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<blockquote data-quote="GMMichael" data-source="post: 7178777" data-attributes="member: 6685730"><p>How it works probably sounds fairly familiar, which makes the important part what makes it different:</p><p></p><p>2) There is a cyclical role-playing reward system, called Hero Points. Players determine what makes their characters heroic and can add a d6, or hero point, to any contest that reinforces this. In turn, the GM rewards more hero points to the players when they make role-playing choices that support their character concepts but conflict with their character goals, or are otherwise role-playing well.</p><p></p><p>The game is customizable on multiple levels. One is at the player level; character elements are abstract enough to allow players to define their characters, whether with attributes, skills, or hero points. Another is the GM level; lists and individual rules can be tailored to create a new feel for the game or customize it to the game group. Yet another is the rulebook level; the game provides five rules modules (core, character, extended conflict, combat, and magic), only two of which are essential, and new modules can be easily adopted to, for example, completely reshape the combat system or to add a horror system to a themed game.</p><p></p><p>To reinforce the game's focus on simplicity, there is a single, short table provided for GM use: the Difficulty table. This is what the GM uses to improve opposition rolls against the PCs, and it's based on how difficult something would be for the "average" person.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7178777, member: 6685730"] How it works probably sounds fairly familiar, which makes the important part what makes it different: 2) There is a cyclical role-playing reward system, called Hero Points. Players determine what makes their characters heroic and can add a d6, or hero point, to any contest that reinforces this. In turn, the GM rewards more hero points to the players when they make role-playing choices that support their character concepts but conflict with their character goals, or are otherwise role-playing well. The game is customizable on multiple levels. One is at the player level; character elements are abstract enough to allow players to define their characters, whether with attributes, skills, or hero points. Another is the GM level; lists and individual rules can be tailored to create a new feel for the game or customize it to the game group. Yet another is the rulebook level; the game provides five rules modules (core, character, extended conflict, combat, and magic), only two of which are essential, and new modules can be easily adopted to, for example, completely reshape the combat system or to add a horror system to a themed game. To reinforce the game's focus on simplicity, there is a single, short table provided for GM use: the Difficulty table. This is what the GM uses to improve opposition rolls against the PCs, and it's based on how difficult something would be for the "average" person. [/QUOTE]
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