DungeonMaester
First Post
Primarily, I would like play testers and editors for it. I am in the proccess of writing the first beta rules light version now from the rough copy. Here is the Preface:
This takes up 1 page in microsoft word but I still think there should be a little more about the game, although I feel the rest of it is explained in the mechanics that follow it.
So, I am looking for any free edits you will give me at this point of time. THanks,
---Rusty
Preface
Tabaula Rasa is a Latin term meaning ‘Blank slate’ and generally refers to the school of thought that humans are born with no inherent programing. For the pourpouse this game Tabula Rasa is the fictousous school of thought that the supernatual most certainly exist, but we as the people in socity are the preverabl ‘Blank Slate to things that are of super natural .
Through the looking glass of this game, you play a “Normal” person (thought how normal the character is is entirly in your hands. A College professor and a Army Ranger have vary different ideas on what is normal to them.) living ther ‘Normal’ life from day to day in till some thing extra ordnary happens to them. This event is what the plot of the story is based around. This event doesn’t have to be unbelive ethier. It could be rather extreme circumstances but something that still could happen to you inq every day life.
The three types of adventures to have are listed as the following: Extra-Ordnary, Super Natural and Horrorific. Each one as discribed proved a different sort of game play with very little overlap, but the game master may provide more overlap if that person feels it is nesssaciy for their campign.
The Extra-ordinary style of game is the one that is grounded in reality of the three. In this type nothing truly strange happens, rather something we take for granate every day happens and turns how the characters live on their day to day life on the pulverable ear. This could be anything from the players must go into witness protection and never see their love ones again, there is a terrorist attack and the land they live in turns into pure Anarchy, The nukular age comes, and they players must fight to survive. In this style, ‘powers’ and such are not used.
The Super-Natural style is only like the aforementioned extra-ordinary style in that something happens which changes the lives of the players and most times, the entire world, only this does supernatural elements to it as it’s name suggests. Examples of playing in this style would be: Psionic powers have just been discovered and the all the world’s organizations are rushing to best harness them, Massive planar gates that have been shut for thousands of years open bringing strange power and even stranger creatures with them, the Nukular age is upon us, and people are getting useful Mutant powers. This style makes the most use the powers template.
The Horror style can be a toss up of the supernatural or just some really creepy circumstances or on the flip side of the coin something so out of control that all hope seems lost, like a giant mutant lizards attacks New York and almost no weapon can affect it. In the Horror style it is mostly typical that there are super natural things that happen, but its almost always to the players. If players do have access to powers then most of the time it serves to be the key to ending what ever curse has fallen upon them.
This takes up 1 page in microsoft word but I still think there should be a little more about the game, although I feel the rest of it is explained in the mechanics that follow it.
So, I am looking for any free edits you will give me at this point of time. THanks,
---Rusty