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
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117 lines
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--- _tmp/ccsrd.md 2025-07-21 13:57:05.625138591 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 14:17:10.806854617 -0500
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@@ -28589,8 +28562,7 @@
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**Editor's Notes ---** Special situations are just that---*special*. Using rules \"because they are the rules\" is not
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a good idea. Shooting a lumbering ogre at [point-blank range](#attack-modifiers-range) is an entirely different matter
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from shooting a psionic ninja or skittering demon spider. [Creatures](#choose-creatures) will require unwritten
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-modifications in order to behave believably. For more, see [False Precision](#false-precision) and [Using the Rules:
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-Making Meaning](#making-meaning).
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+modifications in order to behave believably. For more, see [False Precision](#false-precision).
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:::
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###### Cover [#](#attack-modifiers-cover){.og-h-anchor aria-hidden="true"} {#attack-modifiers-cover}
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@@ -28767,7 +28739,7 @@
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::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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**Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions
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-between NPCs is that they seem [logical and consistent](#making-meaning) with the setting and the story, so be holistic
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+between NPCs is that they seem logical and consistent with the setting and the story, so be holistic
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when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect
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outcomes between NPCs in combat.
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:::
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@@ -74790,7 +74762,6 @@
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- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
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Optional Rules
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@@ -76376,43 +76347,6 @@
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------------------------------------------------------------------------------------------------------------------------
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-#### Using the Rules: Making Meaning [#](#making-meaning){.og-h-anchor aria-hidden="true"} {#making-meaning}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-This section is based on *The Rules Versus the Story* [(403)]{.og-ref}, *Consistency* [(405)]{.og-ref}, *Adjudicating*
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-[(412)]{.og-ref}, *Logic* [(413)]{.og-ref}, *Dice Rolling* [(414)]{.og-ref}, *Dealing with Character Abilities*
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-[(418)]{.og-ref}, *Encouraging Player Creativity* [(420)]{.og-ref}, *Character Arcs* [(421)]{.og-ref}, *Handling NPCs*
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-[(422)]{.og-ref}, *Pacing* [(428)]{.og-ref}, *Description* [(430)]{.og-ref}, and *Handling the Players*
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-[(433)]{.og-ref}.
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-
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-While the advice in this section will talk about some Cypher System specifics, the basic principles can be applied to
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-playing what I call \"the game\"---regardless of the system or rules you use to play. \"The game\" in this case is
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-called *Make-Believe*. That's important: you want to *make the players want to believe* in the world and the setting,
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-and they want to *make you want to believe* in their PCs---even though we all know the story isn't real, the point is
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-to make is as believable---and furthermore, as meaningful---as possible. When we succeed at *Make-Believe*, and everyone
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-is having a good time, the game is being \"won\", to the extent that it ever can be.
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-
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-The rules of any given game system are there to set up certain boundaries for our imagination. They determine what
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-counts (in terms of maths), what is possible, and what is not---at least, at a baseline. In the Cypher System, there
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-only a few important mechanics that can't be easily changed. PC [stats](#character-stats), [Pool](#pool),
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-[Effort](#effort), and [XP](#choose-xp) are foundational to the Cypher System's mechanics, but you can change almost
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-anything else---and maybe you should. Your [choices](#campaign-design-checklist) will help you define the exact
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-[genre](#part-3-genres) of the game---at least at first. They determine what defines \"believable\" within
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-*Make-Believe*. For example, in a fantasy setting, magic is perfectly believable. In a post-apocalyptic setting caused
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-by nuclear war, magic may not be very believable---but it could still be interesting. What's believable can also change
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-dramatically over the course of a story---many great stories are based around the very idea of discovering new aspects
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-of existence, and the Cypher System is---at its core---[about discovery](#experience-points-gm-awards).
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-
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-A key feature in the game of *Make-Believe* is that everything in the story has some amount of \"meaningfulness\".
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-Meaningfulness defines what matters in the story, and separates what is important from what is not. Without sufficient
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-meaningfulness, a story is \"just a bunch of stuff that happens\". When something is meaningful in a story, it creates a
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-kind of gravitational force that pulls other parts of the story toward itself---making a near pass of one another,
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-entering a kind of orbital relationship, shearing something apart in a terrible gravitation tide, or causing a dramatic
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-impact. Without this meaningful kind of gravity, everything just floats around independently before scattering into
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-oblivion. Building good, meaningful gravity in the game is essential. The rest of this section explores things you can
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-do to build good meaningful gravity---enough to eventually slingshot your game on to new worlds.
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-
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##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small}
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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@@ -76551,7 +76485,7 @@
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some good ways to think about your role in making meaning during the game:
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::: {.alert .ps-4 .pb-0}
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-- **Maintain belief and make meaning:** As I mentioned previously, [meaningfulness is like gravity](#making-meaning),
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+- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity,
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and that gravity must be respected. It grounds the story, and helps define what's at stake in the story.
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Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind
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of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same
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@@ -77463,7 +77397,7 @@
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[faerie](#creature-faerie) is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the
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result.
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-The most important thing is to do what [make sense](#making-meaning) in the setting and story. For example, a standard
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+The most important thing is to do what make sense in the setting and story. For example, a standard
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level 2 hound dog probably can't pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of
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whimsy.
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@@ -77859,7 +77791,6 @@
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- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
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##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
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@@ -78119,13 +78050,13 @@
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Running the Game
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-- [The Rules Versus the Story](#making-meaning) [(403)]{.og-ref}
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+- The Rules Versus the Story [(403)]{.og-ref}
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- Consistency [(405)]{.og-ref}
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- Mistakes [(405)]{.og-ref}
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- Player-Awarded Experience Points [(408)]{.og-ref}
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- The Rest of the Rules [(412)]{.og-ref}
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-- [Adjudicating](#making-meaning) [(412)]{.og-ref}
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-- [Logic](#making-meaning) [(413)]{.og-ref}
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+- Adjudicating [(412)]{.og-ref}
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+- Logic [(413)]{.og-ref}
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- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref}
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- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
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- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
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