anyway.



thread: 2011-02-07 : Design scales: to the text!

On 2011-02-17, David Berg wrote:

Hey Brand, I too have a short attention span for instructional texts.  Can I use you as a guinea pig?  Check this out:

Into the Unknown is about digging into a strange magical world so you can imagine being there.  The more you play, the more you flesh out a rich alternate life for yourself, connecting to the strange people and mystical secrets of the world of Koln.

Base your interaction with NPCs on the GM's portrayal—what they say and how they say it.  Reciprocate in kind: if you want to fool someone, come up with a good lie and present it convincingly.  Want more information?  Tell the GM you're using your Social Perception skill to read body language for clues at deception.  The GM will then secretly roll to determine how well this works on this occasion with this NPC, and then tell you what your observations yield.  If you don't have the skill, you can still ask about body language, but the GM will just give you the facts; interpretation will be up to you.

And, a second game:

Pauper to Prince is a game about elevating your status in medieval society through drastic means.  You do the jobs that society values but no one else is willing or able to do.  Solve weird problems, learn weird secrets, and gain the leverage and connections to achieve your huge ambitions!

When the player chooses an element from prior play to have a prophetic dream about, the GM must deliver a location via the dream.  If the player then chooses to go to that location, the GM must prep an opportunity to learn more about the dreamed-of element.  Focus on what the player hoped to get out of pursuing this element, and prep an opportunity for that (with obstacles, of course).

Was it hard to get through?  Were the connections obvious and interesting?  Okay, add a twist: they're the same game!  How about now?



 

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