these are things that are not included in the core commons version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on. most of Old Gus's and the community's content is removed in order to have a near-CSRD state what remains is the rules clarifications, errata, splicing together some information from secondary sources (like the Starter Set or from game authors on Twitter), and organizational assists things removed 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 stuff that's likely to get folded into my core is arbitrarily numbered 300s instead of 000s
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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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