Monday, 16 January 2017

A Procedure for Play

Bastionland is going to distill a lot of GM guidance into very clear procedures. Each of the four sections of the world will have their own procedure, but the core procedure for running the game is something like this:

When you're Refereeing Into the Odd and the players do something, look at the list below.

Work from top to bottom, and when you find a solution to what you're trying to resolve, don't go any further down.
  1. Can you make this into a Dilemma? If so, do it.
  2. Does it make sense for it to just happen? If so, go right to the Consequences.
  3. Is it still uncertain? If so, call for a Save.
  4. I guess it was impossible, give the players more Information to help them come up with reasonable action. 

Further Guidance

Dilemma: Give a clear choice between two desirable outcomes. The players pick one or try to come up with a way to get both, usually by expending a resource or taking a risk.  
Consequences: Make their action matter in the world and push things forwards. Give them information about the new situation they find themselves in. If the consequences can ripple out to effect the world, all the better. 
Save: Saves always carry a risk, so explain what's at stake before the players commit to their action. 
Information: If in doubt, give the players more information and ask them frankly what they're actually trying to achieve with their actions. Don't be a distant referee, get down in the mud with them and discuss the situation. 

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