Leafwing-Studios / fop-core

A 5e-flavored RPG system. This repo is for issue tracking.
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Tension Changes #1019

Open sixfold-origami opened 3 years ago

sixfold-origami commented 3 years ago
Consequences and tension come exclusively from the narrative
    Time contradictions with attrition scenes: Interlacing
        If you do something totally different, the scene just stops. Progress is lost based on dice rolls, determined by the table, depending on how far they go.
        If you do something related, but not originally planned, add success requirements to the scene as necesary.
    Other activities can basically happen as much as you want if there's no narrative reason for there to be tension. (Which is to say, if the failure isn't interesting.)
    Should crafting and resurrection still happen at fonts?
        Yes. Especially from a worldbuilding perspective. 
        Originally, these existed to provide tension and interest to crafting. They no longer need to serve this purpose.
        They have other benefits though:
            Interesting setting element
            Microcosms of power/weird physics/whatever without breaking the rest of the world
            Thematic and mechanical throughline for dungeons
            Reducing themes of genocide and looting
            Gives opportunity for danger and fights that are away from population centers
            In-universe explanation for why all that gamist shit happens vis a vis dungeons
    Extended rests: 2 downtime activities are messy
        The world should keep moving around the players, even during periods of extended rests.
            It need not move to do bad things though. It can be good, bad, or totally neutral.
        You can have as many downtimes as you like, but they should be spaced out with other scenes inbetween.

Attrition scenes:

Fonts:

Extended rests:

Consequences:

sixfold-origami commented 3 years ago

Worldspeaker's guide stuff is all that remains for this now: