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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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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