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====== Introduction ======

You need for roleplaying some pencils, papers and dices. And, of course, you also need a few partners.

I’ll ignore the deepest theory and I’ll try to expose as easy and clear as I know.

One of you, the Game Master (GM, in advance), tells a story. The rest of the players are “playing characters” (PC, in advance) with a whole life inside this story, they choose what to do over the way. The other characters, secondary characters or No Playing Characters (NPC, in advance) share the story and responds to actions of the PCs.

The GM will handle what the NPCs do according their personality. GM will carry the story, he should get very well the tale, and should manage the whole NPCs all right. But being a GM doesn’t mean that the main characters only hear the voice, regardless they do. Playing Character’s words and actions influence the story, they are plot’s center and they have the power to change everything.

Until now, I hope to make the diference between the PC and GM/NPC clear.

====== What do we need? ======

To recapitulate and classifying, for playing our role game you need the following:

  1. Paper and some pencils. You must write a few things in some place not to forget them.
  2. Dices. This is not a command for all the games, but for EnF you will need 3 dices of 10 faces (3d10) and 3 dices of 6 faces (3d6). If each player has his own dice's pack much better (it doesn't matter for having more dices than we recommend).
  3. A place for playing. It could be a truism, but It is necessary for playing a good place with some chairs and a table, free of annoying sounds.

Once you have all of this, you can start to play.

====== The Rules ======

This kind of games, what we have explained before, is a version evolved of the children's games in which we played sometime: like Indians and Cowboys, or The A-Team, whith imaginary evils.

In this way, the GM plans a scene, performances the NPC and waits what the rest of the PC do. Thus, the story will move forward. But, let's come back to the Indians and cowboy's example and let's say the fateful words: “Bang! Bang! You're dead!” Leave your reminders to fly and remember the unfinished disagreements, the scramblings, and ever blows with a stone. “Yes, you're dead”, “No, you didn't hit me”. You know what I mean. Role games have rules to decide if you hit someone or not. The rules can control the random and give a credibility layer to the story, they are saving discussions about the matters of the tale.

There are persons who say to shoot with a gun, to jump a cliff, to sing an opera or hidding under a lady's dress… Everything can happen, but the rules seek to give consistency. At any rate, there is a gold rule: THE RULES ARE NOT UNBREAKABLE. If you don't like a rule, just change it. It doesn't matter if anyone say “That isn't an official rule”. We don't need officials rules, we need funny rules.

====== Target: Fun ======

Remember always, ever and ever, the main objective is fun.

 
ryf_basic/intro.txt · Última modificación: 2011/09/30 18:04 (editor externo)
 
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