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ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone
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<blockquote data-quote="Daniel D. Fox" data-source="post: 5920269" data-attributes="member: 55033"><p>One thing I feel was always missing from tabletop RPGs was a way to track events over the course of a campaign that denoted narrative changes, above and beyond any sort of cataloguing or note taking players and GMs make outside the game.</p><p></p><p>Zweihänder assumes that earning these sort of narrative bonuses (or narrative penalties) are just as important to track as characteristic bumps, earning new skills and opening up new talents for your character. Having this for immediate reference helps guide players to find a voice and act in a manner that illustrates the character's trials, tribulations and the invariable effects they have on their character's life.</p><p></p><p>In that, I have begun working on a series of traits that are tied directly to the story, which are given out by the GM or cooperatively picked with the players during character creation or over the course of a campaign. Since there isn't truly a general rule for numeric-based bonus in reference to these traits, the GM will always be the final arbiter of their direct benefits or penalties. Most of the time they will be situational, and its encouraged to leave them fast and loose in their description so players and GMs don't feel their hands are tied when they want to tap into these traits around the table.</p><p></p><p>Here's a look at a handful of those which we've used in our play tests. This is by no means complete, but I'd love to hear your suggestions for additional Story Traits!</p><p></p><p><a href="http://dl.dropbox.com/u/34934670/Story_Traits.pdf" target="_blank">http://dl.dropbox.com/u/34934670/Story_Traits.pdf</a></p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 5920269, member: 55033"] One thing I feel was always missing from tabletop RPGs was a way to track events over the course of a campaign that denoted narrative changes, above and beyond any sort of cataloguing or note taking players and GMs make outside the game. Zweihänder assumes that earning these sort of narrative bonuses (or narrative penalties) are just as important to track as characteristic bumps, earning new skills and opening up new talents for your character. Having this for immediate reference helps guide players to find a voice and act in a manner that illustrates the character's trials, tribulations and the invariable effects they have on their character's life. In that, I have begun working on a series of traits that are tied directly to the story, which are given out by the GM or cooperatively picked with the players during character creation or over the course of a campaign. Since there isn't truly a general rule for numeric-based bonus in reference to these traits, the GM will always be the final arbiter of their direct benefits or penalties. Most of the time they will be situational, and its encouraged to leave them fast and loose in their description so players and GMs don't feel their hands are tied when they want to tap into these traits around the table. Here's a look at a handful of those which we've used in our play tests. This is by no means complete, but I'd love to hear your suggestions for additional Story Traits! [url]http://dl.dropbox.com/u/34934670/Story_Traits.pdf[/url] [/QUOTE]
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