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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="pemerton" data-source="post: 8081486" data-attributes="member: 42582"><p>So to return to this point: consider the preview playbook (= PC sheet + build rules) for <a href="https://www.enworld.org/threads/sci-fi-rpg-kickstarter-orbital.674553/" target="_blank">Orbital</a>, a sci-fi RPG currently on Kickstarter that I just backed.</p><p></p><p><a href="https://drive.google.com/file/d/1gDZx9fTCLrQmaIfhSh4gYDuf6NUIw2LV/view" target="_blank">Here's the link to the preview</a>.</p><p></p><p>Nearly every element of The Heart's playbook is about <em>connection</em>:</p><p></p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">Why do you put others before yourself?</li> <li data-xf-list-type="ul">Who do you refuse your hospitality?</li> <li data-xf-list-type="ul">What tragedy do you carry with you?</li> </ul><p></p><p>Given that the player is instructed to <em>consider these things as they play</em>, these things are clearly going to come out in the course of play. The <em>tragedy</em> aspect is reinforced by the PC-building requirement to <em>choose what haunts you</em>. The moves available when playing this character also reinforce key features of this character, which will therefore be part of play - especially striking in this respect (to me at least) are:</p><p></p><ul style="margin-left: 20px"> <li data-xf-list-type="ul"><strong>Regular </strong>(ie at will): Help someone feel better, if only for minute.</li> <li data-xf-list-type="ul"><strong>Weak </strong>(ie earns a token): Try to use words when action was required.</li> <li data-xf-list-type="ul"><strong>Strong</strong> (ie costs a token): Calm someone from violence with your words.</li> </ul><p></p><p>There is also, as part of the PC-building process, the requirement to <em>choose a link to the threat to the space-station</em> - the threat itself is "a perilous event that threatens to light a spark to all the powder built up within your ragtag, turbulent space station" that is chosen by the players together at the start of the scenario:</p><p></p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">One of my regulars has a black eye and a story.</li> <li data-xf-list-type="ul">A suspicious manifest was mislaid in my place.</li> <li data-xf-list-type="ul">I’ve got history with one of the main agitators.</li> </ul><p></p><p>I expect that the other playbooks will be similar in these respects. The result should be that play in this system moves pretty quickly through moments of crisis and resolution in which the PCs are intimately involved not just causally but emotionally and dramatically.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8081486, member: 42582"] So to return to this point: consider the preview playbook (= PC sheet + build rules) for [URL='https://www.enworld.org/threads/sci-fi-rpg-kickstarter-orbital.674553/']Orbital[/URL], a sci-fi RPG currently on Kickstarter that I just backed. [URL='https://drive.google.com/file/d/1gDZx9fTCLrQmaIfhSh4gYDuf6NUIw2LV/view']Here's the link to the preview[/URL]. Nearly every element of The Heart's playbook is about [I]connection[/I]: [INDENT][LIST][*]Why do you put others before yourself? [*]Who do you refuse your hospitality? [*]What tragedy do you carry with you? [/LIST][/INDENT] Given that the player is instructed to [I]consider these things as they play[/I], these things are clearly going to come out in the course of play. The [I]tragedy[/I] aspect is reinforced by the PC-building requirement to [I]choose what haunts you[/I]. The moves available when playing this character also reinforce key features of this character, which will therefore be part of play - especially striking in this respect (to me at least) are: [INDENT][LIST][*][B]Regular [/B](ie at will): Help someone feel better, if only for minute. [*][B]Weak [/B](ie earns a token): Try to use words when action was required. [*][B]Strong[/B] (ie costs a token): Calm someone from violence with your words. [/LIST] [/INDENT] There is also, as part of the PC-building process, the requirement to [I]choose a link to the threat to the space-station[/I] - the threat itself is "a perilous event that threatens to light a spark to all the powder built up within your ragtag, turbulent space station" that is chosen by the players together at the start of the scenario: [INDENT][LIST][*]One of my regulars has a black eye and a story. [*]A suspicious manifest was mislaid in my place. [*]I’ve got history with one of the main agitators. [/LIST][/INDENT] I expect that the other playbooks will be similar in these respects. The result should be that play in this system moves pretty quickly through moments of crisis and resolution in which the PCs are intimately involved not just causally but emotionally and dramatically. [/QUOTE]
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