bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<section>
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<h1>GAME RULES</h1>
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<h2>CONFLICT SCENES</h2>
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<p>When the story gets to a climax, when the stakes are high and when every split second can make a difference, a conflict scene begins.</p>
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<p>A conflict is a series of back-and-forth exchanges at a rapid pace. You have no doubt encountered something like this in movies and TV series: time slows down and the camera zooms in on every single action.</p>
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<h2>CREATING A BOND</h2>
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<p>Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an effect in the game allows you to "create a Bond", you may add a new Bond to your character sheet and immediately tie a single emotion to it. This means that all Bonds start with a strength of 1.</p>
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<p>You can have Bonds towards characters, nations, kingdoms, organizations, and even religions. You cannot have a Bond towards yourself.</p>
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<h3>What might make for good conflicts:</h3>
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<ul>
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<li>A chase scene amidst the narrow city alleys.</li>
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<li>An infiltration scene where some of the characters sneak past enemy surveillance, perhaps while allies provide a useful distraction or cover operation.</li>
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<li>A skirmish between armed groups or a fight against a dangerous monster.</li>
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<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
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<li>A tense audience with a powerful figure.</li>
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<li>A duel between two ancient rivals.</li>
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</ul>
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<h2>STRENGTHENING A BOND OR CHANGING EMOTIONS</h2>
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<p>You can make your Bonds grow stronger by adding more emotions to them (up to a maximum of three emotions, one per pairing). This is generally done during resting scenes (see page 91), which will also allow you to shift emotions around and adjust them to the more recent developments in your story.</p>
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<h2>USING CONFLICTS</h2>
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<p>As with any other scene, the Game Master is responsible for declaring the beginning and end of conflicts. The ability to properly time conflicts is something that can only be developed by playing the game. Draw inspiration from how videogames, movies, and comics handle pacing — consuming a variety of different media can really help keep things fresh!</p>
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<p>Something you should never forget is that you are not bound to use conflict rules for every battle, chase or debate — instead, you should save them for truly dramatic situations. Checks and Clocks will often be more than enough to resolve a scene, without the added complexity of conflict rules.</p>
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<p>In general, aim for about one conflict scene every two hours of play.</p>
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<h2>ERASING A BOND</h2>
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<p>If you already have six Bonds and want to create a new one, you must first erase one of your existing Bonds. You must explain how your feelings and perspective changed.</p>
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<h2>THE STRUCTURE OF A CONFLICT</h2>
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<p>The flowchart on the right illustrates all the main steps of a conflict scene. Each step will be explained in greater detail over the course of this section.</p>
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<h2>BONDS ARE STRONGER THAN DEATH</h2>
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<ul>
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<li>Even if a character dies or leaves your story, any Bonds other characters had with them will remain until erased.</li>
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<li>Bonds make your character stronger while reminding you of their ties with the rest of the world and its people.</li>
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</ul>
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<h3>Guidance on Character Development</h3>
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<p>Do not shy away from complex Bonds: feeling both affection and inferiority towards someone, or hatred and admiration, can and will make your story more memorable.</p>
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<p>The best choice is often to let Bonds grow organically, while also reaping the benefits that come from having many high-strength Bonds.</p>
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<h2>THE ROLE OF BONDS</h2>
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<p>Philip Forlenza (Order #)</p>
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</section>
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<p class="attribution">Philip Forlenza (Order #)</p>
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