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General Tabletop Discussion
*TTRPGs General
The importance of non combat rules in a RPG.
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<blockquote data-quote="maddman75" data-source="post: 5037845" data-attributes="member: 2673"><p>The central concept of InSpectres is that the GM doesn't decide *anything* ahead of time. He doesn't know what the NPC knows either. If the player were to lose the roll, then the GM would get to narrate the scene, and could say what he wants or have some other event entirely happen. This applies to events in the game too - if they are investigating spooky lights in a house, a player who makes his roll could decide that the house is haunted by an angry spirit, or someone has been doing satanic rituals, or that Old Man Corruthers is doing it with smoke and mirrors.</p><p></p><p>I'll admit that its a pretty out there game, but one of the design goals was to have a game that could be ran with no prep at all. And its a comedy game so if things don't make sense that's kind of OK. The setting is sort of Ghostbusters on Reality TV.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5037845, member: 2673"] The central concept of InSpectres is that the GM doesn't decide *anything* ahead of time. He doesn't know what the NPC knows either. If the player were to lose the roll, then the GM would get to narrate the scene, and could say what he wants or have some other event entirely happen. This applies to events in the game too - if they are investigating spooky lights in a house, a player who makes his roll could decide that the house is haunted by an angry spirit, or someone has been doing satanic rituals, or that Old Man Corruthers is doing it with smoke and mirrors. I'll admit that its a pretty out there game, but one of the design goals was to have a game that could be ran with no prep at all. And its a comedy game so if things don't make sense that's kind of OK. The setting is sort of Ghostbusters on Reality TV. [/QUOTE]
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