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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78 lines
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--- _tmp/ccsrd.md 2025-07-21 14:22:04.240730816 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 14:23:17.554199605 -0500
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@@ -76416,47 +76416,6 @@
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PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
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:::
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-##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small}
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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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-In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find
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-meaning in. For example, a PC with the [Drives Like a Maniac](#focus-drives-like-a-maniac) focus requires some kind of a
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-[vehicle](#choose-vehicles)---maybe more than one. Driving a sports car is great---but so is driving a dump truck or an
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-interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them
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-to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of
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-contributions that would bring meaning to the story.
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-
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-In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs'
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-[skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
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-[Effort](#modifying-the-difficulty-effort) quite literally [make the impossible possible](#the-difficulty-dial). For
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-example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who
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-begins the game with 6 [Armor](#rules-armor):
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-
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-- +1 Armor from the [Tough](#descriptor-tough) descriptor;
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-- +1 Armor from the [Adept](#type-adept) type's[Ward](#ability-ward){.og-ability} ability, and a
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- [shield](#equipment-armor-shields) as one of their pieces of equipment, granting them an
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- [asset](#modifying-the-difficulty) on [Speed](#speed) [defense rolls](#action-defend);
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-- +4 Armor from the [Stands Like a Bastion](#focus-stands-like-a-bastion) focus, gaining a set of [heavy
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- armor](#equipment-armor) from the[Practiced in Armor](#ability-practiced-in-armor){.og-ability} ability, and an
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- additional bonus for wearing it from the[Experienced Defender](#ability-experienced-defender){.og-ability} ability.
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-
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-Obviously, this PC a defensive powerhouse against conventional attacks---their abilities will only grow as [character
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-advancement](#character-advancement) occurs. That's okay. A PC like this provides an interesting space for you to
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-create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by
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-fighting so much as endurance, or that require solutions that lean into other PCs' unique talents---or
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-[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don't be
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-afraid to let that specialization shine. There are many ways to challenge a PC---and you always have [GM
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-intrusion](#gm-intrusion) at your disposal. In a Cypher System campaign, you will be required to create challenges based
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-on the PCs' choices and [character arcs](#choose-character-arc).
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-
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-Moreover, any specialist will have weak points---for example, a character like this needs both hands to [use Adept
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-abilities and hold their shield](#first-tier-adept), and every PC is equally vulnerable to [GM
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-intrusion](#gm-intrusion). Learning to customize your game for the desired genre, tone, and party composition might mean
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-revisiting the use of some [optional rules](#choose-optional-rules). For example, if the game requires a little more
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-\"gritty realism\", employ [optional rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) and
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-[Ironman](#horror-rules-ironman) to dial up the threat.
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-
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##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small}
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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@@ -77436,7 +77395,7 @@
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##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq}
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::: {#faq-challenge .collapse}
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-In addition to the strategies listed in [Handling Players and PCs](#handling-players-and-pcs) and [Creating Challenging
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+In addition to the strategies listed in Handling Players and PCs and [Creating Challenging
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Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
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Mode](#horror-rules-horror-mode) optional rule.
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@@ -77942,7 +77901,7 @@
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- The Flow of Information [(416)]{.og-ref}
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- Failure to Notice [(417)]{.og-ref}
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- Graduated Success [(417)]{.og-ref}
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-- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
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+- Dealing with Character Abilities [(418)]{.og-ref}
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- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
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- [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
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- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
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@@ -77961,7 +77920,7 @@
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- Pacing [(428)]{.og-ref}
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- Description [(430)]{.og-ref}
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- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
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-- [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref}
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+- Handling the Players [(433)]{.og-ref}
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- [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
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- Designing Encounters [(434)]{.og-ref}
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- Complex Encounters [(434)]{.og-ref}
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