--- _tmp/ccsrd.md 2025-07-21 17:28:31.694418889 -0500 +++ _tmp/ccsrd.new.md 2025-07-21 17:30:36.186189160 -0500 @@ -75781,49 +75781,6 @@ ------------------------------------------------------------------------------------------------------------------------ -##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -What makes something meaningful in practice? Here are three components to meaningfulness to think about: - -- **Logical:** Something logical is something expected. As you turn PCs loose into an imaginary world to explore and - interact with it, they will inevitably look for patterns in those interactions. In this sense, logic is created and - maintained by you being consistent and reliable. For example, PCs who attack a creature will probably expect to make - an [attack](#action-attack) roll. PCs who drop objects expect them to fall down---but a setting where artificial - gravity is common will be a lot less surprised if somethng \"falls up\" instead. Thinking about a few cornerstones - of the setting can help you choose [optional rules](#choose-optional-rules), and make rulings during a session. - - There's a world of difference between \"logical\", and what is \"realistic\". Settings where the PCs are mutated - gophers with kung-fu training battle interdimensional alien invaders are obviously not very realistic, but there is - probably still some \"internal logic\" that governs the basics of how mutation works, and how a transdimensional - gateway functions. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -\"Remember, it's your job to use the rules to simulate the world, even if the world is a fictional place with all kinds -of strangeness. You're not a slave to the rules---it\'s the other way around. If you come across a hole in the rules or -something that doesn't make sense, don\'t shrug your shoulders and say \"Well, that\'s what the rules say (or don\'t -say).\" Fix it.\" ---[Cypher System -Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} [(413)]{.og-ref} -::: - -- **Interesting:** Something is interesting if it's provocative, unexpected, or moves the story in a new direction. - Interesting things can defy the usual logic of the story thus far, and open new pathways to discovery for the PCs. - Interesting things keep the game from getting stale or feeling the same all the time. Interesting things can be - dangerous, though---too many of them can start break logic down beyond repair, and scatter a game in too many - different directions. - -- **Story-Based:** Something is story-based if it builds upon preceding events in the story. This means creating - believable responses and story outcomes to the PCs' actions, and also their inaction---accounting for what PCs - *don't* do is just as important as what they have done. It can also be helpful to review the PC\'s [character - arcs](#character-arcs)---they provide a wealth of story-based elements to draw from. Story-based elements can form a - bridge between the logical and the interesting elements of meaningfulness. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -This blog post on [Keeping to the Theme](https://montecook.substack.com/p/keeping-to-the-theme) by Monte Cook offers -some excellent advice applicable to the Cypher System. -::: - ##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}