From 499f2a76eff2180b9e3dfc032ca09e90e534821b Mon Sep 17 00:00:00 2001 From: Craig Maloney Date: Sat, 28 Nov 2020 12:05:27 -0500 Subject: [PATCH 01/40] Update 1.3_Who_Is_This_For.md Spelling fix --- 1.3_Who_Is_This_For.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/1.3_Who_Is_This_For.md b/1.3_Who_Is_This_For.md index 6c48818..42bf739 100644 --- a/1.3_Who_Is_This_For.md +++ b/1.3_Who_Is_This_For.md @@ -2,7 +2,7 @@ The primary audience for this document is game-designers who wish to utilize the *QuestWorlds* rules framework to implement their own game. -We also recognize that some people will use this document to learn about the *QuestWorlds* system before purchasing it, and some players in games were the GM has a rule book, may use this as a reference to help understand the rules. +We also recognize that some people will use this document to learn about the *QuestWorlds* system before purchasing it, and some players in games where the GM has a rule book, may use this as a reference to help understand the rules. For that latter reason, we address the rules here to a player. From 3d337ca267fcb785ba4651c88a0821f40244e509 Mon Sep 17 00:00:00 2001 From: Craig Maloney Date: Sat, 28 Nov 2020 12:11:04 -0500 Subject: [PATCH 02/40] Update 1.5_Participants.md Clarifying the sentence for who the text is addressing. --- 1.5_Participants.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/1.5_Participants.md b/1.5_Participants.md index 46901ed..cabb485 100644 --- a/1.5_Participants.md +++ b/1.5_Participants.md @@ -4,7 +4,7 @@ You and your fellow players each create a Player Character (PC) to be the "avatar" or "persona" whose role you will play in the game. The PCs pursue various goals in an imaginary world, using their **abilities**, motivations, connections, and more to solve problems and overcome **story obstacles** that stand in their way. -When we say 'you' in this document we may mean the player or their PC. Which should be clear from context, or explicitly noted. +When we say 'you' in this document we may mean either the player or their PC. Which of these we're addressing should be clear from the context or explicitly noted. ### 1.5.2 Game Master From 18f28c58265ae265669f51c98114bb059669a832 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:43:12 +0000 Subject: [PATCH 03/40] Update 5.1_Scored_Contest.md --- 5.1_Scored_Contest.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/5.1_Scored_Contest.md b/5.1_Scored_Contest.md index af4d40c..b8821da 100644 --- a/5.1_Scored_Contest.md +++ b/5.1_Scored_Contest.md @@ -63,11 +63,11 @@ Your GM may apply **consequences** and **benefits** as they see fit. The **scale In the **round** immediately after you take an opponent out of the **contest**, you may attempt to gain another **prize** from your opponent suffers by engaging in a **parting shot**. This is an attempt (metaphoric or otherwise) to kick your opponent while he’s down: -• Striking an incapacitated enemy -• Attacking a retreating army -• Attaching one more punitive rider to a legal settlement -• Demanding additional money from a business partner -• Delivering one last humiliating insult +* Striking an incapacitated enemy +* Attacking a retreating army +* Attaching one more punitive rider to a legal settlement +* Demanding additional money from a business partner +* Delivering one last humiliating insult You should agree an additional **prize** that you desire beyond the stakes agreed at the beginning of the contest. If you succeed in a **parting shot** you will also gain that prize. Your GM should agree that the additional **prize** makes sense as an opportunity brought about by your opponent's **defeat**. From afc3dc6ef37185d0daad1ec8e1691ff31cd738d8 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:45:27 +0000 Subject: [PATCH 04/40] Update 5.3_Extended_Contest.md --- 5.3_Extended_Contest.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/5.3_Extended_Contest.md b/5.3_Extended_Contest.md index ed73a93..a85555b 100644 --- a/5.3_Extended_Contest.md +++ b/5.3_Extended_Contest.md @@ -80,11 +80,11 @@ When you **defeat** an opponent in an **extended contest**, you can act again im In the **round** immediately after you take an opponent out of the **contest**, you may attempt to gain another **prize** from your opponent suffers by engaging in a **parting shot**. This is an attempt (metaphoric or otherwise) to kick your opponent while he’s down: -• Striking an incapacitated enemy -• Attacking a retreating army -• Attaching one more punitive rider to a legal settlement -• Demanding additional money from a business partner -• Delivering one last humiliating insult +* Striking an incapacitated enemy +* Attacking a retreating army +* Attaching one more punitive rider to a legal settlement +* Demanding additional money from a business partner +* Delivering one last humiliating insult You should agree an additional **prize** that you desire beyond the stakes agreed at the beginning of the contest. If you succeed in a **parting shot** you will also gain that **prize**. Your GM should agree that the additional **prize** makes sense as an opportunity brought about by your opponent's **defeat**. From 6747b914c9eefa38ba1e481e71b82198eb4294d1 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:46:32 +0000 Subject: [PATCH 05/40] Update 1.3_Who_Is_This_For.md --- 1.3_Who_Is_This_For.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/1.3_Who_Is_This_For.md b/1.3_Who_Is_This_For.md index 6c48818..8fe484a 100644 --- a/1.3_Who_Is_This_For.md +++ b/1.3_Who_Is_This_For.md @@ -1,4 +1,4 @@ -# 1.3 Who Is This Document For +## 1.3 Who Is This Document For The primary audience for this document is game-designers who wish to utilize the *QuestWorlds* rules framework to implement their own game. From ceef67f94e20f9194bc2c6a248bd8b23168db0b2 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:50:01 +0000 Subject: [PATCH 06/40] Update 2.1_Abilities.md --- 2.1_Abilities.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/2.1_Abilities.md b/2.1_Abilities.md index 9c3937a..4a052e2 100644 --- a/2.1_Abilities.md +++ b/2.1_Abilities.md @@ -22,7 +22,7 @@ Ultimately, in *QuestWorlds* a **flaw** is simply something that you invite the *QuestWorlds* **abilities** are **scored** on a **rating** of 1–20, representing the **target number (TN)** you need to roll or less to succeed on your roll during a **contest** (see §2.3 for more details). - Once your **ability** passes 20, you would always be able to roll under it on a D20. So to allow abilities to scale over 20 **scores** we use of tiers of capability we refer to as **Mastery**. To reflect abilities (or **resistance**s) higher than 20, either permanently through character advancement or a temporarily with **modifier** to a contest roll, note a **mastery** for every 20 points in the ability, and treat what remains as the **rating**. So, for an **ability** of 27, we note one **mastery** and a **rating** of seven written as "7M" and we write the **rating** of 21, as 1M. + Once your **ability** passes 20, you would always be able to roll under it on a D20. So to allow abilities to scale over 20 **scores** we use tiers of capability we refer to as **Mastery**. To reflect abilities (or **resistance**s) higher than 20, either permanently through character advancement or a temporarily with **modifier** to a contest roll, note a **mastery** for every 20 points in the ability, and treat what remains as the **rating**. So, for an **ability** of 27, we note one **mastery** and a **rating** of seven written as "7M" and we write the **rating** of 21, as 1M. The "M" after the **rating** signifies **mastery**. The number in front of the M is the **rating**, and represents the new **target number** you seek to roll or less. Whatever your roll, the mastery then **bumps** your **result**. You **bump** a **success** to a **critical**, and **bump** a **failure** to a **success**. If you roll a **critical** you can **bump** down your opponent. When both you and the resistance have **masteries** they cancel each other out. @@ -32,7 +32,7 @@ For example, Trevor Okafor is trying to hover a helicopter over a ravine so that Specific *QuestWorlds* games or genre packs may use other symbols relevant to their setting or genre to denote **mastery** instead of M. If so, this should be clearly noted by their designers. -As a **score** climbs, you may even gain multiple **masteries** in it. **Mastery** tiers above one (representing an overall **score** or 41 or more) are marked with a number to the right of the M symbol. Each successive **score** increase over 20 becomes a new **mastery** tier. Thus, if you have 10M2, you have two **masteries** and a **rating** of 10, (representing a total **score** of 50). 10M3 means that you have three **masteries** and a **rating** of 10, and so on. Multiple **masteries** result in multiple **bumps** up, so with two **masteries** a critical **bumps** to a success. +As a **score** climbs, you may even gain multiple **masteries** in it. **Mastery** tiers above one (representing an overall **score** or 41 or more) are marked with a number to the right of the M symbol. Each successive **score** increase over 20 becomes a new **mastery** tier. Thus, if you have 10M2, you have two **masteries** and a **rating** of 10, (representing a total **score** of 50). 10M3 means that you have three **masteries** and a **rating** of 10, and so on. Multiple **masteries** result in multiple **bumps** up, so with two **masteries** a failure **bumps** to a critical. To simplify **bumping**, when both you and the resistance have **masteries** they cancel out. From d5d280292914db1991d8f197c716f899f4e09a73 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:51:23 +0000 Subject: [PATCH 07/40] Update 2.1_Abilities.md --- 2.1_Abilities.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.1_Abilities.md b/2.1_Abilities.md index 4a052e2..c0267f3 100644 --- a/2.1_Abilities.md +++ b/2.1_Abilities.md @@ -26,7 +26,7 @@ Ultimately, in *QuestWorlds* a **flaw** is simply something that you invite the The "M" after the **rating** signifies **mastery**. The number in front of the M is the **rating**, and represents the new **target number** you seek to roll or less. Whatever your roll, the mastery then **bumps** your **result**. You **bump** a **success** to a **critical**, and **bump** a **failure** to a **success**. If you roll a **critical** you can **bump** down your opponent. When both you and the resistance have **masteries** they cancel each other out. -Having a **mastery** means that you **succeed** most of the time and **critical** more often; you will only **fail** when you roll a **fumble**, and have a higher chance of a **critical** from rolling under the **TN**. +Having a **mastery** means that you **succeed** most of the time and **critical** more often; you will only **fail** when you roll a **fumble**. For example, Trevor Okafor is trying to hover a helicopter over a ravine so that Bethany Ng can winch down to a stranded climber in high cross-winds. The GM calls for a roll. Trevor Okafor has 31 in Pilot, written as "11M". Trevor's player rolls against a **TN** of 11. They roll a 17 and fail, but Trevor's **mastery** means the actual **result** is **bumped** up to a **success** on a 17. This beats the GM's **success** on a 13. Later Bethany Ng is trying to stabilize the victim on the route back to hospital. Bethany has 27 in Medic, written as "7M". Bethany's player rolls against a TN of 7. They roll a 4 and succeed, but the **mastery** means that the actual **result** is bumped up to a **critical** on a 4, which beats the GM's **success** on a 14. From e26fe418abc2078730536fc9c8939faac72c9fb9 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:52:24 +0000 Subject: [PATCH 08/40] Update 2.3_Contest_Procedure.md --- 2.3_Contest_Procedure.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.3_Contest_Procedure.md b/2.3_Contest_Procedure.md index d920f7e..0153eb5 100644 --- a/2.3_Contest_Procedure.md +++ b/2.3_Contest_Procedure.md @@ -8,7 +8,7 @@ The basic resolution methods are as follows: #### 2.3.1.1 Assured Contest -Some **obstacles** don't require a roll to overcome. You’ll just do it and keep going, much as you get dressed in the morning or drive your car to work. We call these kinds or contests **assured** contests because your **victory** is assured. Your GM may want to describe your **victory** as a sweat inducing challenge for you, even though there is no risk of **defeat**, to highlight the heroic struggle of your PC to beat the obstacle, nonetheless. +Some **obstacles** don't require a roll to overcome. You’ll just do it and keep going, much as you get dressed in the morning or drive your car to work. We call these kinds of contests **assured** contests because your **victory** is assured. Your GM may want to describe your **victory** as a sweat inducing challenge for you, even though there is no risk of **defeat**, to highlight the heroic struggle of your PC to beat the obstacle, nonetheless. As your character advances, the challenges that qualify for assured contests will become more complex. If you face a driving challenge, the bar for assured will be much lower for a champion Formula 1 racer than a typical commuter. From 8809c57b3163f502ceb35cc9c67a67745a8d9131 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:53:50 +0000 Subject: [PATCH 09/40] Update 2.3_Contest_Procedure.md --- 2.3_Contest_Procedure.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.3_Contest_Procedure.md b/2.3_Contest_Procedure.md index 0153eb5..1cc7747 100644 --- a/2.3_Contest_Procedure.md +++ b/2.3_Contest_Procedure.md @@ -172,7 +172,7 @@ A **critical** is a better **result** than a **success** which is, in turn, a be #### 2.3.6.1 Narrating Outcomes -You GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of the how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**. +Your GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of the how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**. Your GM should bear in mind your **result** when describing the outcome. For example, if you **succeeded**, but the **resistance** **succeeded** better, the GM should describe your actions as successful, but the **resistance** as doing better. If your **result** was a **critical** and the **resistance's** **result** was a **fumble** your GM should describe a crushing **defeat** in which your adversary is clearly outclassed. From e1f311c1fb9249ecc02f9e66379d4287956ad7c7 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:55:00 +0000 Subject: [PATCH 10/40] Update 2.3_Contest_Procedure.md --- 2.3_Contest_Procedure.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.3_Contest_Procedure.md b/2.3_Contest_Procedure.md index 1cc7747..993832c 100644 --- a/2.3_Contest_Procedure.md +++ b/2.3_Contest_Procedure.md @@ -172,7 +172,7 @@ A **critical** is a better **result** than a **success** which is, in turn, a be #### 2.3.6.1 Narrating Outcomes -Your GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of the how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**. +Your GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**. Your GM should bear in mind your **result** when describing the outcome. For example, if you **succeeded**, but the **resistance** **succeeded** better, the GM should describe your actions as successful, but the **resistance** as doing better. If your **result** was a **critical** and the **resistance's** **result** was a **fumble** your GM should describe a crushing **defeat** in which your adversary is clearly outclassed. From 60245a0937ee5e3f7ad93d4493bbe8c61a6eee10 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:58:35 +0000 Subject: [PATCH 11/40] Update 2.6_Flaws.md --- 2.6_Flaws.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.6_Flaws.md b/2.6_Flaws.md index 7e89a91..077c32a 100644 --- a/2.6_Flaws.md +++ b/2.6_Flaws.md @@ -1,6 +1,6 @@ ## 2.6 Flaws -During play your GM may decide that your **flaw** has been triggered. A **flaw** might apply to the **tactic** you are using in upcoming **contest**, when it is called a **hindrance** (see §2.6.1). Alternatively a **flaw** might simply come into play when you want to describe your PC acting in a certain way, and your GM feels that one of your **flaws** could prevent this, or your GM feels that a situation raises a challenge that means one of your **flaw** means would lead to you responding in a certain way. (see §2.6.2). +During play your GM may decide that your **flaw** has been triggered. A **flaw** might apply to the **tactic** you are using in upcoming **contest**, when it is called a **hindrance** (see §2.6.1). Alternatively a **flaw** might simply come into play when you want to describe your PC acting in a certain way, and your GM feels that one of your **flaws** could prevent this, or your GM feels that a situation raises a challenge that means one of your **flaws** would lead to you responding in a certain way. (see §2.6.2). ### 2.6.1 Hindrance From 1093bc4331f1b9510df56cdd7b7e02c747ac1ac1 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 00:59:15 +0000 Subject: [PATCH 12/40] Update 2.6_Flaws.md --- 2.6_Flaws.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.6_Flaws.md b/2.6_Flaws.md index 077c32a..525892e 100644 --- a/2.6_Flaws.md +++ b/2.6_Flaws.md @@ -16,7 +16,7 @@ When you experience a **penalty** due to a flaw, you gain an **experience point* ### 2.6.2 Act according to your flaw -At times the direction of the story you are all telling may place your PC in situations when it seems likely they would act according to their **flaw**. The addict may reach for drink or drugs following an emotional setback, a lust for vengeance may come between your PC and showing mercy, prejudices or bigotry may prevent your from seeing others positively. +At times the direction of the story you are all telling may place your PC in situations when it seems likely they would act according to their **flaw**. The addict may reach for drink or drugs following an emotional setback, a lust for vengeance may come between your PC and showing mercy, prejudices or bigotry may prevent you from seeing others positively. If you chose to act according to your **flaw** there is no contest, simply describe your character behaving as the **flaw** dictates. This might result in a **hindrance** to further actions (see §2.6.1) From 7c9f9663bb4528094d2aaede4de2d19e3276b799 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:00:02 +0000 Subject: [PATCH 13/40] Update 2.7_Benefits_and_Consequences.md --- 2.7_Benefits_and_Consequences.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/2.7_Benefits_and_Consequences.md b/2.7_Benefits_and_Consequences.md index 6e7eb29..0f2d4c6 100644 --- a/2.7_Benefits_and_Consequences.md +++ b/2.7_Benefits_and_Consequences.md @@ -38,7 +38,7 @@ Your GM should not impose a narrative **consequence** on your PC that takes them A story-ending **outcome** may not just be death. It can include anything that takes the PC out of play, such as exile, dismissal from the secret agency, a broken heart. In some cases the ending to your PCs story could be ambiguous, allowing the PC to return at a future point when the story makes their salvation possible. -Your GM might declare that the stakes of a particular **contest** place a PC at risk of this being a story ending moment, before the dice are rolled. This may be important for credibility in the story that the group is telling, In this case there should be an option for the PC to avoid, or backdown from a **contest**, that has a risk of ending their story. +Your GM might declare that the stakes of a particular **contest** place a PC at risk of this being a story ending moment, before the dice are rolled. This may be important for credibility in the story that the group is telling. In this case there should be an option for the PC to avoid, or backdown from a **contest**, that has a risk of ending their story. ### 2.7.2 Benefits From ec39cf75f4ffbf0efacff37cb6e5903bb86d68cc Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:00:43 +0000 Subject: [PATCH 14/40] Update 3.0_Basic_Character_Creation.md --- 3.0_Basic_Character_Creation.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/3.0_Basic_Character_Creation.md b/3.0_Basic_Character_Creation.md index 805a2f2..36c44bc 100644 --- a/3.0_Basic_Character_Creation.md +++ b/3.0_Basic_Character_Creation.md @@ -1,6 +1,6 @@ # 3.0 Character Creation -The first step in creating your character is to come up with a concept that fits in with the genre of game that your GM intends to run. With that, you can assign **abilities**, **scores** for those **abilities**, and if required **flaws**. +The first step in creating your character is to come up with a concept that fits in with the genre of the game that your GM intends to run. With that, you can assign **abilities**, **scores** for those **abilities**, and if required **flaws**. In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed. From 14e8088f9d7add787edf582f50c8c551f3e21060 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:02:27 +0000 Subject: [PATCH 15/40] Update 4.1_Simple_Contest.md --- 4.1_Simple_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/4.1_Simple_Contest.md b/4.1_Simple_Contest.md index 6f323ad..87acab7 100644 --- a/4.1_Simple_Contest.md +++ b/4.1_Simple_Contest.md @@ -5,7 +5,7 @@ 1. Your GM **frames the contest**. 2. You choose a **tactic**, and figure your PC's **target number** (**TN**) using the **score** and any **modifiers**. The PCs **TN** is the **score** of their **ability**, plus or minus **modifiers** the GM may give you. 3. Your GM determines the **resistance**. If two PCs contend, your opponent figures their **TN** as described in step 2. -4. Roll a D20 to determine your **success or failure**, then apply any **bumps**. Your GM does the same for the **resistance**. Compare your rolled number with your **TN** to see how well you succeeded or failed with your **ability**. Remember to apply any **bumps** from **masteries** or **story points**. +4. Roll a D20 to determine your **success or failure**, then apply any **bumps** from **masteries** or **story points**. Your GM does the same for the **resistance**. 5. Determine **victory** or **defeat**. Award **experience points** if appropriate (see §8.1). 6. Describe the **outcome** based on the **story obstacle**. From 369ee1321b2ae2792c9c54b85cb495f584586cc5 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:03:21 +0000 Subject: [PATCH 16/40] Update 4.2_Group_Simple_Contest.md --- 4.2_Group_Simple_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/4.2_Group_Simple_Contest.md b/4.2_Group_Simple_Contest.md index 19b8ca8..ebd2cf9 100644 --- a/4.2_Group_Simple_Contest.md +++ b/4.2_Group_Simple_Contest.md @@ -13,5 +13,5 @@ A **group simple contest** may pit all of you against a single **resistance**, r 5. The side with the highest number of **victories** is the overall victor in the **contest**. Award **experience points** if appropriate (see §8.1). 6. Describe the **outcome** based on the agreed **prize**. -It is possible that you suffer a **defeat**, even though your side gains the **victory**. It is possible that, as a result, that your GM will suffer a **consequence of defeat** (see §2.7) related to your **defeat**, even though your side won. If your side loses, then you may suffer both a **consequence of defeat** for your own individual **contest**, and a **consequence of defeat** for the overall **contest**. That may simply be a worsening of the **consequence of defeat**. +It is possible that you suffer a **defeat**, even though your side gains the **victory**. It is possible that, as a result, that your PC will suffer a **consequence of defeat** (see §2.7) related to your **defeat**, even though your side won. If your side loses, then you may suffer both a **consequence of defeat** for your own individual **contest**, and a **consequence of defeat** for the overall **contest**. That may simply be a worsening of the **consequence of defeat**. From 07404112616cffd5e307d103fcd62f9d3b976d8e Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:05:17 +0000 Subject: [PATCH 17/40] Update 5.1_Scored_Contest.md --- 5.1_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.1_Scored_Contest.md b/5.1_Scored_Contest.md index b8821da..6525a55 100644 --- a/5.1_Scored_Contest.md +++ b/5.1_Scored_Contest.md @@ -23,7 +23,7 @@ Unlike in an **extended contest** (see below), where you usually take part in tw #### 5.1.2 Resolution Points -* If you have a better roll on the same result you score 1 **resolution point**. +* You score one **resolution point** if you have a better roll on the same result. * You score two **resolution points** for one level of difference, such as **success** vs. **failure**, or **critical** vs. **success**. * You score three **resolution points** for two level of difference such as **success** vs **fumble**, or **critical** vs. **failure** * You score four **resolution points** for three levels of difference, which is a **critical** vs. **fumble**. From 420cb3cff8b836ad3df2692801234e7a57db70eb Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:06:05 +0000 Subject: [PATCH 18/40] Update 5.1_Scored_Contest.md --- 5.1_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.1_Scored_Contest.md b/5.1_Scored_Contest.md index 6525a55..abdca59 100644 --- a/5.1_Scored_Contest.md +++ b/5.1_Scored_Contest.md @@ -61,7 +61,7 @@ Your GM may apply **consequences** and **benefits** as they see fit. The **scale ### 5.1.4 Parting Shot -In the **round** immediately after you take an opponent out of the **contest**, you may attempt to gain another **prize** from your opponent suffers by engaging in a **parting shot**. This is an attempt (metaphoric or otherwise) to kick your opponent while he’s down: +In the **round** immediately after you take an opponent out of the **contest**, you may attempt to gain another **prize** from your opponent by engaging in a **parting shot**. This is an attempt (metaphoric or otherwise) to kick your opponent while he’s down: * Striking an incapacitated enemy * Attacking a retreating army From 0713f7e5a35a98fca431f97285c97d3bf1a51947 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:08:18 +0000 Subject: [PATCH 19/40] Update 5.2_Group_Scored_Contest.md --- 5.2_Group_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.2_Group_Scored_Contest.md b/5.2_Group_Scored_Contest.md index 7150280..3734e6f 100644 --- a/5.2_Group_Scored_Contest.md +++ b/5.2_Group_Scored_Contest.md @@ -13,7 +13,7 @@ You may lose some pairings amongst the PCs, but still win if the last participan 1. Your GM **frames the contest**. 2. You choose a **tactic**, and figure your PC's **target number** (**TN**) using the **score** of your **ability**, plus or minus **modifiers** the GM may give you. 3. The GM determines the **resistance**. If two PCs contend, your opponent figures their **TN** as described in step 2. -4. The PCs to choose their opponents in order of their **TN** where it makes sense. Otherwise your GM will allocate opponents to you dependent on what makes narrative sense. +4. The PCs choose their opponents in order of their **TN** where it makes sense. Otherwise your GM will allocate opponents to you dependent on what makes narrative sense. 5. Establish an order of the paired **contests**. There is no significant advantage to going first, but use your group's **TN**s from highest to lowest if no other option presents itself. 6. For each pairing your GM carries out one **round**. Then they repeat by carrying out more **rounds** in order, as necessary. The **group scored contest** ends as soon as there are no active participants on one side of the conflict. The side with one or more participants left standing wins. 1. A **group scored contest** unfolds as a series of **simple contests**. At the end of each **simple contest**, the winner scores a number of **resolution points (RPs)** to their tally, which varies between 1 and 5, depending on the result. Tied results leave the score unchanged. From 1998cb6caaadbc3f1135fe7050dc1091ec0bf9cd Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:09:38 +0000 Subject: [PATCH 20/40] Update 5.2_Group_Scored_Contest.md --- 5.2_Group_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.2_Group_Scored_Contest.md b/5.2_Group_Scored_Contest.md index 3734e6f..205b06f 100644 --- a/5.2_Group_Scored_Contest.md +++ b/5.2_Group_Scored_Contest.md @@ -48,7 +48,7 @@ Your GM may adjust the starting **resistance** up or down by one step to account The **assist** alters the score against your teammate according to the **outcome** of a **simple contest**. -If you have the same result, but a better level of **success**, you reduce the **resolution points** by 1; if you have one level of difference, such as **critical** vs a **success** or a **success** vs a **failure** you reduce then **resolution points** by 2; if you have two levels of difference, such as a **critical** vs a **failure** or a **success** vs a **fumble** you reduce the reduce the **resolution points** by 3; if you have three levels of difference from a **critical** vs. a **fumble** you reduce the **resolution points** by 4. +If you have the same result, but a better level of **success**, you reduce the **resolution points** by 1; if you have one level of difference, such as **critical** vs a **success** or a **success** vs a **failure** you reduce the **resolution points** by 2; if you have two levels of difference, such as a **critical** vs a **failure** or a **success** vs a **fumble** you reduce the reduce the **resolution points** by 3; if you have three levels of difference from a **critical** vs. a **fumble** you reduce the **resolution points** by 4. If you lost the contest, you will worsen your allies position. From 8c9b966ce244eeaaaf2b25012a52cacc782d45c6 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:10:17 +0000 Subject: [PATCH 21/40] Update 5.2_Group_Scored_Contest.md --- 5.2_Group_Scored_Contest.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/5.2_Group_Scored_Contest.md b/5.2_Group_Scored_Contest.md index 205b06f..0c49f80 100644 --- a/5.2_Group_Scored_Contest.md +++ b/5.2_Group_Scored_Contest.md @@ -58,7 +58,7 @@ If you fail with a lesser success, your GM may interpret the actions as a distra Scores can never be reduced below 0. -### 5.2.4 Followers +### 5.2.5 Followers You may choose to have your **followers** take part in **group scored contests** in one of three ways: as full contestants, as secondary contestants, or as supporters. @@ -72,21 +72,21 @@ You may choose to have your **followers** take part in **group scored contests** Your GM determines any long-term implications for the follower being removed from the contest. Whilst your GM should not end your character's story without consent, such as via death, they may choose to end the story of a follower in such circumstances, viscerally demonstrating the threat that the PCs face. -### 5.2.5 Risky Gambits +### 5.2.6 Risky Gambits During a **scored contest**, you can attempt to force a conflict to an early resolution by making a **risky gambit**. If you win the **round**, you lodge an additional 1 **resolution point** against your opponent. However, if you lose the **round**, your opponent lodges an additional 2 **resolution points** against you. If both contestants engage in a **risky gambit**, the winner lodges an additional 2 **resolution points** against the loser. -### 5.2.6 Defensive Responses +### 5.2.7 Defensive Responses In a **scored contest**, you can make a **defensive response**, lowering the number of **resolution points** lodged against you in a **round**. If you win the **round**, the number of **resolution points** you lodge against your opponent decreases by 1. If you lose, your opponent lodges 2 fewer **resolution points** against you. The total number of **resolution points** assigned by a **round** is never less than 0; there is no such thing as a negative **resolution point**. -### 5.2.7 Joining Scored Contests in Progress +### 5.2.8 Joining Scored Contests in Progress When you wish to join a **scored contest** in progress, you and your GM should discuss whether you accept the current framing. If so, you can participate. In a **scored contest**, you simply select an opponent and enter into a new **round**. If you want to achieve something other than the goal established during framing, you may instead perform **unrelated actions**, including **assists** and **augments**. -### 5.2.8 Switching Abilities +### 5.2.9 Switching Abilities You may describe an action in a **scored contest** that is not covered by the **ability** that you started the contest with. There are two possibilities here: either you are trying to provide color to your actions in the **round**, without seeking to gain advantage, or you are seeking to gain advantage over your opponent with a novel **tactic**. In the former case, you can continue to use the **ability** you started the contest with, as you should not be penalized for wanting to enhance the contest with colorful or entertaining descriptions. In the latter case you should switch **abilities**, and your GM must decide if the **resistance** changes because of your new **ability**. Your GM is encouraged to reward **tactics** that exploit weaknesses that have been identified in the story so far with a lower **resistance**. Sometimes your GM may respond with a higher **resistance** because your **tactic** looks less likely to succeed due to conditions already established in the story. From 442146f29527b39b90c46c1b8bed263f7f1b2ce8 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:11:46 +0000 Subject: [PATCH 22/40] Update 5.3_Extended_Contest.md --- 5.3_Extended_Contest.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/5.3_Extended_Contest.md b/5.3_Extended_Contest.md index a85555b..4d36713 100644 --- a/5.3_Extended_Contest.md +++ b/5.3_Extended_Contest.md @@ -13,11 +13,11 @@ An **extended contest** consists of one or more **rounds**, in which you perform 1. Each **round** consists of two **exchanges**: an action and immediate response. 1. You describe your action towards the desired **prize** and bid **APs** *(see §5.3.2.2). 2. Roll a die to determine your **result**, then apply any **bumps**. Your GM does the same. - 3. Compare the results of the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3) + 3. Compare the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3) 4. If either contestant reaches 0 **advantage points** or fewer, the contest is over. 5. The GM then hazards a number of **APs** for the **resistance**. 6. Roll a die to determine your **result**, then apply any **bumps**. Your GM does the same. - 7. Compare the results of the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3). + 7. Compare the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3). 8. If either contestant reaches 0 **advantage points** or fewer, the contest is over. 5. Award **experience points** if appropriate (see §8.1). From 4cf2d09467e4b00acf5c8073afa29ece0954e12c Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:13:26 +0000 Subject: [PATCH 23/40] Update 5.4_Group_Extended_Contest.md --- 5.4_Group_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.4_Group_Extended_Contest.md b/5.4_Group_Extended_Contest.md index 65cb6df..8d63b6e 100644 --- a/5.4_Group_Extended_Contest.md +++ b/5.4_Group_Extended_Contest.md @@ -15,7 +15,7 @@ Sometimes a contest will be a free-for-all involving three or more groups. 1. In order of action 1. Decide if you want to defer your action, you can jump back into the order at any point. 2. Roll a die to determine your **result**, then apply any **bumps**. Your GM does the same. - 3. Compare the results of the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3) + 3. Compare the two **results** to determine who loses **AP**; only when you have a **critical** can you gain **AP** from your opponent. (see §5.3.2.3) 4. If either contestant reaches 0 **advantage points** or fewer, the contest is out of the contest. 6. When all characters still in the contest have completed their action the **round** ends and a new one begins. 7. When one side has reduced all of its opponents to 0 or fewer **APs** the contest ends. From 3fa7b40b4e82182a9bc005796a2ab6f904e87121 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:16:03 +0000 Subject: [PATCH 24/40] Update 5.3_Extended_Contest.md --- 5.3_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.3_Extended_Contest.md b/5.3_Extended_Contest.md index 4d36713..d25f410 100644 --- a/5.3_Extended_Contest.md +++ b/5.3_Extended_Contest.md @@ -124,7 +124,7 @@ If you withdraw from a **group extended contest** and later decide to rejoin it ### 5.3.12 AP Gifting -If you are uninvolved in the contest you can also increase a participant’s **AP** total. First, agree the **tactic** you are using to help the engaged participant. Second, figure your **APs** from that ability (see ±5.3.2.1). You **bid** a number of **APs** which may not exceed your **target number**. The **resistance** is twice the **bid**. +If you are uninvolved in the contest you can also increase a participant’s **AP** total. First, agree the **tactic** you are using to help the engaged participant. Second, figure your **APs** from that ability (see §5.3.2.1). You **bid** a number of **APs** which may not exceed your **target number**. The **resistance** is twice the **bid**. On a **victory** you transfer that number of the participant. On a **defeat** you transfer that number to the participant's opponent. From 5442b9af35c2a268340466c59a20f6fc5d520678 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:16:51 +0000 Subject: [PATCH 25/40] Update 5.3_Extended_Contest.md --- 5.3_Extended_Contest.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/5.3_Extended_Contest.md b/5.3_Extended_Contest.md index d25f410..1e84b52 100644 --- a/5.3_Extended_Contest.md +++ b/5.3_Extended_Contest.md @@ -114,7 +114,7 @@ Your **AP** total stays the same when you change your **ability**, so it makes s When you switch **abilities**, your **prize** does not change, just the means by which you pursue it. -### 5.3.6 Disengaging +### 5.3.8 Disengaging To disengage from an **extended contest** when your opponent is actively trying to keep you in the conflict, use an **asymmetrical exchange** (see ±5.3.6). You use an **ability** relevant to your attempt to disengage; the opponent counters with the **resistance** or, if a PC, an appropriate **ability**. If the GM attempts to disengage, they use the **resistance** to do so. These **abilities** may or may not be those used in the main **contest**. @@ -122,13 +122,13 @@ On any **victory**, you are able to leave the **contest**. If you withdraw from a **group extended contest** and later decide to rejoin it (or are forced to), you rejoin with the **advantage point** total you had when you left. If you can show how your leaving and returning substantially changes the situation, the GM may restore some of your **AP**—for example, if you leave a street fight to get your **followers** from a nearby tavern. Leaving a **contest** just to pick up a weapon or catch your breath is an **unrelated action**, and does not change your **advantage points**. -### 5.3.12 AP Gifting +### 5.3.9 AP Gifting If you are uninvolved in the contest you can also increase a participant’s **AP** total. First, agree the **tactic** you are using to help the engaged participant. Second, figure your **APs** from that ability (see §5.3.2.1). You **bid** a number of **APs** which may not exceed your **target number**. The **resistance** is twice the **bid**. On a **victory** you transfer that number of the participant. On a **defeat** you transfer that number to the participant's opponent. -### 5.3.13 Edges and Handicaps +### 5.3.10 Edges and Handicaps Your GM may want rules to represent opponents who strike rarely but with great effect or who strike often but with little impact per blow. The first quality can be represented with an **edge**; the second, with a **handicap**. **Edges** and **handicaps** are designated using ^ (^5, for example), **handicaps** with a minus sign (–^5). From 621f93b43d5480974618d8c9e62f30802e761396 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:18:22 +0000 Subject: [PATCH 26/40] Update 5.3_Extended_Contest.md --- 5.3_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.3_Extended_Contest.md b/5.3_Extended_Contest.md index 1e84b52..79269d8 100644 --- a/5.3_Extended_Contest.md +++ b/5.3_Extended_Contest.md @@ -126,7 +126,7 @@ If you withdraw from a **group extended contest** and later decide to rejoin it If you are uninvolved in the contest you can also increase a participant’s **AP** total. First, agree the **tactic** you are using to help the engaged participant. Second, figure your **APs** from that ability (see §5.3.2.1). You **bid** a number of **APs** which may not exceed your **target number**. The **resistance** is twice the **bid**. -On a **victory** you transfer that number of the participant. On a **defeat** you transfer that number to the participant's opponent. +On a **victory** you transfer that number to the participant. On a **defeat** you transfer that number to the participant's opponent. ### 5.3.10 Edges and Handicaps From a0be29012ff5e59306d981ffdd5a4849adf1cd50 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:19:58 +0000 Subject: [PATCH 27/40] Update 5.4_Group_Extended_Contest.md --- 5.4_Group_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.4_Group_Extended_Contest.md b/5.4_Group_Extended_Contest.md index 8d63b6e..9586620 100644 --- a/5.4_Group_Extended_Contest.md +++ b/5.4_Group_Extended_Contest.md @@ -26,7 +26,7 @@ If your chosen opponent is knocked out before your PC acts, the GM decides if yo In a **group extended contest** the side that has the last undefeated contestant gains the **prize**. -Your GM may decide that you suffer individual **consequences** or gain individual **benefits** from the **outcome** of the contests you pursued, regardless of whether your team won or lost. You might be on the winning team, but lost your individual **contest** and suffer a **penalty** to ongoing actions as a result. Alternatively, you might be on the losing team, but win your individual **contest** and gain a **benefit** as a result. If you lost, your **benefit** should not be the **prize** but instead reflect a side-affect of your individual triumph. Similarly, if your team won, your **consequence** should not limit the **prize** which your team one, but should reflect a side-affect of your individual loss. +Your GM may decide that you suffer individual **consequences** or gain individual **benefits** from the **outcome** of the contests you pursued, regardless of whether your team won or lost. You might be on the winning team, but lost your individual **contest** and suffer a **penalty** to ongoing actions as a result. Alternatively, you might be on the losing team, but win your individual **contest** and gain a **benefit** as a result. If your team lost, your **benefit** should not be the **prize** but instead reflect a side-affect of your individual triumph. Similarly, if your team won, your **consequence** should not limit the **prize** which your team one, but should reflect a side-affect of your individual loss. See §5.3.3 for a discussion of **consequences** and **benefits** in **scored contests**. From fd7a4ba300e190bf6e0570c501c33d86bc04bf0b Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:20:39 +0000 Subject: [PATCH 28/40] Update 5.4_Group_Extended_Contest.md --- 5.4_Group_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.4_Group_Extended_Contest.md b/5.4_Group_Extended_Contest.md index 9586620..b979773 100644 --- a/5.4_Group_Extended_Contest.md +++ b/5.4_Group_Extended_Contest.md @@ -26,7 +26,7 @@ If your chosen opponent is knocked out before your PC acts, the GM decides if yo In a **group extended contest** the side that has the last undefeated contestant gains the **prize**. -Your GM may decide that you suffer individual **consequences** or gain individual **benefits** from the **outcome** of the contests you pursued, regardless of whether your team won or lost. You might be on the winning team, but lost your individual **contest** and suffer a **penalty** to ongoing actions as a result. Alternatively, you might be on the losing team, but win your individual **contest** and gain a **benefit** as a result. If your team lost, your **benefit** should not be the **prize** but instead reflect a side-affect of your individual triumph. Similarly, if your team won, your **consequence** should not limit the **prize** which your team one, but should reflect a side-affect of your individual loss. +Your GM may decide that you suffer individual **consequences** or gain individual **benefits** from the **outcome** of the contests you pursued, regardless of whether your team won or lost. You might be on the winning team, but lost your individual **contest** and suffer a **penalty** to ongoing actions as a result. Alternatively, you might be on the losing team, but win your individual **contest** and gain a **benefit** as a result. If your team lost, your **benefit** should not be the **prize** but instead reflect a side-affect of your individual triumph. Similarly, if your team won, your **consequence** should not limit the **prize** which your team won, but should reflect a side-affect of your individual loss. See §5.3.3 for a discussion of **consequences** and **benefits** in **scored contests**. From a05e629b49aa0ee5020d58ccb5a6fd454a72d97a Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:22:30 +0000 Subject: [PATCH 29/40] Update 5.4_Group_Extended_Contest.md --- 5.4_Group_Extended_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.4_Group_Extended_Contest.md b/5.4_Group_Extended_Contest.md index b979773..9c9c4dd 100644 --- a/5.4_Group_Extended_Contest.md +++ b/5.4_Group_Extended_Contest.md @@ -34,7 +34,7 @@ See §5.3.3 for a discussion of **consequences** and **benefits** in **scored co If your PC falls to 0 or fewer **advantage points** in a standard **extended contest**, you are **defeated**. In a **group extended contest**, however, you can try a **second chance** to stay in the **contest**. A **second chance** represents the knack to come back when your opponent turns away to gloat or deal with the other player characters. A character may only attempt one **second chance** in any **contest**. -To attempt a **second chance**, you must be free from attention by the opposition. You must spend a **story point**. This does not provide a **bump** up on the roll to come; it is the cost of performing a **second chance**. You can use a relevant **ability** in a **simple contest** against the number of **APs** your PC is below 0. Even if you succeed, a **consequences** applies: take a –6 to further actions in this contest. +To attempt a **second chance**, you must be free from attention by the opposition. You must spend a **story point**. This does not provide a **bump** up on the roll to come; it is the cost of performing a **second chance**. You can use a relevant **ability** in a **simple contest** against the number of **APs** your PC is below 0. Even if you succeed, a **consequence** applies: take a –6 to further actions in this contest. If you win the **simple contest**, you rejoin the contest with a positive **AP** total. Your new total is a 1/4 of your original **AP** total at the outset of the **contest**, round up. From 89d3f4f583ae9f68ab6aa77ab7529cb86d16ae34 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:23:25 +0000 Subject: [PATCH 30/40] Update 6.4_Contacts.md --- 6.4_Contacts.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/6.4_Contacts.md b/6.4_Contacts.md index 1949ddf..19110ce 100644 --- a/6.4_Contacts.md +++ b/6.4_Contacts.md @@ -1,6 +1,6 @@ ## 6.4 Contacts -A **contact** is a specialist in an **occupation**, skill, or area of expertise. **Contacts** provide your information and perform minor favors, but will expect information or small favors from you in return. +A **contact** is a specialist in an **occupation**, skill, or area of expertise. **Contacts** provide you information and perform minor favors, but will expect information or small favors from you in return. You can describe a **contact** as being a particular individual, or as a group of similar individuals. From dc448646fb0e81a8133ffa8f47ee353c19414f24 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:24:11 +0000 Subject: [PATCH 31/40] Update 7.0_Story_Points.md --- 7.0_Story_Points.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/7.0_Story_Points.md b/7.0_Story_Points.md index 211bbad..db31832 100644 --- a/7.0_Story_Points.md +++ b/7.0_Story_Points.md @@ -1,6 +1,6 @@ # 7.0 Story Points -*QuestWorlds* design favors pulp stories and cinematic action. **Story points** mirror the ability of heroes in these genres to "cheat death", or "escape with one bound". +*QuestWorlds'* design favors pulp stories and cinematic action. **Story points** mirror the ability of heroes in these genres to "cheat death", or "escape with one bound". Normally, your GM should ensure that **defeat** takes the story for your PC in an interesting new direction. Unlike some games, where your goal is to win against challenges set by the GM, in a storytelling game your goal is to tell a good story together. Just as in fiction the protagonist can suffer all sorts of reversals, so in a storytelling game, your PC should suffer all sorts of adversities before they triumph (or meet their tragic end). As a result, we recommend against the tendency to 'buy off **defeat**' with **story points** in the middle of the story. Instead, use **story points** when **defeat** would damage the conception of the character that you have been building during the story, or lead to an unsatisfactory climax to the story. From 72124a0d6d435726b40fe69851e2bf6e317ff729 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:25:34 +0000 Subject: [PATCH 32/40] Update 7.1_Story_Point_Pool.md --- 7.1_Story_Point_Pool.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/7.1_Story_Point_Pool.md b/7.1_Story_Point_Pool.md index 44291e7..99a95fb 100644 --- a/7.1_Story_Point_Pool.md +++ b/7.1_Story_Point_Pool.md @@ -2,7 +2,7 @@ At the beginning of play, your GM will create a **story point pool** for your group. The **story point pool** has one **story point** per PC. During play you can **burn** one or more points from this **pool**, after which it is lost. When you **burn** **story points** you can edit the story in your PC or group's favor. You can either do this to improve your **result** via a **bump** (see §7.1) or to introduce a helpful fact into the world via a **plot edit** (see $7.2). -You can decide to spend **story points** at any time. You do not agreement from the other players to do so. +You can decide to spend **story points** at any time. You do not need agreement from the other players to do so. Your GM may feel that the genre they are playing requires a greater pool of **story points** as in that genre the heroes never seem to lose. You can create a larger **story point pool** to reflect this but beware that failure and reversals of fortune for the hero are part of most *interesting* stories. It can be unwise for the GM to remove all sense of threat from the players by giving them a **story point pool** from which they can **bump** any roll, or remove all branches of the story that stem from **defeat**. From e199153735a68763d584a33348000a72f50ebed3 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:27:05 +0000 Subject: [PATCH 33/40] Update 8.1_Earning_Experience_Points.md --- 8.1_Earning_Experience_Points.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/8.1_Earning_Experience_Points.md b/8.1_Earning_Experience_Points.md index 5a26247..8fc9496 100644 --- a/8.1_Earning_Experience_Points.md +++ b/8.1_Earning_Experience_Points.md @@ -5,7 +5,7 @@ You gain one **experience points** for any of the following: * When your **outcome** for a **contest** is a **defeat**. * Your GM uses a **flaw** or other **ability** against you in a contest with you (see §2.6). This happens either when the story forced you to confront a **flaw**, or the GM gave you a **hindrance** (see §3.4), if the **hindrance** results in a **penalty**. -You do not gain **experience points** if any of the following apply: +Note the following restrictions: * You only gain an **experience point** for each of your **abilities** or **flaws** once in a session of game play. * You do not get **experience points** for an **augment**, **AP gifting** or **assist**. From fbe32ad6a6c0841eb65edd1cbb7bfb372881eda2 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:28:27 +0000 Subject: [PATCH 34/40] Update 9.1_Community_Design.md --- 9.1_Community_Design.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/9.1_Community_Design.md b/9.1_Community_Design.md index 33d8228..2555e7d 100644 --- a/9.1_Community_Design.md +++ b/9.1_Community_Design.md @@ -7,7 +7,7 @@ Communities have **resources** that your GM defines. Your PC can try to draw on Most communities have variants of the following **resources**, perhaps with more colorful names: * Wealth — the capacity of the community to provide financial help, whether counted primarily in dollars, credits, or cattle -* Diplomacy — the relationships with other groups though which a community can obtain favors, while minimizing the cost of its reciprocal obligations +* Diplomacy — the relationships with other groups through which a community can obtain favors, while minimizing the cost of its reciprocal obligations * Morale — the community’s resolve to achieve its goals, and willingness to follow the directives of its leaders The following abilities might appear, depending on setting: From 4b6686c00b5a151203de7fd6fe2b988307137a89 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:31:02 +0000 Subject: [PATCH 35/40] Update 10.1_Glossary_of_Terms.md --- 10.1_Glossary_of_Terms.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/10.1_Glossary_of_Terms.md b/10.1_Glossary_of_Terms.md index e4b61be..0c7e45d 100644 --- a/10.1_Glossary_of_Terms.md +++ b/10.1_Glossary_of_Terms.md @@ -204,12 +204,12 @@ **Rating** : An ability has a **rating**, between 1 and 20, indicating how likely a character is to succeed at using it. +**Rank** +: The scale of a **bonus* or **penalty**. + **Resistance** : The forces opposing the PC in a conflict, or concealing a secret that must be overcome by using an **ability** in a **contest**. One of: **Extreme**, **Huge**, **Very High**, **High**, **Raised**, **Moderate**, **Low**, **Very Low**, **Tiny**, **Rock-bottom**. -**Resistance Class** -: The **bonus** or **penalty** to the **resistance** **TN**, depending on the GM's interpretation of how *dramatically* hard the **story obstacle** is. - **Resolution Point (RP)** : In a **scored contest** an **RP** tracks the advantage one contestant has over the other. From 94960ecdb5ea37762258daa4663c7bc0a7568a33 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:35:31 +0000 Subject: [PATCH 36/40] Update 10.1_Glossary_of_Terms.md --- 10.1_Glossary_of_Terms.md | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/10.1_Glossary_of_Terms.md b/10.1_Glossary_of_Terms.md index 0c7e45d..6ad725e 100644 --- a/10.1_Glossary_of_Terms.md +++ b/10.1_Glossary_of_Terms.md @@ -91,7 +91,7 @@ : Your **result** is worse than the **resistance's** result. **Defensive Response** -: In a **scored contest** you can choose a defensive **tactic** which reduces the **resource points** you lose on a negative **result**. +: In a **scored contest** you can choose a defensive **tactic** which reduces the **resolution points** you lose on a negative **result**. **Dependent** : A **supporting character** who depends on your PC. @@ -162,9 +162,6 @@ **Story Point** : Allows you to alter fate for a player character, either by a **bump** to their **result** or a **plot edit**. -**Hurt** -: A state of adversity, a flesh wound or injured pride, heals at the end of a session. - **Keyword** : A single **ability** that encompasses a range of abilities within it, such as an **occupation** or culture. An **ability** within an **umbrella keyword** is a **break-out ability**, an **ability** within a **package keyword** is a **stand-alone ability**. @@ -256,7 +253,7 @@ : Something that prevents you from getting what you want, the **prize**. A **story obstacle** is the trigger for a **contest**. **Stretch** -: A **penalty** applied to an **ability** because it is stretches credibility that it is a reasonable **tactic**. +: A **penalty** applied to an **ability** because it stretches credibility that it is a reasonable **tactic**. **Success** : Rolling under your **target number**. It can be a **critical** or just a plain **success**. From 1e6fd5de9e9a95998a2d399f1ffa59030c046aed Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:38:34 +0000 Subject: [PATCH 37/40] Update 5.1_Scored_Contest.md --- 5.1_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.1_Scored_Contest.md b/5.1_Scored_Contest.md index abdca59..9e8084b 100644 --- a/5.1_Scored_Contest.md +++ b/5.1_Scored_Contest.md @@ -10,7 +10,7 @@ A **scored contest** consists of one or more **rounds**, in which you perform ac 2. You choose a **tactic**, and figure your PC's **target number** (**TN**) using the **score** of your **ability**, plus or minus **modifiers** the GM may give you. 3. Your GM determines the **resistance**. If two PCs contend, your opponent figures their **TN** as described in step 2. 4. Carry out one or more **rounds**, repeating as necessary. - 1. A **scored contest** unfolds as a series of **simple contests**. At the end of each **simple contest**, the winner scores a number of **resolution points (RPs)** to their tally, which varies between 1 and 5, depending on the **result**. Tied **results** leave the score unchanged. + 1. A **scored contest** unfolds as a series of **simple contests**. At the end of each **simple contest**, the winner scores a number of **resolution points (RPs)** to their tally, which varies between 1 and 4, depending on the **result**. Tied **results** leave the score unchanged. 2. Your GM decides which opponent has the initiative and describes what they are trying to do to achieve the **prize**, the 'aggressor'. The 'defender' describes how they counter the aggressor's attempt to seize the **prize**. If it is not obvious from the unfolding narrative, your GM should choose your PC as the 'aggressor'. 3. Conduct a **simple contest** as normal, but once the **outcome** has been determined, it becomes a number of **resolution points** scored by the winning side. 4. The number of **resolution points** the winner garners at the end of each **round** depends on the difference in their **results**, (see below). From 8c4d15a34566ab76ab8c197e7bdb7c26cc913e42 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:39:10 +0000 Subject: [PATCH 38/40] Update 5.2_Group_Scored_Contest.md --- 5.2_Group_Scored_Contest.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/5.2_Group_Scored_Contest.md b/5.2_Group_Scored_Contest.md index 0c49f80..78b8ef5 100644 --- a/5.2_Group_Scored_Contest.md +++ b/5.2_Group_Scored_Contest.md @@ -16,7 +16,7 @@ You may lose some pairings amongst the PCs, but still win if the last participan 4. The PCs choose their opponents in order of their **TN** where it makes sense. Otherwise your GM will allocate opponents to you dependent on what makes narrative sense. 5. Establish an order of the paired **contests**. There is no significant advantage to going first, but use your group's **TN**s from highest to lowest if no other option presents itself. 6. For each pairing your GM carries out one **round**. Then they repeat by carrying out more **rounds** in order, as necessary. The **group scored contest** ends as soon as there are no active participants on one side of the conflict. The side with one or more participants left standing wins. - 1. A **group scored contest** unfolds as a series of **simple contests**. At the end of each **simple contest**, the winner scores a number of **resolution points (RPs)** to their tally, which varies between 1 and 5, depending on the result. Tied results leave the score unchanged. + 1. A **group scored contest** unfolds as a series of **simple contests**. At the end of each **simple contest**, the winner scores a number of **resolution points (RPs)** to their tally, which varies between 1 and 4, depending on the result. Tied results leave the score unchanged. 2. Your GM decides which opponent in a pair has the initiative and describes what they are trying to do to achieve the **prize**, the 'aggressor'. The 'defender' describes how they counter the aggressor's attempt to seize the **prize**. If it is not obvious from the unfolding narrative, your GM should choose your PC as a the 'aggressor'. 3. Conduct a **simple contest** as normal, but once the **outcome** has been determined, it becomes a number of **resolution points** scored by the winning side. 4. The number of **resolution points** the winner garners at the end of each **round** depends on the difference between their **results**, (see §5.1.2). From 91b6c40228aade34fac084e0e2886d612d2358ce Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:41:18 +0000 Subject: [PATCH 39/40] Update 2.3_Contest_Procedure.md --- 2.3_Contest_Procedure.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/2.3_Contest_Procedure.md b/2.3_Contest_Procedure.md index 993832c..df16033 100644 --- a/2.3_Contest_Procedure.md +++ b/2.3_Contest_Procedure.md @@ -121,6 +121,8 @@ You should be able to memorize these values in play, and just go up or down the |-4 |-M | |-5 |-M2 | +By default, the **base resistance** starts at 14. + ### 2.3.4 Resistance Your GM chooses a **resistance** to represent the difficulty of the **story obstacle**. @@ -139,7 +141,7 @@ In other words, in *QuestWorlds* your GM will pick a **resistance** based on dra Your GM determines the **resistance** from a **base resistance** modified by a **rank** depending on their view of how difficult the obstacle is for you. Increasing **ranks** make it harder to succeed, and decreasing **ranks** easier. -By default, the **base resistance** starts at 14. The **rank** never reduces the resistance value below 6. +The **rank** never reduces the resistance value below 6. All **contests** use the **base resistance** + **rank**, except for **contests** to determine **augments**. **Augmenting** always faces the **base resistance**. From 76ae9be3ba4430655971d4b7cea426c4171ee967 Mon Sep 17 00:00:00 2001 From: Ian Cooper Date: Sun, 29 Nov 2020 01:43:11 +0000 Subject: [PATCH 40/40] Update 2.7_Benefits_and_Consequences.md --- 2.7_Benefits_and_Consequences.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/2.7_Benefits_and_Consequences.md b/2.7_Benefits_and_Consequences.md index 0f2d4c6..b05c5a9 100644 --- a/2.7_Benefits_and_Consequences.md +++ b/2.7_Benefits_and_Consequences.md @@ -18,7 +18,7 @@ After a **contest**, you may suffer **consequences**: literal or metaphorical in The GM is the arbiter of when a **consequence** should be applied. -Your GM may assign a penalty to reflect this **consequence**. Your GM should assign a **penalty** that corresponds to a **rank**: -3, -6, -9, -M, or -M2. The **rank** will depend on how severe they feel the **consequences** are. +Your GM may assign a penalty to reflect this **consequence**. Your GM should assign a **penalty** that corresponds to a **rank**: -3, -6, -9, 0r -M. The **rank** will depend on how severe they feel the **consequences** are. If your opponent defeats you, your GM may use the difference between your **result** and the **resistance's** result to determine the **rank**. If your opponent had a **better success** it is one **rank** or -3. If you were one level of result different, such as you **failed** and they **succeeded**, or you **succeeded** and they rolled a **critical**, then it is two **ranks** or -6, and so on, with your rolling a **fumble** and the GM rolling a **critical** the largest **rank** at 4 for a -M penalty. @@ -60,7 +60,7 @@ Remember that the **benefit** does not have to be directly related to the **abil The GM is the arbiter of when a **benefits** should be applied. -Your GM may assign a **bonus** to reflect this **benefit**. Your GM should assign a **bonus** that corresponds to a **rank**: +3, +6, +9, +M, or +M2. The **rank** will depend on how great they feel the **benefits** are. +Your GM may assign a **bonus** to reflect this **benefit**. Your GM should assign a **bonus** that corresponds to a **rank**: +3, +6, +9, or +M. The **rank** will depend on how great they feel the **benefits** are. If you win the **prize**, your GM may choose to use the difference between your **result** and their result to determine the **rank**. If you had a **better success** than your opponent it is one **rank** or +3. If you were one level of result different, such as you **succeeded** and they **failed**, or you rolled a **critical** and they **succeeded**, then it is two **ranks** or +6, and so on, with your rolling a **critical** and the GM rolling a **fumble** the largest **rank** at 4 for a +M bonus.