51 lines
2.0 KiB
HTML
51 lines
2.0 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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<h1>22GAME RULES</h1>
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<h2>SKILL</h2>
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<p>
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Some skills and effects require you to "use an action" to activate them; in
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these cases, the Skill action must be performed. If you ever decide to use one
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such Skill outside a conflict, it will generally require five to ten seconds.
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</p>
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<h2>OTHER</h2>
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<p>
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In addition to the ones listed above, characters might attempt all sorts of
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creative actions within a turn, provided these aren't particularly complex or
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time-consuming operations. The details and resolution of these unique actions
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must be negotiated between the Player and the Game Master; most of the time,
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the simple act of clearly stating what you want to accomplish and how you want
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to do it will lead you to realize that an existing action is already the best
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fit for it.
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</p>
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<p>
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Conflicts generally represent fast-paced scenes in which characters have
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limited ability to speak and discuss a complex plan or course of action, but
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this shouldn’t apply to the Players who are controlling those same characters.
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</p>
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<h3>Always keep the following in mind:</h3>
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<ul>
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<li>
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First, the characters are heroes and adventurers. This means they have
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likely discussed strategy and tactics before, perhaps around a campfire or
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while marching through the woods; not to mention the fact that movies and TV
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shows often portray heroes elaborating a strategy on the spot, as time
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seemingly freezes.
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</li>
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<li>
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Secondly, this approach makes for a more relaxed atmosphere at the table, in
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line with the general optimistic tones of the game.
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</li>
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</ul>
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<p>
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Ultimately, the choice of exactly how much dialogue and strategizing is
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allowed during conflicts and similar situations rest on the shoulders of the
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entire group: a “sweet spot” needs to be collectively found.
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</p>
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<h2>DIALOGUE AND TACTICS</h2>
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<p>Philip Forlenza (Order #)</p>
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