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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Want to try "Sea of Fate" ?  (Read 896 times)
JSDiamond
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« on: December 12, 2006, 04:56:19 PM »

Here is a link to the pdf. Card based, simple.  Don't know if it's been done before.  Any feedback on how it works in play is appreciated.  I have tried to reduce the amount of silly, hand waving free-form by establishing a tactical undertone.  Let me know what you think.  Thank you.

http://www.orbit-rpg.com/sea_of_fate.pdf 
« Last Edit: December 13, 2006, 03:58:11 PM by JSDiamond » Logged

JSDiamond
JSDiamond
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Posts: 276


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« Reply #1 on: December 13, 2006, 03:57:07 PM »

Here are the revised and more compact rules for GMs.

•   The GM does not need to play any cards to create situations or to introduce other characters and encounters into the game (after all, running the game and creating the game world is already the GM’s responsibility).
•   The GM may play a card only as an answer to a player’s card.
•   The GM may play only one card at a time.
•   The GM may discard a Club in exactly the same way that players do.
•   The GM may play a Club as a wildcard in exactly the same way that players do.
•   When the GM plays a Club as a wildcard, it adds +1 card maximum to each of the players’ hands on all future draws (See Staying the Hand of Fate on page-xx).
•   The GM draws a new hand after he uses his last card, just like the players do.
•   Unlike the players, the GM’s maximum hand never changes --it is always 5 cards.
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JSDiamond
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