community-cypher-system-ref.../patches/de-ogcsrd/052-remove-encouraging-play.patch
Brian S. Stephan 1d0d489ad2
remove a lot of the OG extra content and similar references
these are things that are not included in my version because they're
homebrew, because they are a lot of writing/creativity that I don't feel
comfortable stealing/distributing, or so on

this includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one
2025-07-21 21:04:46 -05:00

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--- _tmp/ccsrd.md 2025-07-21 14:23:43.229363765 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:25:34.508075295 -0500
@@ -76330,92 +76330,6 @@
some excellent advice applicable to the Cypher System.
:::
-##### Encouraging Play: Unclench Your Butt\! [#](#encouraging-play){.og-h-anchor aria-hidden="true"} {#encouraging-play .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Once you know what makes things believable within the setting, it's time to turn the players loose within it. PCs will
-already bring a good amount of their own meaningfulness to the game---they are the main characters, after all. Who the
-players and PCs are: their personalities, [descriptors](#chapter-7-descriptor), [abilities](#choose-abilities), and
-[character arcs](#character-arcs) are certainly going to have an impact on the story. This will inevitably disturb some
-parts of the setting, and when this happens, you might occasionally feel a small clench forming in your posterior. This
-is normal. Take a deep breath. Let it out, and unclench your butt. The whole point of having players in the world is
-precisely so that they can act upon it and bring some element of change to it. Otherwise, there's no story. There\'s
-\"just a bunch of stuff that happens\".
-
-Before, during or after a session, players will tell you what is meaningful to them about the PCs, locations, creatures,
-NPCs, and other aspects of the game in a few ways. For example, if you hear a player say things like the following, they
-are expressing some measure of meaningfulness about something:
-
-- \"I hope...\"
-- \"I want...\"
-- \"I love...\"
-- \"I bet...\"
-- \"What if...\"
-- \"Ugh, I hate...\"
-- \"We have got to...\"
-- \"I have a plan.\"
-- \"That was cool.\"
-
-Take note when this happens. Sometimes, the best idea is to find a way to make something a player said---no matter how
-offhandedly---become true.
-
-Players also express their sense of meaningfulness through Cypher System mechanics. If a player spends [Pool](#pool)
-points to use [Effort](#effort), or [spends 1 XP to reroll the die](#experience-points-immediate-benefits), you have an
-indicator that what happened meant something to the player---enough to spend something on it. Finding ways to honor
-those expenditures players engaged with the game, even when the dice---or you---are saying no to something.
-
-In the Cypher System, there are two important ways the game ensures that some amount of narrative power and
-meaning-making are a shared enterprise: [GM intrusions](#gm-intrusion) and [player
-intrusions](#choose-player-intrusions). Intrusions allow either party to grab a hold of the narrative for a moment. The
-difference between them is that players must pay 1 XP to avoid your GM intrusion, and they only gain XP if you provide
-it. You can be generous here---after all, you have an infinite amount of XP to give. But don't underestimate the value
-of give-and-take in *Make-Believe*. It's the original gameplay mechanic: rolling a ball back and forth, playing catch,
-and learning to share. Ensuring pool points and XP are flowing in and out of the PCs at an acceptable rate is one of the
-fundamental heartbeats of the Cypher System.
-
-It's not wrong for players to refuse a player intrusion---sometimes you must. But if you\'re on the fence, consider
-throwing a little caution to the wind, and finding out what is on the other side of saying yes. Doing so can yield its
-own reward, and having some narrative responsibility taken off your shoulders can be very freeing, and allow you to be
-more playful.
-
-Here are a few other strategies to create a sense of shared meaning with players in a campaign:
-
-::: {.alert .ps-4 .pb-0}
-- **Question Players:** Ask the players what features of adventures they enjoy---combat, exploration, social
- interaction, and puzzle-solving are common answers, but they may have other good ideas for features of gameplay you
- haven't thought about. When the story reaches a natural stopping point, take some time to ask again.
-
-- **Explore Relationships:** Involve the PCs' personal lives, NPCs they know and care about, and address their
- [character arcs](#character-arcs) when you can.
-
-- **Choices Matter:** Ensure the PCs' choices and outcomes have a meaningful impact on the story.
-
-- **Tonal Variance:** Tell more than one kind of story. If every session is a dungeon-dive to retrieve one of eight
- macguffins that ends in a dramatic monster battle, some players might love it. Some will get bored, seeing only
- slight variations on a theme. Try to vary the length of adventures. Some might take eight sessions, some three, and
- some might resolve in one.
-
-- **Altering Scope:** Depth and meaning in a setting should be examined from several angles. It's a good idea to
- change your scope and stakes between adventures, too. Addressing some character arcs might be intimate and personal,
- some are epic and decisive. Avoid threatening the world or all of existence repeatedly, or dwelling on minutiae.
-
-- **Make Allowances:** Sometimes the best way to subvert player expectations is to let things proceed exactly as the
- PCs hoped they would.
-
-- **Beginner's Mind:** Embrace a spirit of not-knowing: this goes both for the players and for GMs. It\'s not
- important to have all the answers all the time. The ones you really need will reveal themselves in time, but it's
- good to preserve a little mystery for another day. Don't overdo this, though---players need a good amount of
- information to understand and develop good traction with a story.
-
-- **Full Being:** Invest each NPC with as much life as you can. They should have real feelings and desires---including
- a will to survive. Not all of them will survive, and it's okay to feel sad when they don\'t. GMs are players too,
- so enjoy every NPC, creature, and gust of wind you become in the course of play.
-
-- **Reflect on Things:** When the time is right, revisit those mysteries and unconcluded stories from the past. As the
- PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
-:::
-
##### 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}
@@ -77902,11 +77816,11 @@
- Failure to Notice [(417)]{.og-ref}
- Graduated Success [(417)]{.og-ref}
- Dealing with Character Abilities [(418)]{.og-ref}
-- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
+- Encouraging Player Creativity [(420)]{.og-ref}
- [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
- Character Arcs [(421)]{.og-ref}
-- [Handling NPCs](#encouraging-play) [(422)]{.og-ref}
+- Handling NPCs [(422)]{.og-ref}
- NPC Game Stats [(422)]{.og-ref}
- [NPCs and Death](#npcs-and-death) [(424)]{.og-ref}
- Interactions [(424)]{.og-ref}