The One Page Tool Extended

These are add-ons to the original Same Page Tool:

Combat in this game is….

1) Something that happens if we screwed up; if possible, we should try to avoid combat or fight on our own terms. Things like charging into an enemy’s lair never happens.

2) Something which we can expect as part of plot-line or setting; we can improve our odds with subterfuge and trickery but if there’s a climatic battle, there’ll be one.

In the game’s plot, we are

1) The Big Damn Heroes. We’re the best people around to tackle the problem, for a variety of reasons. Calling the police? Usually, not an option.

2) Significant Protagonists. We’re capable people but there times when the problem is really someone’s else problem.

3) We’re not heroes, but we are well trained, capable professionals. Just not one-man armies

4) We are cannon fodder.

Something happens that is not covered by the rules! The best way to resolve this is

1) The GM extrapolate an existing rule to try to cover the situation, with the player’s agreement

2) The GM thinks of a simple probability, or skill check

3) The GM and the players think of ways of resolving it, while keeping to the spirit and intent of the game rules

4) find the official stance of the rule.

When we say a NPC in the game would react “logically”, it means:

1) as in the real world, and the GM won’t tell you how

2) as in the real world. and the GM will share with you

3) as in a dramatic story or narrative, and the GM won’t tell you how

4) as in a dramatic story or narrative, and the GM will share with you how

The NPC tells you he has a job for you; in this campaign, what’s the norm?

1) The NPC is likely out to get us; be paranoid, do a background check, cover every angles and always be prepared to run like hell

2) The NPC is truthful that he needs us and won’t harm us, but likely has his own angle and is not telling the whole truth – and it is bad.

3) The NPC is truthful that he needs us, but he’s hiding something, but it’s for good. Relax a little.

4) The NPC is truthful, and he is not compromised in any way to the overall cause of the party. Stay a while and listen.

(Score each of the statement from 1 to 5, with 1 being Totally Disagree and 5 being Totally Agree) Tension and drama should come from the

1) Realism of the situation, such as resources management of water, ammo and food, as well as time. The gritty details

2) Narrative, focusing on interaction between players and NPCs

For this campaign, the rulings should model:

1) Reality – wood should be easier to break than stone, and we can come up with a formula to calculate the DC of anything

2) Approximation of Reality – wood should be easier to break than stone, so the DC for a material which hardiness is in between should have a DC between wood’s and stone’s

3) Story – the material of the door has nothing to do with it; how it affects the plot is more important

Who’s responsible for the story?

1) Solely the GM. He interprets the outcome of rules and how the story goes from there

2) The GM and the rules. Rules could determine the trend of the story (clear-cut success, success with complications)

3) The GM, and informal input of the players. Players can suggest outcomes or how the situations can unfold, but the GM is the final judge.

4) The GM, and formal input of the players authorized by the rules. There are rules for player to modify the narrative during game play. The GM can veto, but there are formal rules for such veto. (GM can still go for an informal veto – settle it outside of the rules. Just saying that there are rules for that).

When introducing new mechanics and gameplay into the rules, what’s important is

1) Realism. If it is easier/more difficult/cheaper than real life, then it should be so in game

2) Balance. The new addition should be balanced with the existing abilities/actions

3) Dramatic convention. The more useful the addition is, the more costly or limited it should be.

The One Page Tool Extended

Fate of the True Empress ExtraKun