62 lines
2.6 KiB
HTML
62 lines
2.6 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<h2>DURING PLAY</h2>
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<p>During each session, adhere to the following principles:</p>
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<ul>
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<li>
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Portray a wondrous world. Give your NPCs unique quirks and add memorable
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touches to every location, but don't get bogged down by details. Keep the
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descriptions short and then let everyone ask questions.
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</li>
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<li>
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Manage information. A big part of your job during each session has to do
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with information — you will be asked plenty of questions, from the shape of
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a room to a person's behavior. You decide whether the characters know such
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information (based on simple observation or on who they are) or if a Check
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is required — the dice will determine how much the character knows about
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someone or something, or if they at least know where they could find that
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information.
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</li>
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<li>
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Seek input from others. If something is relevant to a character's role in
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the story (especially their Classes and Identities), you should ask for the
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Player's input — let them establish facts about the shared game world.
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</li>
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<li>
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React to the heroes' choices. Be ready to adapt to the heroes' actions and
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goals; leave them free to adopt whatever strategy they choose, but apply the
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consequences of those strategies and don't pull your punches.
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</li>
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<li>
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Enforce transparency. Make sure everyone at the table knows what's at stake
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when they perform Checks or choose a specific course of action.
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</li>
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<li>
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Keep the pressure high. Whatever the Player Characters want to achieve,
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someone or something will block their path. Heroes should never have enough
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time to do everything — put them in front of hard choices. Use Clocks to
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show impending threats and make sure Villains play an active role in the
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story.
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</li>
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<li>
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Think cinematically. Describe situations and actions as if they were
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cutscenes from a videogame — keep things moving and make sure everything
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feels vivid and dynamic. This is especially important during conflict
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scenes, when the strategic aspect of the game is at its peak: mechanics and
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descriptions go hand in hand.
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</li>
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<li>
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Start and end scenes. When you feel like a scene has been resolved, propose
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to end it. If anyone still wants to do something, they should tell you —
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otherwise, move on with the story.
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</li>
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<li>
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Design interesting battles. Avoid "filler battles" and focus on intense and
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dramatic confrontations with powerful antagonists. See page 292 for more.
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</li>
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</ul>
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<p>Philip Forlenza (Order #)</p>
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