Other Stuff
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Some sample hooks. The thinking is you create a standard hook list on a game-by-game basis. The level of crunch for each hook depends on the game and group preferences. If you want crunch, you can have, for example, a D&D style template that spells out elven abilities. If you don’t, the GM can just…
Kind of like how I divide damage into “how much fight do you have left for this scene” and “how much actual physical damage have you suffered,” I wanted to split Yum Yums up so there was a way to distinguish between “cheap” Yum Yums (funny one-liners and such) and “big stuff” (contributing to the…
Two pages in one weekend. I am a game designing dynamo! View at World Anvil Facebook Twitter Reddit Tumblr Email
I decided that having a different set of tropes for each game was too confusing, so I went with five core tropes that kind of work like attributes but in a way that’s not so much about quantifying specific attribute-like qualities. The game-specific tropes (like Sorcery or Hacking or whatever) will be Trademarks. The work…
They’re coming slow, but at least I’m moving again. View at World Anvil Facebook Twitter Reddit Tumblr Email
This took longer than expected, but here it is. The sidebar I promise is coming soon, and the plan is to make the rules for specific games patron-only content, so sign up for a World Anvil account if you haven’t already so you can read them. View at World Anvil Facebook Twitter Reddit Tumblr Email
This was originally double the length, but I decided to make the section about types of hooks a separate article since it’s more expanding/further explanation than core rule. I’m hoping to finish the rest of it today. Let me know if this makes sense, particularly the part about negative hooks. View at World Anvil …