Game Mechanics

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Philosophy

The idea is that failure should always be significant, it should complicate matters in an interesting way and so shouldn't be left to randomness. Instead, the GM decides when a character will fail or when there are negative consequences to actions as a way of driving the plot forward. Dealing with complications is what keeps things moving and will be the primary occupation of characters.

Resolution

Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a complication.

A complication is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a Plot Point. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add "Biochauvanist" as a Mind trait to her character, take a Plot Point, and the negotiations would break down as a complication.

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