reclusive.geek
09-21-2010, 12:25 PM
Resources, Circles, Wises are really the same type of currency available to players.
Resources allows a player to bring a “tangible” objects into play
Circles allows a player to bring people into play
Wises allows a player to bring knowledge into play
As I was driving home from work, I decided that I wanted to help my group understand these elements. We have very much been part of a group where the players are responsible for reacting to what the GM throws at them. Aside from a character’s back-story which is written before the first dice is rolled, the only way for a player to contribute to the world is through the character’s direct action. It is certainly possible for the player to expound upon the setting, but the mechanics are not there to do it in a diplomatic way.
So ten minutes into my drive, I thought the following: In the context of The Sword, if I were playing Brechtanz, the dwarf, how could I play to my instinct of “Always compliment good craftsmanship” with the idea that Brechtanz would compliment Fidhean’s father’s craftsmanship of the sword. By admitting the sword was made by Fidhean’s father, Brechtanz’s claim to the sword could be weakened. However, Brechtanz’ character could make a Stuff-wise test to bring a receipt into play; Setting a lower OB for the existence of the receipt; With a much higher OB to have the receipt. Obviously the intent is will dictate things. Failure in the lower OB case could be the receipt itself being lost, or later determined to be a counterfeit. Failure in the higher OB could mean that the receipt is on hand, but so badly damaged as to be illegible.
Needless to say, bringing things into play could continue ever on. However, that is what I believe to be the brilliance of the system. World-creation at run-time allowing the players to not only alter the present, but create the past and present far-off surroundings.
Resources allows a player to bring a “tangible” objects into play
Circles allows a player to bring people into play
Wises allows a player to bring knowledge into play
As I was driving home from work, I decided that I wanted to help my group understand these elements. We have very much been part of a group where the players are responsible for reacting to what the GM throws at them. Aside from a character’s back-story which is written before the first dice is rolled, the only way for a player to contribute to the world is through the character’s direct action. It is certainly possible for the player to expound upon the setting, but the mechanics are not there to do it in a diplomatic way.
So ten minutes into my drive, I thought the following: In the context of The Sword, if I were playing Brechtanz, the dwarf, how could I play to my instinct of “Always compliment good craftsmanship” with the idea that Brechtanz would compliment Fidhean’s father’s craftsmanship of the sword. By admitting the sword was made by Fidhean’s father, Brechtanz’s claim to the sword could be weakened. However, Brechtanz’ character could make a Stuff-wise test to bring a receipt into play; Setting a lower OB for the existence of the receipt; With a much higher OB to have the receipt. Obviously the intent is will dictate things. Failure in the lower OB case could be the receipt itself being lost, or later determined to be a counterfeit. Failure in the higher OB could mean that the receipt is on hand, but so badly damaged as to be illegible.
Needless to say, bringing things into play could continue ever on. However, that is what I believe to be the brilliance of the system. World-creation at run-time allowing the players to not only alter the present, but create the past and present far-off surroundings.