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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8774297" data-attributes="member: 6680772"><p>Just memories of people and events. Skill Packages and experience points are specifically noted as <em>not</em> being lost.</p><p></p><p>Skipping ahead to the Game Master advice section, it says that success and failure is largely up to the GM, but in general if the PCs have a particular mission at the start of the game, completion of that mission counts as a success, regardless of what else might happen, while not completing that mission would count as a failure, regardless of what else might happen. But these are just guidelines; it's up to the GM, but the ruluboo says he should make a decision that the players can get behind.</p><p></p><p>It's probably good to note that the book, and Japanese TRPG culture in general, emphasizes focused and contained gameplay. The assumed default is to an adventure with a beginning, middle, climax, and ending all in one session. While the goals may be unclear in the beginning, or change in the middle, eventually they should become clear.</p><p></p><p>I also think the line about "500 XP if they fail," is something in the way of lip service, in that I think the game expects PCs to succeed much more often than not.</p><p></p><p>I was vaguely aware of Fellows being stands-in for missing players, or extra heads to fill out a small party, so it was quite a trip to start reading the rules and see them discuss mainly how Fellows could be "hired out" to completely different parties.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8774297, member: 6680772"] Just memories of people and events. Skill Packages and experience points are specifically noted as [I]not[/I] being lost. Skipping ahead to the Game Master advice section, it says that success and failure is largely up to the GM, but in general if the PCs have a particular mission at the start of the game, completion of that mission counts as a success, regardless of what else might happen, while not completing that mission would count as a failure, regardless of what else might happen. But these are just guidelines; it's up to the GM, but the ruluboo says he should make a decision that the players can get behind. It's probably good to note that the book, and Japanese TRPG culture in general, emphasizes focused and contained gameplay. The assumed default is to an adventure with a beginning, middle, climax, and ending all in one session. While the goals may be unclear in the beginning, or change in the middle, eventually they should become clear. I also think the line about "500 XP if they fail," is something in the way of lip service, in that I think the game expects PCs to succeed much more often than not. I was vaguely aware of Fellows being stands-in for missing players, or extra heads to fill out a small party, so it was quite a trip to start reading the rules and see them discuss mainly how Fellows could be "hired out" to completely different parties. [/QUOTE]
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