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<blockquote data-quote="GMMichael" data-source="post: 6228640" data-attributes="member: 6685730"><p><strong>Chapter 2: Game Mastering</strong></p><p></p><p>As stated earlier in these rules, this game is not for n00bs. You will not find rules on how to plan an encounter, host a game session, nor handle problem players. But Modos has some rules for the game master (GM) that will benefit everyone if they are properly utilized. This chapter covers some traditional GM duties that function slightly differently in Modos, some guidelines to improve your games in Modos, and some features unique to Modos.</p><p></p><p><u>Adjudication</u>[sblock]</p><p>The Modos core rules are very bare-bones. While this contributes to speed of learning and ease of use, it also means that the GM has more to do, because he must handle every situation for which there is no explicit rule. Adjudication means making and implementing a judgment on how the GM thinks a situation should turn out. This process happens frequently in Modos core rules, because many things, like abilities, skills, combat maneuvers, hero points, and even magic spells, leave much to the imagination, so it's up to the GM to make them come to life in a way that makes the game more fun. The GM has two allies in this quest: the campaign theme, and the players.</p><p> </p><p> The campaign theme, discussed later in this chapter, is a guide to what does and doesn't belong in the game. For example, a character has the Profession-Healer skill. The player has decided that his character has diagnosed a villager with acute spinal meningitis, using that skill. But the GM may decide that acute spinal meningitis does not yet exist based on campaign theme, and the character's Healer contest simply reveals that the villager requires blood letting.</p><p> </p><p>Player-characters are also a great source of adjudication help. The PCs know both what they want their characters to do, and how they want the game to feel. So if the GM has a clever trap planned, one that unfolds like a Rube Goldberg machine, and results in a trapdoor opening, it could be up to the player to decide if his character's physical quickness or mental acuity are more likely to save him from the trap.[/sblock]</p><p><u></u></p><p><u>Segmenting[sblock]</u></p><p>Closely related to adjudication, segmenting is another important tool for the Modos GM. Segmenting is the process of taking a continuous system and dividing it into as many discrete, useful, equal parts as possible. For example, a player wants his vampire-character to be able to shapechange into a swarm of bats. It's not something that improves with practice nor is limited by metaphysical health, so the GM decides to make the shapechange ability into a perk tree (see Perks chapter). He starts by imagining a three-perk tree: alter face, bat form, swarm form. These perks are discrete and useful. But the change in significance from alter face to bat form is much greater than the change from bat form to swarm form. They're not equal. So the GM adds another perk between alter face and bat form: grow wings. He now has four perks in the tree, which means the character must be at least level 4 to achieve the swarm form. Has he created as many useful parts as possible? He can use the level titles (Characters chapter) to guide him here: level 7 is called Legendary level, and the swarm form perk definitely sounds like something a legendary character would do.</p><p> </p><p>Although segmenting comes up primarily when introducing new special abilities, skills, or non-damaging spells to the game, it can also be important for things like obstacles or mass-combat. Whenever it's necessary, remember the considerations: many, discrete, useful, and equal.[/sblock]</p><p><u></u></p><p><u>Environments[sblock]</u></p><p>What do a trench-filled battlefield, a seething asteroid landscape, and a towering wall of encrypted security protocols have in common? They're all environments you can find in a game of Modos RPG. The campaign theme determines what environments characters encounter, but every environment follows the same rules - the rules in this book. How many rules is up to the GM: the characters can explore freely and not worry about rules, or they can use skill contests when the GM wants a more concrete outcome, or you can go round-to-round and use full conflict rules to negotiate the landscape.</p><p> </p><p>An obstacle is a special part of the environment. Obstacles are events that force characters to make a choice: overcome the obstacle or circumvent it. They're called an event because an obstacle can be, for example, a sinkhole in the road, an encounter with a former lover, or a trojan virus attack. The common thread is that what the character decides to do will alter the course of the story. If precise timing is important to the outcome, the GM should use conflict rules and initiative for an obstacle. If not, a few relevant skill contests should suffice.</p><p> </p><p>If the sinkhole diverts characters into a bomb in the road, or the trojan virus attack contains anti-program weapons, you have a special type of obstacle. This is a hidden obstacle, or for short, a trap. Mechanically, a trap is like a character: it has skills, sometimes does damage, and can fulfill its purpose quickly or over time. To build a trap, keep in mind the rules for designing monsters (in the Bestiary chapter). Choose a level for the trap, the skills it will use, and the perks needed to help it fulfill its purpose. Common trap skills are Sneak, Fight-Melee, Fight-Missile, Cast Spell, and Profession. Comparing the trap's level to that of the PCs will give you a quick idea of whether the trap is a reasonable threat to the PCs.[/sblock]</p><p><u></u></p><p><u>Non-Player Characters (NPCs)[sblock]</u></p><p>If player-characters are the protagonists of a story, then NPCs are every other character on the stage. A Modos NPC can have any amount of statistics (character features), from just a name to the full loadout of abilities, skills, perks, and equipment. There are two basic types of NPCs: the quick and the villain. </p><p> </p><p>In most cases, the GM can create a quick NPC with only 3 stats: a name, level, and one good skill. Like a teacher, miner, or sprinter, a quick NPC probably does only one thing well. The rest the GM can make up on the fly, using the NPC's level for guidance. The NPC will have one good ability score, equal to ten plus his level. He'll have one good skill, with total modifier (skill plus ability modifier) equal to his level. He'll have equipment appropriate for his level and occupation, but you can consider default weapon damage and armor protection to be d8 (see the Equipment chapter). Bluff the rest, and the quick NPC is ready to play.</p><p> </p><p>One type of NPC you'll want to write up in advance is the villain. Creating villains is covered in the Bestiary chapter. However, before using a villain, you should decide how significant he is to the game. If the story can survive without him, consider him a mid-boss, place his level at least two higher than the average PC level, and give him a villain point for every two levels he has. If the story hinges on his existence, consider him an end-boss, make sure he has minions, place his level at least four higher than the average PC level, and give him a villain point for each of his levels. Villain points are the same as hero points (covered in the Characters chapter), except that villains get their points replenished every act (or encounter), instead of every day.[/sblock]</p><p><u></u></p><p><u>Pre-Game[sblock]</u></p><p>Before you can have a wild and crazy casino adventure, or brooding dungeon delve, the GM must set up the game. The first step is usually deciding on campaign theme. Then the GM should consult with the players on what elements or modules they would like to see in the game. The GM takes the player input, adds a few surprises of his own, and when everyone's ready, character creation can begin.</p><p> </p><p>To have a campaign, a series of adventures, the GM must first establish a campaign theme. A campaign theme in Modos should be a pretty wide-ranging idea. It will address story elements like when the campaign takes place, and in what world. It should also address how the players will play the game: is it a dramatic game in which characters can do whatever the players describe, or is it a detail-oriented, tactical rules-crawl? Importantly, the campaign theme establishes what sort of protagonists, or main characters, will be leading the story.</p><p> </p><p>A sample campaign theme looks like this: in 1,000,000 B.C., the creatures of Earth are still evolving into the species that will eventually come to dominate the world. Countless creatures, unknown to modern humans, vie for control over the assets of the day: turf and breeding rights. This campaign will focus on individual cat-, dog-, and rodent-people. Rules will be loosely observed to allow cartoon-like outbursts and stunts to be performed by the characters, and the Cartoonz for Modos rules module will be used.</p><p> </p><p>Since it takes two to tango, the GM should ask the players what they would like to see in the game next. Their input might lead the GM to decide on a different, or additional module to include in the game, or it could just lead to ideas on what house rules to include.</p><p> </p><p>House rules are rules about anything relating to the game that a game group agrees to use. Being rules-light, Modos is very welcoming to house rules, but GMs should refer to the Modules chapter just to be on the safe side.</p><p> </p><p>Once the theme, modules, and house rules are decided, the game group can start making characters. The GM's first character creation goal is to guide players toward making characters that fit into the theme of the campaign. The resulting character concepts are discussed in the Characters chapter. Let the players know at what level their characters begin, and note that Modos characters should start at level 2 (professional) by default. The characters will need abilities, and regardless of what method the GM chooses to use to assign ability scores, recommended starting ability scores should range from 6 to 15.</p><p> Once characters are drawn up, you're ready to play! [/sblock]</p><p><u></u></p><p><u>In-Game[sblock]</u></p><p>Running a Modos game session is very similar to running any other RPG. While the standard GM toolbox applies, you'll want to pay special attention to a few things which matter most in conflict: where characters are, how many actions they have, how much damage they've taken, and how long they've had that damage. Also, it's good to know when a roll is necessary, and who should make that roll.</p><p> </p><p>In Modos, you'll track where characters are and how much they do during conflict. A very easy way to do this is to set up counters on the game table. Once you've established the initiative order, you can place counters in a row from left to right. The left-most counter represents the character with highest initiative, and initiative descends to the right. To establish position, simply move a counter to a lower row when it takes defensive posture, but maintain its left-to-right position. To keep track of its actions, turn each counter to the number of actions available to its corresponding character at the beginning of the conflict round. Each time that character uses an action, reduce the counter by one point. If your counter does not have a zero (for when the character has used all its actions for the round), turn the counter to its maximum count instead. Another shortcut to use: if all your NPCs have the same number of actions available, make them use the same number during their turn, and reserve the rest for defense only. It will be easier to count one or two defenses per NPC than a varying number of reserve actions, some of which might number three or more.</p><p> </p><p>Modos can be an unforgiving game, especially when a character runs out of actions and must simply take whatever damage gets dealt to him. With nothing but death (even a dramatic, narrative death) waiting at max physical damage, most NPCs are very likely to notice when they've reached half damage. When an NPC reaches half physical damage, quickly ask yourself if the NPC is achieving his goals by staying in the fight longer. If he's not, it's time for him to flee (or surrender)!</p><p> </p><p>If a character successfully avoids max damage, he has time to heal that damage. Mental and metaphysical damage heal hourly in Modos. If the players ask how many hours have elapsed in-game, feel free to tell them. Otherwise, let them know before their characters get into a conflict, or when they awaken for the day, how many hours of healing they've enjoyed. Lastly, it's important to note that in Modos a GM can end up making many of the rolls that would normally fall to the player. This is especially frequent due to the take half rule; when a player decides to take half on a contest, the GM should decide if failure is likely. If it is not, let the character succeed. If it is, roll the NPC's (or situation's) contest. If you take half when the player takes half, all chance has been removed from the contest.</p><p> </p><p>Remember, rolling slows down play. As you'll see from the Difficulty chart (Conflict chapter), easy contests should automatically succeed. Any contest that seems obvious shouldn't require a roll. The next way to speed up play is to take half whenever possible. This applies to all rolls: contests, damage, protection, and hero points. While playing, keep the game fast and fun.[/sblock]</p><p><u></u></p><p><u>Post-Game[sblock]</u></p><p>After a game session of Modos RPG, some important things need the group's attention. Specifically, you should discuss any in-game issues you had, and then reward everyone for their hard work with level-ups.</p><p> The after-session review is a helpful discussion to have after each game. With the flexibility of Modos rules, and the chaos introduced through house rules and modules, the after-session review helps to rein things in. After a session, the GM should ask the players what went right and what could be done better. Did all of the rules feel balanced and fair? Were any rules missing that might lead to a smoother game for next session? This is especially important for any elements that required segmenting by the GM.</p><p> </p><p>Another aspect to look at is the adjudication done by the GM (Rule Zero, see Roleplaying chapter). The players have accepted the GM's ruling and waited all session to discuss how they would have handled it. The after-session review is when that happens.</p><p> </p><p>Finally, when all loose ends are (hopefully) tied up, the GM can reward players with character progress. The amount of progress is up to the GM, but to allow players to focus on roleplaying during the game, it's usually best to award skill points, perks, or levels after the game session.[/sblock]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6228640, member: 6685730"] [b]Chapter 2: Game Mastering[/b] As stated earlier in these rules, this game is not for n00bs. You will not find rules on how to plan an encounter, host a game session, nor handle problem players. But Modos has some rules for the game master (GM) that will benefit everyone if they are properly utilized. This chapter covers some traditional GM duties that function slightly differently in Modos, some guidelines to improve your games in Modos, and some features unique to Modos. [U]Adjudication[/U][sblock] The Modos core rules are very bare-bones. While this contributes to speed of learning and ease of use, it also means that the GM has more to do, because he must handle every situation for which there is no explicit rule. Adjudication means making and implementing a judgment on how the GM thinks a situation should turn out. This process happens frequently in Modos core rules, because many things, like abilities, skills, combat maneuvers, hero points, and even magic spells, leave much to the imagination, so it's up to the GM to make them come to life in a way that makes the game more fun. The GM has two allies in this quest: the campaign theme, and the players. The campaign theme, discussed later in this chapter, is a guide to what does and doesn't belong in the game. For example, a character has the Profession-Healer skill. The player has decided that his character has diagnosed a villager with acute spinal meningitis, using that skill. But the GM may decide that acute spinal meningitis does not yet exist based on campaign theme, and the character's Healer contest simply reveals that the villager requires blood letting. Player-characters are also a great source of adjudication help. The PCs know both what they want their characters to do, and how they want the game to feel. So if the GM has a clever trap planned, one that unfolds like a Rube Goldberg machine, and results in a trapdoor opening, it could be up to the player to decide if his character's physical quickness or mental acuity are more likely to save him from the trap.[/sblock] [U] Segmenting[sblock][/U] Closely related to adjudication, segmenting is another important tool for the Modos GM. Segmenting is the process of taking a continuous system and dividing it into as many discrete, useful, equal parts as possible. For example, a player wants his vampire-character to be able to shapechange into a swarm of bats. It's not something that improves with practice nor is limited by metaphysical health, so the GM decides to make the shapechange ability into a perk tree (see Perks chapter). He starts by imagining a three-perk tree: alter face, bat form, swarm form. These perks are discrete and useful. But the change in significance from alter face to bat form is much greater than the change from bat form to swarm form. They're not equal. So the GM adds another perk between alter face and bat form: grow wings. He now has four perks in the tree, which means the character must be at least level 4 to achieve the swarm form. Has he created as many useful parts as possible? He can use the level titles (Characters chapter) to guide him here: level 7 is called Legendary level, and the swarm form perk definitely sounds like something a legendary character would do. Although segmenting comes up primarily when introducing new special abilities, skills, or non-damaging spells to the game, it can also be important for things like obstacles or mass-combat. Whenever it's necessary, remember the considerations: many, discrete, useful, and equal.[/sblock] [U] Environments[sblock][/U] What do a trench-filled battlefield, a seething asteroid landscape, and a towering wall of encrypted security protocols have in common? They're all environments you can find in a game of Modos RPG. The campaign theme determines what environments characters encounter, but every environment follows the same rules - the rules in this book. How many rules is up to the GM: the characters can explore freely and not worry about rules, or they can use skill contests when the GM wants a more concrete outcome, or you can go round-to-round and use full conflict rules to negotiate the landscape. An obstacle is a special part of the environment. Obstacles are events that force characters to make a choice: overcome the obstacle or circumvent it. They're called an event because an obstacle can be, for example, a sinkhole in the road, an encounter with a former lover, or a trojan virus attack. The common thread is that what the character decides to do will alter the course of the story. If precise timing is important to the outcome, the GM should use conflict rules and initiative for an obstacle. If not, a few relevant skill contests should suffice. If the sinkhole diverts characters into a bomb in the road, or the trojan virus attack contains anti-program weapons, you have a special type of obstacle. This is a hidden obstacle, or for short, a trap. Mechanically, a trap is like a character: it has skills, sometimes does damage, and can fulfill its purpose quickly or over time. To build a trap, keep in mind the rules for designing monsters (in the Bestiary chapter). Choose a level for the trap, the skills it will use, and the perks needed to help it fulfill its purpose. Common trap skills are Sneak, Fight-Melee, Fight-Missile, Cast Spell, and Profession. Comparing the trap's level to that of the PCs will give you a quick idea of whether the trap is a reasonable threat to the PCs.[/sblock] [U] Non-Player Characters (NPCs)[sblock][/U] If player-characters are the protagonists of a story, then NPCs are every other character on the stage. A Modos NPC can have any amount of statistics (character features), from just a name to the full loadout of abilities, skills, perks, and equipment. There are two basic types of NPCs: the quick and the villain. In most cases, the GM can create a quick NPC with only 3 stats: a name, level, and one good skill. Like a teacher, miner, or sprinter, a quick NPC probably does only one thing well. The rest the GM can make up on the fly, using the NPC's level for guidance. The NPC will have one good ability score, equal to ten plus his level. He'll have one good skill, with total modifier (skill plus ability modifier) equal to his level. He'll have equipment appropriate for his level and occupation, but you can consider default weapon damage and armor protection to be d8 (see the Equipment chapter). Bluff the rest, and the quick NPC is ready to play. One type of NPC you'll want to write up in advance is the villain. Creating villains is covered in the Bestiary chapter. However, before using a villain, you should decide how significant he is to the game. If the story can survive without him, consider him a mid-boss, place his level at least two higher than the average PC level, and give him a villain point for every two levels he has. If the story hinges on his existence, consider him an end-boss, make sure he has minions, place his level at least four higher than the average PC level, and give him a villain point for each of his levels. Villain points are the same as hero points (covered in the Characters chapter), except that villains get their points replenished every act (or encounter), instead of every day.[/sblock] [U] Pre-Game[sblock][/U] Before you can have a wild and crazy casino adventure, or brooding dungeon delve, the GM must set up the game. The first step is usually deciding on campaign theme. Then the GM should consult with the players on what elements or modules they would like to see in the game. The GM takes the player input, adds a few surprises of his own, and when everyone's ready, character creation can begin. To have a campaign, a series of adventures, the GM must first establish a campaign theme. A campaign theme in Modos should be a pretty wide-ranging idea. It will address story elements like when the campaign takes place, and in what world. It should also address how the players will play the game: is it a dramatic game in which characters can do whatever the players describe, or is it a detail-oriented, tactical rules-crawl? Importantly, the campaign theme establishes what sort of protagonists, or main characters, will be leading the story. A sample campaign theme looks like this: in 1,000,000 B.C., the creatures of Earth are still evolving into the species that will eventually come to dominate the world. Countless creatures, unknown to modern humans, vie for control over the assets of the day: turf and breeding rights. This campaign will focus on individual cat-, dog-, and rodent-people. Rules will be loosely observed to allow cartoon-like outbursts and stunts to be performed by the characters, and the Cartoonz for Modos rules module will be used. Since it takes two to tango, the GM should ask the players what they would like to see in the game next. Their input might lead the GM to decide on a different, or additional module to include in the game, or it could just lead to ideas on what house rules to include. House rules are rules about anything relating to the game that a game group agrees to use. Being rules-light, Modos is very welcoming to house rules, but GMs should refer to the Modules chapter just to be on the safe side. Once the theme, modules, and house rules are decided, the game group can start making characters. The GM's first character creation goal is to guide players toward making characters that fit into the theme of the campaign. The resulting character concepts are discussed in the Characters chapter. Let the players know at what level their characters begin, and note that Modos characters should start at level 2 (professional) by default. The characters will need abilities, and regardless of what method the GM chooses to use to assign ability scores, recommended starting ability scores should range from 6 to 15. Once characters are drawn up, you're ready to play! [/sblock] [U] In-Game[sblock][/U] Running a Modos game session is very similar to running any other RPG. While the standard GM toolbox applies, you'll want to pay special attention to a few things which matter most in conflict: where characters are, how many actions they have, how much damage they've taken, and how long they've had that damage. Also, it's good to know when a roll is necessary, and who should make that roll. In Modos, you'll track where characters are and how much they do during conflict. A very easy way to do this is to set up counters on the game table. Once you've established the initiative order, you can place counters in a row from left to right. The left-most counter represents the character with highest initiative, and initiative descends to the right. To establish position, simply move a counter to a lower row when it takes defensive posture, but maintain its left-to-right position. To keep track of its actions, turn each counter to the number of actions available to its corresponding character at the beginning of the conflict round. Each time that character uses an action, reduce the counter by one point. If your counter does not have a zero (for when the character has used all its actions for the round), turn the counter to its maximum count instead. Another shortcut to use: if all your NPCs have the same number of actions available, make them use the same number during their turn, and reserve the rest for defense only. It will be easier to count one or two defenses per NPC than a varying number of reserve actions, some of which might number three or more. Modos can be an unforgiving game, especially when a character runs out of actions and must simply take whatever damage gets dealt to him. With nothing but death (even a dramatic, narrative death) waiting at max physical damage, most NPCs are very likely to notice when they've reached half damage. When an NPC reaches half physical damage, quickly ask yourself if the NPC is achieving his goals by staying in the fight longer. If he's not, it's time for him to flee (or surrender)! If a character successfully avoids max damage, he has time to heal that damage. Mental and metaphysical damage heal hourly in Modos. If the players ask how many hours have elapsed in-game, feel free to tell them. Otherwise, let them know before their characters get into a conflict, or when they awaken for the day, how many hours of healing they've enjoyed. Lastly, it's important to note that in Modos a GM can end up making many of the rolls that would normally fall to the player. This is especially frequent due to the take half rule; when a player decides to take half on a contest, the GM should decide if failure is likely. If it is not, let the character succeed. If it is, roll the NPC's (or situation's) contest. If you take half when the player takes half, all chance has been removed from the contest. Remember, rolling slows down play. As you'll see from the Difficulty chart (Conflict chapter), easy contests should automatically succeed. Any contest that seems obvious shouldn't require a roll. The next way to speed up play is to take half whenever possible. This applies to all rolls: contests, damage, protection, and hero points. While playing, keep the game fast and fun.[/sblock] [U] Post-Game[sblock][/U] After a game session of Modos RPG, some important things need the group's attention. Specifically, you should discuss any in-game issues you had, and then reward everyone for their hard work with level-ups. The after-session review is a helpful discussion to have after each game. With the flexibility of Modos rules, and the chaos introduced through house rules and modules, the after-session review helps to rein things in. After a session, the GM should ask the players what went right and what could be done better. Did all of the rules feel balanced and fair? Were any rules missing that might lead to a smoother game for next session? This is especially important for any elements that required segmenting by the GM. Another aspect to look at is the adjudication done by the GM (Rule Zero, see Roleplaying chapter). The players have accepted the GM's ruling and waited all session to discuss how they would have handled it. The after-session review is when that happens. Finally, when all loose ends are (hopefully) tied up, the GM can reward players with character progress. The amount of progress is up to the GM, but to allow players to focus on roleplaying during the game, it's usually best to award skill points, perks, or levels after the game session.[/sblock] [/QUOTE]
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