The Storyteller's Guide will be three-fold :
- a start-finish example of how to plan and execute a Words of Power style adventure
- an in-depth look at why the rules are how they are and how to expand them, while maintaining balance
- highly opinionated gm tips
This document assumes that you've read and are familiar with all the concepts in the How to Play guide. Lingo will be used freely and I will not cite any references.
+1. Rules Explained
+2. Preparing the Game
+3. Preparing the Adventure
For situations not covered by this document, just follow the patterns you've learned. Start by asking whether you even need a roll. If you do, is it challenging or contested? If challenging, use the skill check system. If it's contested, have both sides roll instead of using challenge dice. If they have to land a hit or touch something uncooperative, use the combat rules. Err on the side of keeping the narrative going. Resolving ideas takes priority over turns and time.
Example : "I want to grab his hand keep his blade in the scabbard!"
- The very first portion of that is getting our hands on the guy. So, we have to land an attack roll on the mainhand. A crit will also work.
- The second portion is resisting any attempts to use that arm. If he doesn't use it, then our job is done. Maybe he casts a spell with his other hand. Maybe he shouts for help.
- If at any point during his following turn the enemy attempts to use that arm, we make an opposed strength check that does not consume any time/actions. We just resolve the contest before doing something.
- If the player wins the roll, the enemy wastes his action.
- If the enemy wins, his turn continues as normal.
- The enemy cannot move until the contest is resolved.