Tag: Game System

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  • Dramatic Sequences

    h2. Luck of the Draw * *The Deal* Each player will be dealt a hand of cards equal in size to the rating of their Role in the Sequence. Once chosen, this cannot be changed, though after the first round, the player may choose to change tactics. * * …

  • Gambit

    h2. Push Your Luck Gambit represents a measure of the Character's Luck, and the player's Agency in the Campaign. It is an conceptual unit of chance and narrative power, as much as a concrete numeric measure of a Character's ability to press on. Players …

  • Complication

    h2. Making Life Difficult for Others A Complication, at its simplest definition, is something that keeps others from acting in a particular way. To start, here's a few examples of basic Combat Complications: * Getting Behind Cover _Spending Gambit …

  • Character Death

    h2. Going Bust A Character who has no [[Gambit]] remaining is considered "Bust" and is unable to continue acting in the current Hand without aid from other players. This represents a state of poor luck, confidence, or health, depending on the situation …

  • Random Results

    h2. Sometimes, Things go Belly Up When there is a question of whether or not something occurs, but there is no direct Player Agency in the event, the decision is settled with a [[Hands | Baccarat]] deal, where the difference between the two Hands …

  • Dramatic Events

    h2. Quick Contests This part of the system isn't for combat, but rather for a player, or the group, to work to accomplish a single action. This is, by and large, a cooperative system, with each Character buying in contributing to the group's success in …

  • Player Conflicts

    h2. Player Combat When players get into a direct combat, it plays like any [[Dramatic Sequences | Combat]], with any player buying into the Hand at their discretion, same as always. In this Conflict, the Dealer does not have a hand, and instead simply …

  • Character Talents

    h2. Talented Characters Each Character begins play with one _Talent_, which represents a specifically defined ability or skill that the Character can use by [[Tip the Dealer | Tipping the Dealer]]. It is generally related to the Character's Role, but …

  • Roleplaying Awards

    h2. Awarding Roleplay At the end of each session, players will submit a secret ballot for who they feel most embodied the spirit of the session. Either through fostering cooperative roleplay, provided the most in-character support, had the best in- …

  • Character Development

    h2. Developing Character Every 3 sessions, a player gains a Development, allowing them to advance their Character in one of several ways. Players can stockpile these Developments, but there is no real advantage in it. * Increase a Role by 1 ** As …

  • Tip the Dealer

    h2. Passing the Gambit In essence, a player may spend a [[Gambit]] at any time outside of [[Dramatic Sequences]], or when activating a Talent. This is referred to as "Tipping the Dealer," and basically means _discarding_ the Gambit in question. …

  • Character Creation

    h2. Making People Make a Character in the following manner: * Prioritize [[Character Roles | Roles]]; from 1 to 5 ** This is each Role's Rating * Define [[Character Talents | Talent]] ** Each Character begins the game with one Talent Decisions …

  • The House

    h2. Agency and Opposition h3. The Dealer The Dealer represents the House, or the Campaign itself, at the table. Unlike the rest of the group, he is playing against each player individually, as well as the group as a whole. As such, he begins each …

  • NPCs

    h2. Mooks & Monsters Much like the rest of the system, the structure of NPCs is largely situational, with their rating representing less a quantification of skill or power, and more the danger they present to the Characters. They do not have Roles, and …