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glyphpress
(Moderator:
Joshua A.C. Newman
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[Shock] A compilation of tips, clarifications & explanations
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Topic: [Shock] A compilation of tips, clarifications & explanations (Read 16389 times)
matthijs
Member
Posts: 462
[Shock] A compilation of tips, clarifications & explanations
«
on:
February 05, 2007, 09:25:13 AM »
SETUP
Suggested order for world & character creation<
Creating *Tagonists:
The Fulcrum can't be smaller than 3 or larger than 8.
Creating the grid:<
Placing *Tagonists on the grid:<
* If there's only one Shock, you have to put your Protagonist on it - but if more Shocks are added later, you have to move your Protagonist to a Shock you don't own.
Multiple protagonists can occupy the same crux on the grid.
PLAY
The structure of play:
Turns go around the table counter-clockwise.
After the first scene for each Protagonist, all following scenes should be framed by the Antagonist players.
Conflicts:
In a conflict, the Antagonist has a choice to spend a number of Credits, anything from one to ten.
In a conflict, you always have to roll at least 1d10 (they can't all be d4's). Otherwise, you don't really have an intention.
You compare only one of your d10s with one of your opponent's d4s, and vice versa. If you roll a lot of dice, that means you have more to choose from, but you only get to use one.
The Antag must choose the single d10 and d4 from hir pile that is worst for the Protag: the highest d4 sie's got and the d10 that is most advantageous to the Antag's Intent.
If you have multiple players offering minutae (and an effect on the conflict), whoever's rolled highest is first in turn to decide whether or not to use hir d4 to narrate Minutiae and affect the outcome. If sie doesn't want to, the next highest has the option, and so on. If you want a say, you have to narrate something.
Remember that anyone's Minutia can become true, but only one has an effect on a given turn.
In escalation, only the player whose dice wound up on the Fulcrum rerolls 10s. The opposition rolls 4s. What you do is "up" the stakes of the conflict. If you went into it with the Intent of "I want to steal the diamond" and you wind up having to escalate, then you might say, "I want to get away safely!" or "I want to blow the building up!"
Antagonists don't spend more credits to roll again when you're risking a Link.
Antagonists, like Protagonists, get new features when they lose a conflict. Unlike with Antagonists, these features have no mechanical effect; they're just for color.
Playing antagonists:
The Antag is the sum of all forces arrayed against the Protag. The Antagonist player is free to play all the forces the Antag represents; if the Antag is "Jill's uncle who wants her to go mad", the Antag is going to be playing the Uncle, when appropriate; the Hallucinations when she's hallucinating; the talking mayonnaise jar who tells her she's sane; the bumbling brain surgeon. Etc.
Not killing Protagonists:
You can't actually threaten a Protag's life without the Protag Player's consent until the Story Goal is at stake. But that doesn't mean that the fiction going on can't be life-threatening. We know the dude's not gonna die, but the characters don't know that.
Owning a Shock or Issue:
When you own a Shock or Issue, that means:
- You hold veto power over it;
- You can provide details about it when they're needed;
- You can bump in and narrate stuff about it in someone else's scene.
AFTER THE STORY ENDS<
HOW THE GAME SHOULD GO
You start off falling. Only at the moment before game starts is the Protagonist in a static situation. As soon as the Antag opens hir mouth, the Protag is scrambling; things have gone out of control. Every time there's a scene, the Antag should be driving at that Story Goal, which is different from where the Protag is at this moment. All the stage sets are taken care of by the other players. The Antag and Protag should be wrestling over gnarly stuff all the time, until the end of the game.
«
Last Edit: February 08, 2007, 02:06:01 AM by matthijs
»
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matthijs
Member
Posts: 462
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #1 on:
February 05, 2007, 09:26:57 AM »
One question: In my notes (cut'n'pasted from various sources), there's some disagreement on this:
"You can't put your Protagonist on an Issue or Shock that you own".
Is this right?
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Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #2 on:
February 05, 2007, 09:30:23 AM »
Mostly right. When there's only one Shock, it's unavoidable and doesn't cause problems. Once you've got more than one Shock though, make sure the Shock owner takes a different Shock than zie owns by the next story.
Mattijs, this is a great service you've done. I'll sticky this here and post it over on
Xenoglyph
, too.
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the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
matthijs
Member
Posts: 462
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #3 on:
February 05, 2007, 09:31:56 AM »
Glad you liked it
I'll edit the original post so your answer's in there, too.
Logged
Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #4 on:
February 05, 2007, 09:34:36 AM »
Actually, do you
mind
if I repost? I forgot to ask that.
Logged
the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
matthijs
Member
Posts: 462
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #5 on:
February 05, 2007, 09:37:49 AM »
Not at all!
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Anders
Member
Posts: 27
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #6 on:
February 05, 2007, 10:16:06 AM »
This is very helpful Matthijs, thank you!
I had most of the implicit rules nailed but there's still some elusive stuff in there. To have this at hand as a check list for future games is going to be great.
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Anders Sveen
Pilgrim
Member
Posts: 76
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #7 on:
July 08, 2007, 05:47:57 PM »
Very helpful.
I wish I'd found it before writing my review and that this makes it into subsequent editions.
Logged
--
Bowden "Trey" Palmer | trey DOT palmer AT Golf Mike Alpha India Lima DOT Charlie Oscar Mike
Exos integro, sugiliato curatio, y femellas amo cicatrix.
Joshua A.C. Newman
Moderator
Member
Posts: 1144
the glyphpress
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #8 on:
July 08, 2007, 06:00:09 PM »
Quote from: Pilgrim on July 08, 2007, 05:47:57 PM
Very helpful.
I wish I'd found it before writing my review and that this makes it into subsequent editions.
It's certainly working its way into future editions. I'm not sure how I feel about whether or not it was mentioned in the review. I don't think I can assume that players can fine my frickin' Forge forum.
That said, these clarifications make a lot of stuff work that didn't before if you just follow the rules in the book. It means that you can play much more satisfyingly.
If you want to do so, I
think
you can edit RPGnet reviews. Or mention it in a thread somewhere.
Logged
the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
Pilgrim
Member
Posts: 76
Re: [Shock] A compilation of tips, clarifications & explanations
«
Reply #9 on:
July 09, 2007, 12:13:22 PM »
Oh I plan to. I definitely plan to.
Logged
--
Bowden "Trey" Palmer | trey DOT palmer AT Golf Mike Alpha India Lima DOT Charlie Oscar Mike
Exos integro, sugiliato curatio, y femellas amo cicatrix.
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