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Pursuing goals as written in the game is a little hazy. This update tightens it up nicely and provides a good visual resource for dramatic escalation.

For each goal, there's now a little record track on the sheet. I'll upload a revision of that. To complete a goal, like, say, "win the love of Spacefarer Steve," you have to win three conflicts in relation to that goal. If you lose three before you win three, you've failed at that goal.

The tracks should give play a kind of sports playoffs tension, so that you naturally escalate the importance of conflicts and make them fit the bill.

Regardless of whether you succeed or fail at a goal, you gain a connection. However, if you fail, the GM (maybe with some help from the others) comes up with a consequence of your failure, something that makes you say, "oh, that's terrible. I wish I had succeeded at my goal."

Note: You get all the rewards for goal completion, including planet stuff, no matter whether you succeed or fail. Really success and failure is more about narrating sucky consequences than collecting goodies.

Second Note: All planets [in the coming revision] will require two goals, not three. There is no final wrap-up-the-planetary-conflict scene. The new goals rules (as written above) replace that.

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Page last modified on August 19, 2006, at 08:01 AM by MattWilson

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