Professional Documents
Culture Documents
Systems
(forged in the dark, powered by the apocalypse, FATE)
Narrative Play
- The Fiction
- The Flow: Describe action and see if tests are needed
- specific rule trumps general rule
- negotiation and ret-conning
Happy Gaming
- inclusive environment
- lines and veils
- the x-card
Glossary of terms
- stuff
- more stuff
Core System
- roll dice pool of 3d6 (+ modifiers)
- total equal or under attribute(+ modifiers) = 1 Hit
- dice equal or under skill = +1 additional hit per die.
i.e. Daud has a brawn of 11 and is practised in the Athletics skill. Daud’s player rolls the dice and
gets 1, 5 and 5, for a total of 11. Daud has 2 hits (full success), 1 for rolling equal or under their
attribute and 1 for rolling equal or under their skill value.
Degrees of Success
Failure (No Hits),
- the action isn’t successful
- take a cost (or more, dependant on threat)
Guidelines:
- the action is still successful, at least in intent by-enlarge (see limited success below).
- the cost(s) should be driven by the narrative and what makes sense.
- get players involved by giving them a choice. (give them a choice, don’t let them straight choose
the one they want)
Example costs:
- health damage
- stress damage
- gear wear
- negative momentum
- takes more time
- expend (additional) resource
- drop/loose something / leave evidence
- limited success (close distance but don’t catch them etc.)
Examples boons:
- recover stress
- positive momentum
- takes less time
- expends less resources
- gain an extra (piece of info, more distance etc.)
Threat and Modifiers
Threat
- A measure of the challenge, complexity or danger posed by a task or opponent.
- threat values range from 0 to 3
- add threat value to dice pool (not individual dice)
- add threat value to the amount of costs on a failure or qualified success result (see degrees of
success. pg. Xxx)
‘Critical’ Threat
- can be added to threat values 1 to 3 as a tag
- tests incur a cost, even on a success (not on resounding success)
- doesn’t stack on cost for failure and qualified success.
- don’t use ‘limited victory’ cost
‘Static’ Modifiers
- +X bonus or penalty
- values range from 1 to 3
- bonus: + add to attribute, penalty: + add to dice pool
- bonuses and penalties stack, unless stated otherwise (equipment bonus from armour, multiple
weapons etc.)
- common occurrences: equipment, wounds and injuries, conditions, combat
‘Active’ Modifiers
- advantage and disadvantage
- roll 4d6 instead of 3d6
- advantage: keep 3 lowest dice
- disadvantage: keep 3 highest dice
Inspiration
- not skilled: act as if trained tier in a relevant skill
- already skilled: +1 to skill value (individual dice number)
Game Structure – Scenes
Running Scenes
- generally just flows, like a good book or film
- tries to support the fiction and narrative by providing some structural guidance.
- limits and helps define time and some actions
- PC’s in different scene types at the same time
Exploration Scenes
-
-
Combat
- two weapon (+1 or 2 penalty, +half damage of second weapon. can use any special properties of
either weapon, but not both)
- range (+1 penalty per range band beyond standard)
- cover (+1 or 2 penalty, light and heavy cover)
- mounted (+1 penalty???)
- height (adv./dis., as needed)
Downtime Scenes
---- research
---- crafting/building
---- rest and recovery
---- general work
- state
links
-little bits of description between scenes, like quick resets or linking sentences.
Other Systems
Focus Points
- player specific pool
- pool of spendable points
- points equal to 1 + the characters Will.
---- advantage
---- inspiration
---- second wind
---- +1 AP
---- use talent
---- earn/take back a story point (if using)
Story Points
- collective group pool
- part of replacing inspiration.
- group pool of spendable points.
Condition Tags
- Wounded