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General Tabletop Discussion
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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9211668" data-attributes="member: 42582"><p>So here are the general rules for Town Events, from the Torchbearer Scholar's Guide pp 101, 222 279:</p><p></p><p style="margin-left: 20px">Town events are provided to the game master to give settlements a sense of life. You can incorporate them into your adventures or leave them as background noise.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Keep track of events that happen in particular towns, so you can reincorporate them later. Name the townsfolk and log who the characters interact with. Doing so will enrich your world, giving it a sense of depth and time.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The individual town events leave a lot of room for interpretation. When something odd comes up, roll with it. It’s the game master’s job to call for tests or single out victims of calamity and sort through the chaos.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Some town events will provide a small benefit or penalty. Be sure to color these results so that they mesh with the current events of the campaign.</p><p></p><p>And here is an example event, on the Remote Village table:</p><p></p><p style="margin-left: 20px"><strong>13</strong> <em>Stuck.</em> The tinker’s cart is stuck in the mud. Heave it out using Laborer (Ob 5). If successful, the tinker offers a small reward. Roll on the Gear subtable or decline the reward and add a new friend. If you befriend the tinker and roll this result again, the tinker invites you to stay at their shack (flophouse) on the outskirts of the village.</p><p></p><p>The roll of 13 at the appropriate point in play does not simply mean that certain fiction gets incorporated. The GM has to read the town event, think about how it fits into the existing situation, at the minimum give the tinker a name, and then frame the PCs into this situation, probably via narration along the lines of "As you approach the village, you see . . ." but maybe something a bit different from that "Through the blinding rain, you see a man coming toward you. When he sees you, he looks at you expectantly - "My cart is stuck in the mud back there. Can you help me out?"</p><p></p><p>The GM could even run this as a convince conflict, or a convince crowd conflict if the players decline in front of onlookers and the tinker wants to make them feel ashamed.</p><p></p><p>This is why I use the language of <em>constraining and generating</em> what the GM says about the fiction. But it is the GM who is doing the saying.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9211668, member: 42582"] So here are the general rules for Town Events, from the Torchbearer Scholar's Guide pp 101, 222 279: [indent]Town events are provided to the game master to give settlements a sense of life. You can incorporate them into your adventures or leave them as background noise. Keep track of events that happen in particular towns, so you can reincorporate them later. Name the townsfolk and log who the characters interact with. Doing so will enrich your world, giving it a sense of depth and time. The individual town events leave a lot of room for interpretation. When something odd comes up, roll with it. It’s the game master’s job to call for tests or single out victims of calamity and sort through the chaos. Some town events will provide a small benefit or penalty. Be sure to color these results so that they mesh with the current events of the campaign.[/indent] And here is an example event, on the Remote Village table: [indent][b]13[/b] [i]Stuck.[/i] The tinker’s cart is stuck in the mud. Heave it out using Laborer (Ob 5). If successful, the tinker offers a small reward. Roll on the Gear subtable or decline the reward and add a new friend. If you befriend the tinker and roll this result again, the tinker invites you to stay at their shack (flophouse) on the outskirts of the village.[/indent] The roll of 13 at the appropriate point in play does not simply mean that certain fiction gets incorporated. The GM has to read the town event, think about how it fits into the existing situation, at the minimum give the tinker a name, and then frame the PCs into this situation, probably via narration along the lines of "As you approach the village, you see . . ." but maybe something a bit different from that "Through the blinding rain, you see a man coming toward you. When he sees you, he looks at you expectantly - "My cart is stuck in the mud back there. Can you help me out?" The GM could even run this as a convince conflict, or a convince crowd conflict if the players decline in front of onlookers and the tinker wants to make them feel ashamed. This is why I use the language of [I]constraining and generating[/I] what the GM says about the fiction. But it is the GM who is doing the saying. [/QUOTE]
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