anyway.



thread: 2014-01-21 : Some Basic Rules (vi)

On 2014-01-23, Vincent wrote:

Jeremy: Oh sure.

A module is a body of interrelated rules. A playable edition of this game would consist of the basic rules plus a set of modules.

You can imagine different modules for different genres, different settings, or even different approaches to the same genre and setting.

The module specifies how to use the rules, when the module applies. For instance, "casting a spell is a flinch challenge, your fearlessness against the spell's level, but the spell can't back down."

Tags are things like "exhausted" or "unstoppable" or whatever. An "exhausted" tag's rules might be that if you do something exhausting you have to make an endurance save, missing the save means that you get the tag, and having the tag gives you -1 to your perception & attention stat.

You can see an example in the "self-motivity" tag down in the abandoned plasmic spellcasting module, where certain rules apply differently whether you have the tag or don't have it.

And equipment's easiest. You might have cyber-boots that give you +1 to race challenges when it's a footrace, for instance. In the case of fights, you'll always get your damage effects from your weapon, or from whatever unarmed combat module you're playing with.



 

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