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Map-and-key RPGing contrasted with alternatives
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<blockquote data-quote="pemerton" data-source="post: 8936050" data-attributes="member: 42582"><p>So in MHRP/Cortex+ Heroic, Scene Distinctions are formal properties of scenes - free descriptors established by the GM (there is a rationing rule - I'll skip it for the moment).</p><p></p><p>These can include literal descriptions - eg High Walled Castle - or more abstract or figurative ones - eg Corridors of Power, or Creepy Vibe - and goal-related ones - Folk in Peril, In Pursuit of the Orcs, or (in a scene intended to emulate Aragorn's uncertainty at Parth Galen) Uncertain As To Your Best Course.</p><p></p><p>All actions in this system are resolved via opposed dice pools, which include dice taken from applicable descriptors, and the effect of actions is to create new descriptors, step up existing descriptors, or step down existing descriptors. (Via a system based on dice-size ratings.) If a Scene Distinction is stepped down to zero, then the scene no longer contains that thing.</p><p></p><p>So if the players, via appropriate actions, eliminate the Folk in Peril descriptor, then the folk have been rescued. If they eliminate In Pursuit of the Orcs, then they've caught up to the Orcs. If they eliminate Uncertain As To Your Best Course, then they can move on to the next scene with a more focused purpose.</p><p></p><p>The system has ways to bring a scene to an end - eg by knocking PCs out of it, or by a GM-side resource expenditure (2d12 from the Doom Pool) and if the scene ends with a Scene Descriptor still in play, then that Descriptor is true/reinforced/etc. So eg if the scene ends with In Pursuit of the Orcs still in play, then the Orcs got away. If the scene ends with The Folk (Still) In Peril, then things are not looking good for the folk! Etc.</p><p></p><p>Hopefully that makes sense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8936050, member: 42582"] So in MHRP/Cortex+ Heroic, Scene Distinctions are formal properties of scenes - free descriptors established by the GM (there is a rationing rule - I'll skip it for the moment). These can include literal descriptions - eg High Walled Castle - or more abstract or figurative ones - eg Corridors of Power, or Creepy Vibe - and goal-related ones - Folk in Peril, In Pursuit of the Orcs, or (in a scene intended to emulate Aragorn's uncertainty at Parth Galen) Uncertain As To Your Best Course. All actions in this system are resolved via opposed dice pools, which include dice taken from applicable descriptors, and the effect of actions is to create new descriptors, step up existing descriptors, or step down existing descriptors. (Via a system based on dice-size ratings.) If a Scene Distinction is stepped down to zero, then the scene no longer contains that thing. So if the players, via appropriate actions, eliminate the Folk in Peril descriptor, then the folk have been rescued. If they eliminate In Pursuit of the Orcs, then they've caught up to the Orcs. If they eliminate Uncertain As To Your Best Course, then they can move on to the next scene with a more focused purpose. The system has ways to bring a scene to an end - eg by knocking PCs out of it, or by a GM-side resource expenditure (2d12 from the Doom Pool) and if the scene ends with a Scene Descriptor still in play, then that Descriptor is true/reinforced/etc. So eg if the scene ends with In Pursuit of the Orcs still in play, then the Orcs got away. If the scene ends with The Folk (Still) In Peril, then things are not looking good for the folk! Etc. Hopefully that makes sense. [/QUOTE]
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