Skip to content

Latest commit

 

History

History
126 lines (99 loc) · 6.62 KB

002_principles.md

File metadata and controls

126 lines (99 loc) · 6.62 KB

Principles of the game

Principles for Referees

Information

  • Provide useful information about the game universe as the characters explore it.
  • Players do not need to roll dice to learn about their circumstances.
  • Be helpful and direct with your answers to their questions.
  • Respond honestly, describe consistently, and always let them know they can keep asking questions.

Difficulty

  • Default to context and realism rather than numbers and mechanics.
  • If something the players want to do is sincerely impossible, no roll will allow them to do it.
  • Is what the player describes and how they leverage the situation sensible? Let it happen.
  • Saves cover a great deal of uncertain situations and are often all that is necessary for risky actions.

Preparation

  • The game universe is organic, malleable and random. It intuits and makes sharp turns.
  • Use random tables and generators to develop situations, not stories or plots.
  • NPCs remember what the PCs say and do, and how they affect the universe.
  • NPCs don't want to die. Infuse their own self-interest and will to live into every personality.

Narrative Focus

  • Emergent experience of play is what matters, not math or character abilities. Give the players weapon trainers and personal quests to facilitate improvement and specialization.
  • Pay attention to the needs and wants of the players,then put realistic opportunities in their path.
  • A dagger to your throat will kill you, regardless of your expensive armor and impressive training.

Danger

  • The game universe produces real risk of pain and death for the player characters.
  • Telegraph serious danger to players when it is present. The more dangerous, the more obvious.
  • Put traps in plain sight and let the players take time to figure out a solution.
  • Give players opportunities to solve problems and interact with the universe.

Reward

  • A reward is specific to the mission for is granted. It tells a story.
  • Reward is highly valuable and is worth wealth and prestige.
  • Artifacts are not Rewards, though they are useful and interesting.
  • Use Reward as a lure to exotic locations under the protection of intimidating foes.

Choice

  • Give players a solid choice to force outcomes when the situation lulls.
  • Use binary "so, A or B?" responses when their intentions are vague.
  • Work together using this conversational method to keep the game moving.
  • Ensure that the player character's actions leave their mark on the game universe.

Die of Fate

  • Occasionally you will want an element of randomness (e.g. the weather, unique character knowledge,etc.).
  • In these situations, roll 1d6. A roll of 4 or more generally favors the players.
  • A roll of 3 or under tends to mean bad luck for the PCs or their allies.

Principles for Players

Agency

  • Attributes and related saves do not define your character. They are tools.
  • Don't ask only what your character would do, ask what you would do, too.
  • Be creative with your intuition, items, and connections.

Teamwork

  • Seek consensus from the other players before barreling forward.
  • Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than alone.

Exploration

  • Asking questions and listening to detail is more useful than any stats, items, or skills you have.
  • Take the referee's description without suspicion, but don't shy away from seeking more information.
  • There is no single correct way forward.

Talking

  • Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems.
  • You'll find that most people are interesting and will want to talk things through before getting violent.

Caution

  • Fighting is a choice and rarely a wise one; consider whether violence is the best way to achieve your goals.
  • Try to stack the odds in your favor and retreat when things seem unfavorable.

Planning

  • Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding.
  • Do some research and ask around about your objectives.

Ambition

  • Set goals and use your meager means to take steps forward.
  • Expect nothing. Earn your reputation.
  • Keep things moving forward and play to see what happens.

Principles of the Universe

Space is vast & dangerous

  • The sidereal space is vast, impossible to cross without the appropriate means.
  • Out there you are almost always alone, in case of trouble nobody is likely to help you.
  • Alien creatures, pathogens and unfamiliar technology are the order of the day in uncharted regions.

Charted Space is not so well-known

  • There are five galaxies in the Charted Space.
  • There are billions of unknown system in there ready to be explored (and exploited).
  • Mapping space is profitable: governments and organizations are willing to pay well for data on new targets and territories.

Fast travel is possible

  • The discovery of oddspace opened the door to interstellar travel, at 1 parsec/hour.
  • Natural and artificial wormholes are used to reduce the time between clusters.
  • The Charted Space is dotted with military, commercial and industrial stations that form the nodes of the travel network.

Humans are not alone

  • Humans are not the only species out there nor the most prominent one.
  • Extinct species have left deep traces, such as artifacts and lost technology, usually found in ruins.
  • Some species are as old as galaxies and still active and present.

Great empires exist

  • Empires (federations, commonwealths, etc.) are vast multi-species entities covering large portions of the galaxies.
  • Their influence is great especially on small independent nations.
  • Territorial claims are often disputed and cause conflict. Frontiers are risky but profitable places.

Technology level is variable

  • Technology is not all at the same level in Charted Space
  • It varies by country/species, but also from core to fringe of each one.
  • Exporting advanced technology is profitable but can cause severe problems.

Interspecies relationships are complex

  • The species of known space are amalgamated in a precarious multiculturalism that generates both growth and conflict.
  • Cosmopolitanism is a dominant trait of empires, distrust or xenophobia of smaller nations.
  • Spacers are usually open and welcoming and have no problem working with people of other species.

Profits are risky

  • Spacers have different ways of making profit, but all of them are risky.
  • Paramilitary and mercenary missions are a great source of income.
  • Interstellar trade, search for artifacts, or exploration missions are another common activity of spacers.