Apr 6, 2020 6:39 am
Here's an example for the Aspects' uses.
Togashi Suzume has an Aspect named "Former Crane (Kakita)". He knows the Crane Clan, even if he choosed a different path.
When he wants to talk with some Kakita, especially his former teacher, he could benefit a bonus or a reroll if needed (negociating, finding ressources).
But other families of the Crane may think of him as a traitor.
Of course, that's not the only way to use that Aspect, but it can be Invoke (to benefit Suzume) or Constrain (to complicate his life).
Another example, for a scene this time, your character tries to escape a place, and the initial description is that it is night time, and the place is surrounded by lanterns (not Ryan Reynolds) with fire in it.
While escaping, your character could use that fact to break a lantern on the floor of a bridge, creating a new Aspect being "the bridge is on fire".
Given you have discovered it, you gain a free Invoke of that Aspect, and it could be "Because the bridge is on fire, it will collapse under the weight of my pursuers".
About the leveling, maybe you're right here. I'm used to that system around a table, where players tend to roll and roll on every possible occasions.
Indeed, it's a bit different in PbP, where narration takes a lot more importance.
Moreover, usually, my systems have a number of skills 3 times superior to the attributes, so maybe my base of calc was wrong here.
Being a play test of the system, i'm definitely open to ideas on how to improve it.
Saying that, there is a logical aspect to that leveling system:
- The Adult's Play Level makes character just after their Gempukku, which is around 15 years old.
- Each Play Level after that takes a good decade to set up for the character. It's all about training, gaining experience, living.
And remember that your character doesn't live only while the scenarii, he has his own life between those.
For the record, that system is made so that players are the one to roll. You want to attack ? Roll. You need to defend yourself ? Roll.
Basically, you resolve both your actions and your opponents'.
Having said that, i'm open to suggestions, if we all agree on it, let's put those in the game.
Togashi Suzume has an Aspect named "Former Crane (Kakita)". He knows the Crane Clan, even if he choosed a different path.
When he wants to talk with some Kakita, especially his former teacher, he could benefit a bonus or a reroll if needed (negociating, finding ressources).
But other families of the Crane may think of him as a traitor.
Of course, that's not the only way to use that Aspect, but it can be Invoke (to benefit Suzume) or Constrain (to complicate his life).
Another example, for a scene this time, your character tries to escape a place, and the initial description is that it is night time, and the place is surrounded by lanterns (not Ryan Reynolds) with fire in it.
While escaping, your character could use that fact to break a lantern on the floor of a bridge, creating a new Aspect being "the bridge is on fire".
Given you have discovered it, you gain a free Invoke of that Aspect, and it could be "Because the bridge is on fire, it will collapse under the weight of my pursuers".
About the leveling, maybe you're right here. I'm used to that system around a table, where players tend to roll and roll on every possible occasions.
Indeed, it's a bit different in PbP, where narration takes a lot more importance.
Moreover, usually, my systems have a number of skills 3 times superior to the attributes, so maybe my base of calc was wrong here.
Being a play test of the system, i'm definitely open to ideas on how to improve it.
Saying that, there is a logical aspect to that leveling system:
- The Adult's Play Level makes character just after their Gempukku, which is around 15 years old.
- Each Play Level after that takes a good decade to set up for the character. It's all about training, gaining experience, living.
And remember that your character doesn't live only while the scenarii, he has his own life between those.
For the record, that system is made so that players are the one to roll. You want to attack ? Roll. You need to defend yourself ? Roll.
Basically, you resolve both your actions and your opponents'.
Having said that, i'm open to suggestions, if we all agree on it, let's put those in the game.