Difference between revisions of "MPNP WorldShaper"

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(Created page with 'In Mage Wars PnP(Year of Fire), the game master is referred to as the WorldShaper. He creates the environment in which the players will adventure, and guides them through the…')
 
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In [[Mage Wars PnP]](Year of Fire), the game master is referred to as the WorldShaper. He creates the environment in which the players will adventure, and guides them through the game.
 
In [[Mage Wars PnP]](Year of Fire), the game master is referred to as the WorldShaper. He creates the environment in which the players will adventure, and guides them through the game.
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As the WorldShaper, you are expected to operate around two principles:
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The Rule of Cool, and Rule of Funny.
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This game is about having fun. Rigid interpretation of rules is not fun. Cool things are fun. Funny things are fun. The rules are here to provide a framework, to offer challenges for the player's to overcome. Handing each player god-like super powers would get old fast.
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But, at the same time, limiting them too strictly according to a set of rules in a book gets kind of annoying. There's always going to be that one guy who gets super into the rules and uses them to make himself stronger and make everyone else weaker("Oh, you don't get that bonus you thought you got because of this, and I also get this HUGE bonus here.").
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This makes the game less fun for everyone, hence the two over-reaching WorldShaper Rules.
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==Rule of Cool==
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This becomes particularly important during flourishes, but basically: if the player wants to do something that sounds/looks/is cool, then you should let them, because it's cool. The obvious caveat, here, is if other player's disagree. Its your job as the WorldShaper to mediate these disputes.
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But when it comes to doing ridiculous but awesome things, Rule of Cool reigns supreme. Say your characters want to knock a building off it's foundation and ride it down a hillside like a sled. If its reasonable, let them. You're all here to have fun.
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==Rule of Funny==
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It's important not to use this rule to screw over a specific player, but the general spirit here is if it's funny, let it happen. Players can critically fail rolls, and something funny should happen to them when they do.
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Outside of combat, players may also want to roll-play something. Again, if its funny, let it happen, even if it breaks the rules or violates basic logic.
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Of course, sometimes the Rule of Funny means rigidly applying the rules and basic logic to the situation. Here's a fun '''Example:''' let's say a player is trying to make a "drunken master" martial-arts using character who just constantly carries around a jug of beer. He enters a darkened room carrying a torch, and tries to light up the darkness by taking a swig and spitting on a torch, thus creating a huge fireball. We've all seen that carnival trick before; the problem is, your drunk RP character is carrying low-proof beer, which is not generally flammable. Under the rule of funny, not only does he not succeed in creating a fireball, but he probably blows his torch out at the same time.

Revision as of 17:11, 26 March 2015

In Mage Wars PnP(Year of Fire), the game master is referred to as the WorldShaper. He creates the environment in which the players will adventure, and guides them through the game.

As the WorldShaper, you are expected to operate around two principles:

The Rule of Cool, and Rule of Funny.

This game is about having fun. Rigid interpretation of rules is not fun. Cool things are fun. Funny things are fun. The rules are here to provide a framework, to offer challenges for the player's to overcome. Handing each player god-like super powers would get old fast.

But, at the same time, limiting them too strictly according to a set of rules in a book gets kind of annoying. There's always going to be that one guy who gets super into the rules and uses them to make himself stronger and make everyone else weaker("Oh, you don't get that bonus you thought you got because of this, and I also get this HUGE bonus here.").

This makes the game less fun for everyone, hence the two over-reaching WorldShaper Rules.

Rule of Cool

This becomes particularly important during flourishes, but basically: if the player wants to do something that sounds/looks/is cool, then you should let them, because it's cool. The obvious caveat, here, is if other player's disagree. Its your job as the WorldShaper to mediate these disputes.

But when it comes to doing ridiculous but awesome things, Rule of Cool reigns supreme. Say your characters want to knock a building off it's foundation and ride it down a hillside like a sled. If its reasonable, let them. You're all here to have fun.

Rule of Funny

It's important not to use this rule to screw over a specific player, but the general spirit here is if it's funny, let it happen. Players can critically fail rolls, and something funny should happen to them when they do.

Outside of combat, players may also want to roll-play something. Again, if its funny, let it happen, even if it breaks the rules or violates basic logic.

Of course, sometimes the Rule of Funny means rigidly applying the rules and basic logic to the situation. Here's a fun Example: let's say a player is trying to make a "drunken master" martial-arts using character who just constantly carries around a jug of beer. He enters a darkened room carrying a torch, and tries to light up the darkness by taking a swig and spitting on a torch, thus creating a huge fireball. We've all seen that carnival trick before; the problem is, your drunk RP character is carrying low-proof beer, which is not generally flammable. Under the rule of funny, not only does he not succeed in creating a fireball, but he probably blows his torch out at the same time.