on the fourth and final turn.
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**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
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following special attack actions. Automatic weapons are able to be fired at any
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RoF up to their listed RoF.
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*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
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point of RoF spent adds an extra attack, rolled as a single die that ignores
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fumbles.
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*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
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target along a 1+RoF meter long path. Anyone caught between this path and the
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attacker also needs to defend against the result of 1 + RoF number of dice.
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*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
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fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
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used at up to medium range.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
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one round or a full round to reload the magazine.
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### Melee Weapons
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This category includes traditional hand-to-hand weapons, which have evolved
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little since the antiquity of humanity. These weapons are used with the
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@ -404,7 +459,7 @@ proprietary [armor piercing](#armorPiercing) rounds.
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**Assault Rifles:** are automatic, lightweight weapons designed for good
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accuracy, long range and large ammo capacity.
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### Less Than Lethal Weapons
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### Less Lethal Weapons
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These weapons are designed to incapacitate their targets rather than deal
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lethal damage.
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@ -412,9 +467,9 @@ lethal damage.
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net to capture animals without physically harming them.
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**Tasers:** are designed to fire wired prongs that stick into a target and
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deliver an electric current to incapacitate them. They don't usually cause
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lasting damage unless the victim has a heart condition which can cause cardiac
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arrest.
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deliver an electric current to incapacitate them. They don't cause more than a
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light wound unless the victim has a heart condition which can cause cardiac
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arrest. Victims need to make a Body test TN 5 + MoS or become Incapacitated.
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**Dazzlers:** Looks like a high powered flashlight but emits light at wave
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lengths that overload targets vision, causing temporary blindness and nausea
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@ -475,69 +530,10 @@ Fumble | Treat as MoS -9
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use and production. Dynamite comes in it's iconic stick shape which can easily
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be bundled together.
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### Weapon Traits
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Like characters weapons often have traits that don't map cleanly into their
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base attributes.
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**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
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ammo, adds an extra attack, rolled as a single die that ignores fumbles.
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**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
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of the explosive's effect. The first number is the primary area of effect, the
|
||||
second number determines the secondary area of effect. Targets in the secondary
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||||
area get a +1 on defense against the effect. Only one defense test is made per
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explosion.
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**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
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either damaged or ensnared and unable to move and fight. The attack choses to
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tangle or damage when attacking. Entangled characters need to roll Body or
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Agility(defender's choice) test against TN equal to DV+Mos to escape.
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**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
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requires that the user have a listed amount of body or take a penality to
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attack rolls equal to the difference in body.
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**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
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suffer the attack’s effects for a number of combat rounds equal to the original
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Margin of Success of the attack. Damage is calculated using the original MoS,
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minus one for each additional turn after the first one. For example, a MoS 4
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attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
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third and MoS 1 on the fourth and final turn.
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**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
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following special attack actions. Automatic weapons are able to be fired at any
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RoF up to their listed RoF.
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|
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*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
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point of RoF spent adds an extra attack, rolled as a single die that ignores
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fumbles.
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||||
|
||||
*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
|
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target along a 1+RoF meter long path. Anyone caught between this path and the
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attacker also needs to defend against the result of 1 + RoF number of dice.
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*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
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fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
|
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used at up to medium range.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
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one round or a full round to reload the magazine.
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**Stun:**<a name="stun"></a> The weapon is designed to deliver an electoral
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attack with the same DV. Unless the target has some form of heart problem the
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target will never receive more than a light wound. Victims need to
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make a TN 5 x DV Body test or become paralyzed.
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## Weapon Accessories <a name="weaponAccessories"></a>
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Modern firearms often support additional attachments.
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Item | Availability
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Item | Accessibility
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--- | :---:
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**Accessory** |
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Covershot | 1
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@ -632,7 +628,7 @@ doesn't wash off easily. Paint rounds are sold in boxes of 10.
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Protective Suits and Armor allow humans to survive extreme environments and
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combat.
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Armor | Rating | Encumbrance | Availability
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Armor | Rating | Encumbrance | Accessibility
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--- | :---: | :---: | :---:
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**Protective** | | |
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Arc Flash Suit | 0 | 0 | 1
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|
@ -645,17 +641,17 @@ Ghillie Suit | 0 | 0 | 1
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Land Suit | 0 | 0 | 1
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Soft Diving Suit | 0 | 0 | 1
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**Armor** | | | | |
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Light Helmet | 1 | 0 | 0
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Helmet | 2 | 0 | 0
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Bike Helmet | 1 | 0 | 0
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Combat Helmet | 2 | 0 | 0
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Leather Jacket | 1 | 0 | 0
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Ballistic Vest | 3 | 0 | 1
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Tactical Vest | 6 | -1 | 1
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Bomb Suit | 8 | -2 | 1
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Shield | Rating | Encumbrance | Acc | DV | Availability
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--- | :--: | :---: | :---: | :---: | :---:
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Trash can lid | 1 | 0 | -1 | 1+BOD | 0
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Riot Shield | 4 | 0 | -2 | 2+BOD | 1
|
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Shield | Rating | Acc | DV | Accessibility
|
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--- | :--: | :---: | :---: | :---:
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Trash can lid | 1 | -1 | 1+BOD | 0
|
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Riot Shield | 4 | -2 | 2+BOD | 1
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**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
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is added to all three of the character’s Wound Levels. Some armor only protects
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|
@ -669,14 +665,15 @@ penalty.
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### Arc Flash Suit
|
||||
Arc flash suits are a type of personal protective equipment worn to protect the
|
||||
wearer from electrical discharge. They come in various levels of protection and
|
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designs from overalls and helmets to full suits. The suit provides electrical
|
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armor of 3, 4, 5, or 6 depending on the environment.
|
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designs from overalls and helmets to full suits depending on the environment
|
||||
theyre meant to be used in. The suit provides electrical armor of 3, 4, 5, or
|
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6.
|
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|
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### CBRN Suit
|
||||
CBRN suits, also called HAZMAT suits, are type of full body personal protective
|
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equipment designed to protect the wearer from direct contacted with and
|
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contamination by radioactive, biological, and chemical substances. The suit
|
||||
provides a Radiation Shielding Factor of 2.
|
||||
contamination by radioactive, biological, and chemical substances. Includes a
|
||||
gas mask. The suit provides a Radiation Shielding Factor of 2.
|
||||
|
||||
### Desert Suit
|
||||
A skintight, liquid cooled suit equipped with a filtered fan system at the
|
||||
|
@ -739,13 +736,14 @@ armor values are added together, and the encumbrance penalties are
|
|||
added together with an additional -1 for every layer.
|
||||
|
||||
### Shields
|
||||
Shields follow the same general rules as armor however they only protect half
|
||||
the users body but don't add to encumbrance like stacking armor does.
|
||||
Shields follow the same general rules as armor however they only protect
|
||||
the users body from the front but don't add to encumbrance like stacking armor
|
||||
does.
|
||||
|
||||
## Vehicles <a name="vehicles"></a>
|
||||
Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
|
||||
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||||
**Mobility Aid** | | | | | | | |
|
||||
Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
|
||||
|
@ -755,7 +753,7 @@ Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
|
|||
City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
|
||||
Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
|
||||
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||||
**Bikes** | | | | | | |
|
||||
EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
|
||||
|
@ -777,7 +775,7 @@ Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
|
|||
Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
|
||||
PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
|
||||
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
|
||||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||||
**Military** | | | | | | |
|
||||
Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3
|
||||
|
|
62
Rules.md
62
Rules.md
|
@ -1,90 +1,77 @@
|
|||
# Chapter Five: Game Moderating <a name="gameModerating"></a>
|
||||
|
||||
When you have to choose between the truth and the legend, choose the legend."
|
||||
"When you have to choose between the truth and the legend, choose the legend."
|
||||
-John Ford(Misattributed)
|
||||
|
||||
## 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
|
||||
pick which ones are important for the game and go over them with everyone
|
||||
present.
|
||||
The group should come together for a session, where the primary goal is to
|
||||
establish the setting and build the player characters. It's important to go
|
||||
over a few things, before characters are made, just so that everyone is on the
|
||||
same page. The GM should pick which ones are important for the game and go over
|
||||
them with everyone present.
|
||||
|
||||
### Essential
|
||||
|
||||
+ Balance changes
|
||||
|
||||
+ Character fit
|
||||
|
||||
+ Meet up time
|
||||
|
||||
+ Meet up time and location
|
||||
+ Off limit topics & actions
|
||||
|
||||
+ Setting
|
||||
|
||||
### Setting
|
||||
|
||||
+ Emphasis on Combat, Exploration, or story
|
||||
|
||||
+ Location the story will be set in
|
||||
|
||||
+ Notable places and people
|
||||
|
||||
+ Notable political relations
|
||||
|
||||
+ Themes & tone
|
||||
|
||||
### GM Style & Preferences
|
||||
### GM Style & Preferences
|
||||
|
||||
+ Balance Changes and Homebrew
|
||||
|
||||
+ Expectation of Consequences
|
||||
|
||||
+ Level of Lethality
|
||||
|
||||
+ Naritive distribution
|
||||
+ Open world or linear story
|
||||
|
||||
+ Rules Flexibility
|
||||
|
||||
### In Game
|
||||
|
||||
+ Character 'fit'
|
||||
|
||||
+ Minmaxing' player power level
|
||||
|
||||
+ PvP and rolling against players
|
||||
|
||||
+ Special items
|
||||
|
||||
### Out of Game
|
||||
|
||||
+ Alcohol or substance intake
|
||||
|
||||
+ Courtesy for the host
|
||||
|
||||
+ Commitment and handling of absence
|
||||
|
||||
+ Contacts for discussing issues
|
||||
|
||||
+ Mobile or device use during play
|
||||
|
||||
+ Off-Limit topics or actions
|
||||
|
||||
+ Session start time and length
|
||||
|
||||
+ Snacks
|
||||
|
||||
|
||||
## Designing Adventures
|
||||
### Game Balance
|
||||
One of the most important things to consider in creating a fun challenge for
|
||||
players is resources, what do the players have available to them and what do the
|
||||
antagonists have available. These could be equipment, allies, social
|
||||
structures, physical buildings etc. If the players come up against a challenge
|
||||
they are completely unequipped to deal with they will likely not have a good
|
||||
time.
|
||||
|
||||
+ PC resources
|
||||
+ Antagonists resources
|
||||
### Pacing
|
||||
|
||||
#### Pacing
|
||||
+ cutting scenes before they drag
|
||||
+ describing what happens and move on, instead of RPing everything out
|
||||
+ have the kids of scenes that the group finds interesting while skipping thru the rest
|
||||
+ meaningful choices in scenes
|
||||
+ Have NPCs guide PCs during slower scenes
|
||||
+ Be aware of session time, add or remove scenes to keep on track
|
||||
|
||||
|
||||
#### Improvising
|
||||
The nature of collective story telling is that someone will ad something that
|
||||
### Improvising
|
||||
The nature of collective story telling is that someone will add 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
|
||||
|
@ -92,7 +79,6 @@ 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
|
||||
|
|
Loading…
Reference in a new issue