MoC

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Ben, Nate and Justin have tried it. Im going to make a page with all of the rules eventually when I decide the best way to format it.

The Premise

The main idea is that we as players and GM work together to create a story. To ensure that everyone is gaining maximum enjoyment and exhibiting an appropriate amount of control over the game, certain new ideas are implemented. Among them:

  • Effect Modifiers. Different types of counters are granted to be spent during scenes so that players can control the action in a way that is appropriate to their character. These make the action more fluid, and allow players to be creative while preserving heroism as well as danger.
  • Flexibility. Everything about the character isnt completely defined by a set of numbers. There is a good framework, and the player and GM both have a grasp on what the character is capable of doing, but there is always some bit of ambiguity in exactly what can and cant be done.
  • Cooperation. Sometimes the players will succeed because of what they do, sometimes they will succeed because of numbers on their character sheet, and sometimes because of actions of the GM. Every action should have a reaction and possibly a consequence. When the GM needs to step in and adjudicate, sometimes things dont go the players way through no fault of their own. This is when experience is granted, not for showing up.
  • Utility. Experience shouldnt be about having bigger numbers on your sheet. Experience can increase character attributes, albeit slowly. But what experience primarily does is allow characters to do extraordinary things in times of great need.