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Tell Me About the Cypher System
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<blockquote data-quote="RenleyRenfield" data-source="post: 9697318" data-attributes="member: 7044197"><p>Well.... so we left/let <strong>Intrusions to occur only on a roll of 1 (GM) or 20 (Player who rolled.)</strong></p><p>And so it happens 5% ish of the time, however that plays out for a given game sessions number of rolls.</p><p>These Intrusions are pretty major and have narrative weight. Honestly, <u>this number of times it activates is perfect, not too much, but not rare either. </u></p><p></p><p>Two examples are =</p><p></p><p>player Intrusion base (anyone can do) =</p><h4><em>Add to the Fiction</em></h4><p><em>You can add some item or feature to the location which is plausible to the fiction and useful to them as an Asset.</em></p><p></p><p>archetype Intrusion (only your archetype can do this on a 20) =</p><h4><em>Inspirational Recall</em></h4><p><em>You recall an important detail from a previous encounter (perhaps something you don't even remember noticing at the time) that suggests a successful course of action for your current situation. This might be recognizing a password hidden in an innocuous code or riddle, realizing you saw a suspicious individual near a crime scene, overhearing an important conversation between two NPCs, or understanding that an NPC's subtle glance or gesture had additional connotations indicating what you should do.</em></p><p></p><p>...</p><p>So yeah, these are pretty good at advancing the fiction, and giving the player a chance to add to the scene what everyone thinks makes sense. And they give some context or texture to the intrusion such that players can improv things easily.</p><p></p><p>.....</p><p>For the GM things are the same but also, since Cypher is PBTA in D&D shoes... we just listed the PBTA MC moves as what a G can do when the players roll a 1 and the GM gets to add an Intrusion. So you would see the GM get a thing like "On an GM intrusion you can do..."</p><p></p><p>Example A =</p><h3><em>OFFER A HOOK</em></h3><p><em>Think about the strengths and proclivities of the individual party members, and choose one as the basis. Then give them a <strong>new clue on a hook</strong> where there was not one before – that puts them in even greater danger should they go for it. Its benefit must be real and useful, make the bait worth the pain!</em></p><p><em>....</em></p><p></p><p>THEN we have <strong>FLASHBACKS </strong><u>which cost Pool</u> =</p><p><em>When you feel it’s time to trigger a Flashback, narrate what you need and consult the chart to see how much Intellect pool you must spend. Then roleplay out the Flashback, making an Action rolls as needed, and if it’s a Leave action you spend Gil required.</em></p><p><em></em></p><p><em><strong>Spend</strong> <strong>Condition</strong></em></p><p><em><strong>1</strong> An ordinary action for which you had easy opportunity or somewhat useful item.</em></p><p><em></em></p><p><em><strong>3</strong> A complex action or unlikely opportunity or basic useful item</em></p><p><em></em></p><p><em><strong>6</strong> An elaborate action involving special opportunities or contingencies or an item that is exactly what you need/rare</em></p><p></p><p>...</p><p>Flashbacks act like mini-intrusions. Allowing players to act as if their character is more thoughtful, prepared, or competent in the moment. And it reduces dithering planning time since you can always spend Pool to flashback to preparations or having found the key ahead of time or whatever.</p><p></p><p>...</p><p></p><p><strong>Lastly, oh YES, our group improvs a LOT!! For every pool spend = comes with roleplay, dialog, reasons, etc....</strong></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9697318, member: 7044197"] Well.... so we left/let [B]Intrusions to occur only on a roll of 1 (GM) or 20 (Player who rolled.)[/B] And so it happens 5% ish of the time, however that plays out for a given game sessions number of rolls. These Intrusions are pretty major and have narrative weight. Honestly, [U]this number of times it activates is perfect, not too much, but not rare either. [/U] Two examples are = player Intrusion base (anyone can do) = [HEADING=3][I]Add to the Fiction[/I][/HEADING] [I]You can add some item or feature to the location which is plausible to the fiction and useful to them as an Asset.[/I] archetype Intrusion (only your archetype can do this on a 20) = [HEADING=3][I]Inspirational Recall[/I][/HEADING] [I]You recall an important detail from a previous encounter (perhaps something you don't even remember noticing at the time) that suggests a successful course of action for your current situation. This might be recognizing a password hidden in an innocuous code or riddle, realizing you saw a suspicious individual near a crime scene, overhearing an important conversation between two NPCs, or understanding that an NPC's subtle glance or gesture had additional connotations indicating what you should do.[/I] ... So yeah, these are pretty good at advancing the fiction, and giving the player a chance to add to the scene what everyone thinks makes sense. And they give some context or texture to the intrusion such that players can improv things easily. ..... For the GM things are the same but also, since Cypher is PBTA in D&D shoes... we just listed the PBTA MC moves as what a G can do when the players roll a 1 and the GM gets to add an Intrusion. So you would see the GM get a thing like "On an GM intrusion you can do..." Example A = [HEADING=2][I]OFFER A HOOK[/I][/HEADING] [I]Think about the strengths and proclivities of the individual party members, and choose one as the basis. Then give them a [B]new clue on a hook[/B] where there was not one before – that puts them in even greater danger should they go for it. Its benefit must be real and useful, make the bait worth the pain! ....[/I] THEN we have [B]FLASHBACKS [/B][U]which cost Pool[/U] = [I]When you feel it’s time to trigger a Flashback, narrate what you need and consult the chart to see how much Intellect pool you must spend. Then roleplay out the Flashback, making an Action rolls as needed, and if it’s a Leave action you spend Gil required. [B]Spend[/B] [B]Condition 1[/B] An ordinary action for which you had easy opportunity or somewhat useful item. [B]3[/B] A complex action or unlikely opportunity or basic useful item [B]6[/B] An elaborate action involving special opportunities or contingencies or an item that is exactly what you need/rare[/I] ... Flashbacks act like mini-intrusions. Allowing players to act as if their character is more thoughtful, prepared, or competent in the moment. And it reduces dithering planning time since you can always spend Pool to flashback to preparations or having found the key ahead of time or whatever. ... [B]Lastly, oh YES, our group improvs a LOT!! For every pool spend = comes with roleplay, dialog, reasons, etc....[/B] [/QUOTE]
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