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- Do you play to win?
- b) Good play isn’t a win/lose kind of thing
- Player characters are:
- a) expected to work together; conflicts between them are mostly for show
- The GM’s role is:
- a) The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction.
- The players’ roles are…
- c) …to fling their characters into tough situations and make hard, sometimes, unwise choices
- Doing the smartest thing for your character’s survival…
- b) …sometimes isn’t as important as other choices
- The GM’s role to the rules is…
- c) …ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre
- After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…
- d) …only going to last until the other player characters find out and do something about it.
- A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that…
- b) …is something the GM will describe and you should ask questions to get more information.
- In order to really have fun with this game, the rulebook is something that…
- e) …everyone at least should know the genre the game pulls from
- This game runs best when the players take time to create characters that are…
- c) …given strong motivations and an immediate problem or crisis
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