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Friends, Gamers, Editors, Lend Me Your Ears! (New Rules)
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<blockquote data-quote="GMMichael" data-source="post: 9584089" data-attributes="member: 6685730"><p>Well, all of the above.  The rules work from a purely logical perspective, so the presentation of how to engage is important.  Otherwise, the game's not playable, even if the gears don't grind.</p><p></p><p>Please let me know if these revisions resolve your notes:</p><p></p><p></p><p>           </p><p>[SPOILER="Example Campaign Theme"]</p><p>It is important for the Guide to prescribe general expectations for gameplay by creating a Campaign Theme for the game, which will help to guide the GM- and PC-decisions later in the game. The campaign theme is a general statement about the game that can describe what's in the game, what might happen, and how the game will be played.</p><p>    For example, when starting a game, the Guide asks the players what kind of game they'd like.  Based on their replies, the Guide writes the very short campaign theme: high fantasy with titans and strategic combat.</p><p>[/SPOILER]</p><p>Possibilities are endless, so there's no table.  And I'm trying to keep the examples short, since this work's purpose is to summarize<em> Modos 2</em>.</p><p></p><p></p><p>           </p><p>[SPOILER="Tie Rule and Contest Example"]</p><p>Sometimes the results will Tie, which can then be rerolled or treated as a neutral result.  Whatever the result of your contest, you should have an idea of what happens next so you can help the Guide continue the story.</p><p>    For example, you want (your character) to balance a crystal on an art display where it belongs, because you just accidentally knocked it over.  The Guide says, "if you do it fast enough, the docent won't notice that you're damaging the art. Roll a physical contest."  You roll a d20 and get 4!  The Guide rolls against you and says, "Con.  What happens?"  You reply, "I put the crystal back in place, and quickly pose like I'm appreciating the art.  But I did it too fast, so the crystal falls again and clinks around on the floor."</p><p>[/SPOILER]</p><p>I figured it would be simpler here to just shorten the Tie, and add more example to the example <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Thanks!  I added some perk examples.  I'm not sure if I want to bullet-point them or sidebar.  Or . . . ?</p><p></p><p>[SPOILER="Sample Perks"]</p><p>Some typical perks are: health boost (increases your maximum physical damage by four points), improved armor (your choice of armor provides protection of the next higher die type), and small size (you can use an action to treat one close range opponent as though it's at short range, until that opponent uses an action to negate the benefit).</p><p>[/SPOILER]</p><p></p><p></p><p>Revised to "standard polyhedral dice."</p><p></p><p></p><p>I could break that sentence out, I guess.  Oversized quote?  My hope is that the now-revised example draws more attention to the benefits of gaining a level.  Here's that:</p><p></p><p>[SPOILER="Level Up Demo"]</p><p>For example, last session, you and your friends defeated the endboss, Super-Krox.  Your campaign grants a character level for each endboss defeated, so it's time to level up from level 2 to level 3.  You add a point to your physical score, decide to branch out from your primary skill of Archery (2) and put a skill point in Repair (1) . . .</p><p>[/SPOILER]</p><p></p><p></p><p>Yes, you can choose to halfmax every roll.  The guide can roll everything against you if things get boring.  This is sort of the opposite of "players make all the rolls."  Alternately, the Guide can halfmax everything against you too, because some disparities in bonuses aren't really worth rolling.  E.g. if you'd win a contest 75% of the time anyway, it might be more interesting for everyone involved to focus on your narrative choices and not the numbers popping up on dice.</p><p></p><p>There's no Critical Miss rule.  Is that what you meant by "big losses?"  There are similar situations inherent in the rules, though.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9584089, member: 6685730"] Well, all of the above. The rules work from a purely logical perspective, so the presentation of how to engage is important. Otherwise, the game's not playable, even if the gears don't grind. Please let me know if these revisions resolve your notes: [SPOILER="Example Campaign Theme"] It is important for the Guide to prescribe general expectations for gameplay by creating a Campaign Theme for the game, which will help to guide the GM- and PC-decisions later in the game. The campaign theme is a general statement about the game that can describe what's in the game, what might happen, and how the game will be played. For example, when starting a game, the Guide asks the players what kind of game they'd like. Based on their replies, the Guide writes the very short campaign theme: high fantasy with titans and strategic combat. [/SPOILER] Possibilities are endless, so there's no table. And I'm trying to keep the examples short, since this work's purpose is to summarize[I] Modos 2[/I]. [SPOILER="Tie Rule and Contest Example"] Sometimes the results will Tie, which can then be rerolled or treated as a neutral result. Whatever the result of your contest, you should have an idea of what happens next so you can help the Guide continue the story. For example, you want (your character) to balance a crystal on an art display where it belongs, because you just accidentally knocked it over. The Guide says, "if you do it fast enough, the docent won't notice that you're damaging the art. Roll a physical contest." You roll a d20 and get 4! The Guide rolls against you and says, "Con. What happens?" You reply, "I put the crystal back in place, and quickly pose like I'm appreciating the art. But I did it too fast, so the crystal falls again and clinks around on the floor." [/SPOILER] I figured it would be simpler here to just shorten the Tie, and add more example to the example :) Thanks! I added some perk examples. I'm not sure if I want to bullet-point them or sidebar. Or . . . ? [SPOILER="Sample Perks"] Some typical perks are: health boost (increases your maximum physical damage by four points), improved armor (your choice of armor provides protection of the next higher die type), and small size (you can use an action to treat one close range opponent as though it's at short range, until that opponent uses an action to negate the benefit). [/SPOILER] Revised to "standard polyhedral dice." I could break that sentence out, I guess. Oversized quote? My hope is that the now-revised example draws more attention to the benefits of gaining a level. Here's that: [SPOILER="Level Up Demo"] For example, last session, you and your friends defeated the endboss, Super-Krox. Your campaign grants a character level for each endboss defeated, so it's time to level up from level 2 to level 3. You add a point to your physical score, decide to branch out from your primary skill of Archery (2) and put a skill point in Repair (1) . . . [/SPOILER] Yes, you can choose to halfmax every roll. The guide can roll everything against you if things get boring. This is sort of the opposite of "players make all the rolls." Alternately, the Guide can halfmax everything against you too, because some disparities in bonuses aren't really worth rolling. E.g. if you'd win a contest 75% of the time anyway, it might be more interesting for everyone involved to focus on your narrative choices and not the numbers popping up on dice. There's no Critical Miss rule. Is that what you meant by "big losses?" There are similar situations inherent in the rules, though. [/QUOTE]
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