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Entanglements

Entanglements

A Story Mapping Tool for RPGs

A Story Mapping Tool for RPGs

By Ewen Cluney

By Ewen Cluney

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Table of Contents

Table of Contents

Introduction ... 2 Introduction ... 2 Elements ... 4 Elements ... 4 Phases ... 6 Phases ... 6

Using the Finished Map ... 8

Using the Finished Map ... 8

Specific Games ... 9

Specific Games ... 9 Refere

Reference Sheet nce Sheet ... ... 1111

Credits

Credits

 Written and Designed b

 Written and Designed by Ewen Cluney (©2015y Ewen Cluney (©2015)) Entanglements

Entanglements  owes a substantial debt to the Pathways system from Margaret Weiss Productions’  owes a substantial debt to the Pathways system from Margaret Weiss Productions’ Smallville Roleplaying Game

Smallville Roleplaying Game. It and other Cortex Plus games are well worth your time, even if you. It and other Cortex Plus games are well worth your time, even if you likely won’t have much use for

likely won’t have much use for EntanglementsEntanglements with them. with them.

The following icons are from The Noun Project and are used under a Creative Commons The following icons are from The Noun Project and are used under a Creative Commons Attrib-ution license:

ution license:

• Building by Antonis MakriyannisBuilding by Antonis Makriyannis •

• Café by Hyemi ParkCafé by Hyemi Park •

• Key by Bucky ClarkeKey by Bucky Clarke •

• Network by XOXONetwork by XOXO •

• News by Wilson JosephNews by Wilson Joseph

Introduction

Introduction

This is a set of rules for use with most any role-playing game to help you build up a deeply This is a set of rules for use with most any role-playing game to help you build up a deeply inter-connected set of characters. It is essentially instructions for making a “story map” that shows connected set of characters. It is essentially instructions for making a “story map” that shows rela-tionships between characters, places, events, and objects that will hopefully help provide the basis tionships between characters, places, events, and objects that will hopefully help provide the basis of an exciting campaign. It doesn’t replace the character creation system of whatever game you’re of an exciting campaign. It doesn’t replace the character creation system of whatever game you’re playing, but it will definitely influence the choices players make in creating their characters. Using playing, but it will definitely influence the choices players make in creating their characters. Using Entanglements

Entanglements  is fairly time-consuming, and it’s best to set aside an entire session for it, possibly  is fairly time-consuming, and it’s best to set aside an entire session for it, possibly  with character creation incl

 with character creation included. This in turn means it’s best for when you’re intending to commituded. This in turn means it’s best for when you’re intending to commit to a long-term

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Preparation

Preparation

Before you begin using

Before you begin using EntanglementsEntanglements, you should have some idea what your game is going to be, you should have some idea what your game is going to be about, and each player should have at least a basic character concept. A shared understanding of about, and each player should have at least a basic character concept. A shared understanding of  what you

 what you want the want the game to game to be is be is important to important to ensure that ensure that the elements the elements the players the players pick will pick will workwork  with the intended setting

 with the intended setting and tone. In creating the and tone. In creating the story map, players have a lot story map, players have a lot of freedom to cre-of freedom to cre-ate or introduce characters, organizations, and situations, so it’s important to be on the same page ate or introduce characters, organizations, and situations, so it’s important to be on the same page about what’s suitable for the game.

about what’s suitable for the game.  You shouldn’t have your

 You shouldn’t have your character completed already—it will definitely inform at character completed already—it will definitely inform at least some of least some of thethe choices you’ll make to create your character—but you’ll need some i

choices you’ll make to create your character—but you’ll need some i dea where you’re going dea where you’re going in orderin order to effectively choose elements for the story

to effectively choose elements for the story map.map.

If you’re doing this in person you’ll need a large piece of paper (or some other surface you can If you’re doing this in person you’ll need a large piece of paper (or some other surface you can  write on),

 write on), and if and if you’re doing you’re doing it online it online you’ll need you’ll need some kind some kind of shared of shared drawing tool, such drawing tool, such as theas the Google Drawings format in Google Drive or

Google Drawings format in Google Drive or the map-drawing tools in Roll20.the map-drawing tools in Roll20. Round Robin Setting Creation

Round Robin Setting Creation Some of the best games to use with

Some of the best games to use with EntanglementsEntanglements are also ones where you have to come up with a are also ones where you have to come up with a setting on your own, and more RPGs than not require you to drill down a little into whatever setting on your own, and more RPGs than not require you to drill down a little into whatever set-ting they have before you can arrive at the basis of a campaign. An informal discussion can ting they have before you can arrive at the basis of a campaign. An informal discussion can poten-tially drag on and land in quagmires, and a “round robin” process is one way to add some tially drag on and land in quagmires, and a “round robin” process is one way to add some struc-ture to this process while

ture to this process while letting everyone contribute.letting everyone contribute.

The idea is pretty simple: go around the table taking turns adding ideas to the game’s setting until The idea is pretty simple: go around the table taking turns adding ideas to the game’s setting until  you have enough to go on. The ideas can be as simple (“There are airships.”) or detailed (“The U.S.  you have enough to go on. The ideas can be as simple (“There are airships.”) or detailed (“The U.S. government secretly preserves each President as an eldritch steam-powered cyborg, and Cyborg government secretly preserves each President as an eldritch steam-powered cyborg, and Cyborg Lincoln is the true ruler of the nation.”) as you want, but the

Lincoln is the true ruler of the nation.”) as you want, but the point is to toss out neat ideas and riffpoint is to toss out neat ideas and riff on what the rest of the group is proposing. If the group finds the idea truly problematic you can on what the rest of the group is proposing. If the group finds the idea truly problematic you can ask that person to change it or come up with something else.

ask that person to change it or come up with something else. Mapping Tips

Mapping Tips

The story map you create in Entanglements can very quickly get complicated and confusing. Here The story map you create in Entanglements can very quickly get complicated and confusing. Here are a couple of tips:

are a couple of tips:

• If you have a small number of player characters, placing the circles representing them to-If you have a small number of player characters, placing the circles representing them

to- wards the outside of the map

 wards the outside of the map can make things a little eacan make things a little easier.sier.

• If need be, you can put “warp zones” on the map. Put an A in a circle in two places to indi-If need be, you can put “warp zones” on the map. Put an A in a circle in two places to

indi-cate a jump, and then move

cate a jump, and then move on to B and so on on to B and so on as needed.as needed.

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Elements

Elements

The story maps you produce using

The story maps you produce using EntanglementsEntanglements consist of several different kinds of “elements.” consist of several different kinds of “elements.” These can be relationships, characters, assets, situations, etc. How they relate to things on the These can be relationships, characters, assets, situations, etc. How they relate to things on the character sheet heavily depends on the particular game you’re playing, but there most likely won’t character sheet heavily depends on the particular game you’re playing, but there most likely won’t be a 1:1 correlation between elements and actual character traits within the game. See p.

be a 1:1 correlation between elements and actual character traits within the game. See p. 99 forfor some notes on applying

some notes on applyingEntanglementsEntanglements to specific games. to specific games.

Elements by themselves don’t concern characters’ actual abilities, though they can

Elements by themselves don’t concern characters’ actual abilities, though they can implyimply a whole lot, a whole lot, and in story terms can help reinforce a character’s talents. Many archetypes (wizard, martial artist, and in story terms can help reinforce a character’s talents. Many archetypes (wizard, martial artist, etc.) imply a mentor or school that can be a secondary character or set, and a membership in an etc.) imply a mentor or school that can be a secondary character or set, and a membership in an elite organization helps show that the character is

elite organization helps show that the character is in fact an elite.in fact an elite.

Relationships (Lines)

Relationships (Lines)

Relationships are the connections between things, and thus they’re represented by lines between Relationships are the connections between things, and thus they’re represented by lines between different elements. Each relationship should end up with a description written along the length of different elements. Each relationship should end up with a description written along the length of the line. These descriptions don’t need to be detailed, but they do need to explain what it is that the line. These descriptions don’t need to be detailed, but they do need to explain what it is that joins the two elements together.

joins the two elements together. Examples:

Examples: Business rivalry, has a crush on, uses  Business rivalry, has a crush on, uses for transportation, has terrible nightmares aboutfor transportation, has terrible nightmares about

Secondary Characters (Squares)

Secondary Characters (Squares)

Secondary charact

Secondary characters are ers are the people and other actors the people and other actors that take part in the that take part in the story. These will becomestory. These will become important non-player characters, and can range from

important non-player characters, and can range from valued friends to desperate enemies.valued friends to desperate enemies. Examples:

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Situations (Triangles)

Situations (Triangles)

 A

 A situation situation is is some some kind kind of of event event or or potential potential event event that that is is important important toto the character(s) in some way, whether it’s a past event that shapes them, the character(s) in some way, whether it’s a past event that shapes them, something currently ongoing, or a possible future problem.

something currently ongoing, or a possible future problem. Examples:

Examples:  Occupation, Pending Invasion, Pogrom, Power Manifestation,  Occupation, Pending Invasion, Pogrom, Power Manifestation, Questionable Experiments

Questionable Experiments

Assets (Diamonds)

Assets (Diamonds)

 An asset

 An asset is something in is something in the world connected to the world connected to the character. Assets the character. Assets connected to your characterconnected to your character aren’t necessarily assets her or she can actually use—assets cover plenty of things that could be aren’t necessarily assets her or she can actually use—assets cover plenty of things that could be ad- versarial to or simply desirable to

 versarial to or simply desirable to a character—so make it clear a character—so make it clear in the relationship description whatin the relationship description what  your

 your connection to connection to the the asset asset actually is. actually is. There There are are four four different different kinds kinds of of assets: assets: extras, extras, organiza- organiza-tions, props, and sets.

tions, props, and sets. Extras

Extras

Extras are minor characters that make themselves useful to a character in some way. Extras are minor characters that make themselves useful to a character in some way. Unlike secondary characters, relationships with extras are largely pragmatic. They Unlike secondary characters, relationships with extras are largely pragmatic. They can be contacts that provide information or services, or just flunkies at a character’s can be contacts that provide information or services, or just flunkies at a character’s beck and call. Extras can include a group of people, such as a squad of soldiers, who beck and call. Extras can include a group of people, such as a squad of soldiers, who mostly act as one in the

mostly act as one in the story.story. Examples:

Examples: Alchemist, Doctor, Gadget Guy, Servant, Scholar, Security Team, Scien- Alchemist, Doctor, Gadget Guy, Servant, Scholar, Security Team, Scien-tist, Soldiers

tist, Soldiers Organizations Organizations

Organizations are established groups of various kinds. Depending Organizations are established groups of various kinds. Depending on the scope of your campaign this could range anywhere from a on the scope of your campaign this could range anywhere from a powerful government to a school club. Think about how your powerful government to a school club. Think about how your character relates to a given organization.

character relates to a given organization. Examples:

Examples: Army, Corporation, Government Agency, Religion, Re- Army, Corporation, Government Agency, Religion, Re-search Facility, Secret Society, Thieves Guild

search Facility, Secret Society, Thieves Guild Props

Props

 A prop is an object of major imp

 A prop is an object of major importance to the story. It is most likortance to the story. It is most likelyely a MacGuffin in the classic sense; a thing that the characters desire a MacGuffin in the classic sense; a thing that the characters desire enough for it to help

enough for it to help drive conflicts.drive conflicts.

Especially in games where items are a major mechanical element, Especially in games where items are a major mechanical element, keep in mind that a prop element doesn’t necessarily mean a keep in mind that a prop element doesn’t necessarily mean a charac-ter gets to possess some particularly powerful thing. A sword that ter gets to possess some particularly powerful thing. A sword that people would fight wars over might not have the slightest hint of people would fight wars over might not have the slightest hint of magic if it’s got the right history behind it instead.

magic if it’s got the right history behind it instead. Examples:

Examples: Autographed Baseball, Crown Jewels, Legendary Sword, Magical Key, Special Formula, Autographed Baseball, Crown Jewels, Legendary Sword, Magical Key, Special Formula, Suitcase Everyone Wants, Vial of the Z

Suitcase Everyone Wants, Vial of the Z Virus, Vitally Important Data CrystalVirus, Vitally Important Data Crystal

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Sets Sets

Sets are places of significance to the characters. A set can Sets are places of significance to the characters. A set can be a place they specifically own or control, or just a place be a place they specifically own or control, or just a place that is somehow significant to their affairs. A team’s that is somehow significant to their affairs. A team’s se-cret base, the bar a character owns, and a pizza place cret base, the bar a character owns, and a pizza place  where they hang out can al

 where they hang out can all be sets.l be sets. Examples:

Examples:  Bar, Bowling Alley, Café, Mansion, Military  Bar, Bowling Alley, Café, Mansion, Military Base, Newspaper, Restaurant, School, Store

Base, Newspaper, Restaurant, School, Store

Phases

Phases

 When you use

 When you useEntanglementsEntanglements, the players are going to go through a series of “phases” that represent, the players are going to go through a series of “phases” that represent different periods in the characters’ lives. Different characters’ phases don’t necessarily correlate in different periods in the characters’ lives. Different characters’ phases don’t necessarily correlate in time, so a 200-year-old elf and a 2-week-old robot could still go through the same number of phases time, so a 200-year-old elf and a 2-week-old robot could still go through the same number of phases if it comes to that. Instead, the phases represent more the thrust of

if it comes to that. Instead, the phases represent more the thrust of their formative experiences andtheir formative experiences and entanglements. On the other hand, if your game is based around several pivotal events, you could entanglements. On the other hand, if your game is based around several pivotal events, you could deliberately make each phase correspond to

deliberately make each phase correspond to a particular time period.a particular time period. The number of phases the group goes through will

The number of phases the group goes through will determine the complexity of the resulting story map determine the complexity of the resulting story map and how long it will take

and how long it will take to create. As a rule of thumb,to create. As a rule of thumb, I recommend doing 5 phases on average. The table to I recommend doing 5 phases on average. The table to the right has a suggested default pattern of phases, but the right has a suggested default pattern of phases, but of course you can customize it to your tastes. We’ll get of course you can customize it to your tastes. We’ll get into the types of phases below, but I recommend into the types of phases below, but I recommend hav-ing the first and

ing the first and last phases be Major Phases.last phases be Major Phases.

Before you get into the normal phases, you’ll need to Before you get into the normal phases, you’ll need to place the players’ characters on the map. For each PC, place the players’ characters on the map. For each PC, draw a circle with the character’s name in it. Draw two draw a circle with the character’s name in it. Draw two lines between each of the PCs, representing their lines between each of the PCs, representing their rela-tionships with one another.

tionships with one another.

Taking Turns

Taking Turns

It isn’t absolutely necessary to have the players take turns adding elements to the map, but it can It isn’t absolutely necessary to have the players take turns adding elements to the map, but it can make things less confusing. For each element allowed in a phase (Major and Meta phases have two make things less confusing. For each element allowed in a phase (Major and Meta phases have two each), go around the table once letting each player add their

each), go around the table once letting each player add their element.element.

To keep up a bit more variety, players cannot use the same shape twice in a row. To keep up a bit more variety, players cannot use the same shape twice in a row.

Phase

Phase Type Type TitleTitle

0

0 Setup Setup SetupSetup 1

1 Major Major OriginOrigin 2

2 Normal Normal Early Early DevelopmentDevelopment 3

3 Meta Meta Branching Branching OutOut 4

4 Normal Normal StumblingStumbling 5

5 Major Major Turning Turning PointPoint 6

6 Normal Normal AftermathAftermath 7

7 Meta Meta ProfessionProfession 8

8 Normal Normal AspirationsAspirations 9

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Types of Phases

Types of Phases

There are three types of phases—standard, major, and meta—that work a little differently in terms There are three types of phases—standard, major, and meta—that work a little differently in terms of what kinds of elements players get to put in.

of what kinds of elements players get to put in. Standard Phase

Standard Phase

During a standard phase, each player gets to add one new element. You can add a character, asset, During a standard phase, each player gets to add one new element. You can add a character, asset, or situation and draw a line

or situation and draw a line from it to your character, or just from it to your character, or just draw a line from draw a line from your character to anyour character to an existing element.

existing element. Major Phase Major Phase

 A “major phase” is one

 A “major phase” is one that represents a major turning point in that represents a major turning point in the characters’ lives. During a ma-the characters’ lives. During a ma-jor phase each player adds two new Elements instead of one, but otherwise it works like in a jor phase each player adds two new Elements instead of one, but otherwise it works like in a stand-ard phase. Roughly one out of every

ard phase. Roughly one out of every 3 phases should be a Major Phase.3 phases should be a Major Phase. Meta Phase

Meta Phase  A “meta phase” is

 A “meta phase” is a phase where players also ga phase where players also get to play with other et to play with other aspects of the story map. In aspects of the story map. In ad- ad-dition to adding one new element like in a standard phase, each player gets to do one of the dition to adding one new element like in a standard phase, each player gets to do one of the fol-lowing:

lowing:

• Draw a line between any Draw a line between any two non-PC Elements and define a relationship between two non-PC Elements and define a relationship between them.them. •

• Destroy a line between their PC and a given Element and add a new element and relation-Destroy a line between their PC and a given Element and add a new element and

relation-ship. This implies that something

ship. This implies that something happened to sever one relationship and foster another.happened to sever one relationship and foster another.

• Introduce an element/relationship to another player character. The Introduce an element/relationship to another player character. The other player gets to other player gets to de-

de-fine the nature of

fine the nature of their characters’ relationship with that element however.their characters’ relationship with that element however. Roughly one out of every

Roughly one out of every 4 or 5 phases should be a 4 or 5 phases should be a Meta Phase.Meta Phase.

Does the GM Get a Turn?

Does the GM Get a Turn?

 Assuming

 Assuming you’re you’re playing playing a a game game that that calls calls for for having having a a Game Game Master, Master, it’s it’s up up to to you you to to decidedecide  whether the GM will actually be addin

 whether the GM will actually be adding things to the story map. Chances are the map will be moreg things to the story map. Chances are the map will be more than sufficiently large and convoluted with just the players adding to it, but if as the GM you want than sufficiently large and convoluted with just the players adding to it, but if as the GM you want to have some creative input into the whole thing you can simply fill in stuff on each phase as per a to have some creative input into the whole thing you can simply fill in stuff on each phase as per a player, adding new Elements that relate to the PCs and NPCs. The only difference is that as the player, adding new Elements that relate to the PCs and NPCs. The only difference is that as the GM you don’t have a character of your own, and thus aren’t limited to elements that connect to a GM you don’t have a character of your own, and thus aren’t limited to elements that connect to a given character.

given character.

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Using the Finished Map

Using the Finished Map

The story map will provide you with a whole lot The story map will provide you with a whole lot of ideas, but it will still take some a little thought of ideas, but it will still take some a little thought to fully flesh out the story.

to fully flesh out the story.

Triangular Relationships

Triangular Relationships

One key thing to look out for on the story map is One key thing to look out for on the story map is places where multiple characters have conflicting places where multiple characters have conflicting relationships with a given element. The classic relationships with a given element. The classic love triangle is an obvious example, but anything love triangle is an obvious example, but anything  where

 where relationships relationships are are at at odds odds is is a a potentialpotential place to make things more interesting.

place to make things more interesting.

Wedges

Wedges

 Whoever’s job

 Whoever’s job it is it is to drive to drive the conflicts in the conflicts in the game, the game, they can they can look at the look at the story map and story map and look forlook for places to drive wedges, to threaten and generally mess with existing relationships. If there’s a places to drive wedges, to threaten and generally mess with existing relationships. If there’s a trian-gular relationship, look for something to exacerbate it. Even if a relationship is non-triantrian-gular, you gular relationship, look for something to exacerbate it. Even if a relationship is non-triangular, you can find interesting ways to mess it up.

can find interesting ways to mess it up.

Implied Elements

Implied Elements

The story map can cover most of the major elements that will go into the game, but it can’t truly The story map can cover most of the major elements that will go into the game, but it can’t truly be comprehensive. An organization will have leaders and members, characters will have other be comprehensive. An organization will have leaders and members, characters will have other characters around them, locat

characters around them, locations will have any number ions will have any number of people associated with them, and so on.of people associated with them, and so on.  While the map is a very useful t

 While the map is a very useful tool, it should not limit whaool, it should not limit what you bring into the game.t you bring into the game.

Late Additions

Late Additions

For any number of reasons you could find yourself needing to introduce new player characters For any number of reasons you could find yourself needing to introduce new player characters af-ter the fact. You may need to update the map to reflect things that have changed in the game, so ter the fact. You may need to update the map to reflect things that have changed in the game, so go ahead and do that before a newcomer gets started. The simplest way for a player with a new go ahead and do that before a newcomer gets started. The simplest way for a player with a new character to go about things is to just run through the same phases as for the original PCs. That character to go about things is to just run through the same phases as for the original PCs. That  will give

 will give them plenty of them plenty of opportunities to give opportunities to give their character ties their character ties to existing to existing elements, as well elements, as well as toas to add some new ones.

add some new ones.

It’s up to you whether you want the new PC

It’s up to you whether you want the new PC to start off with relationships with all of the other PCs.to start off with relationships with all of the other PCs. Sometimes this will make perfect sense, and other times it’ll be tricky to pull off, so you may want Sometimes this will make perfect sense, and other times it’ll be tricky to pull off, so you may want to have a new character start without relationships with other PCs until the player draws them in to have a new character start without relationships with other PCs until the player draws them in (though in that case you may

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Specific Games

Specific Games

This section discusses a few specific games that you might use with

This section discusses a few specific games that you might use with EntanglementsEntanglements, though of course, though of course there are plenty of other possible ones you might use. It would be problematic to use with a game there are plenty of other possible ones you might use. It would be problematic to use with a game that already has a lot of

that already has a lot of front-loaded story/relafront-loaded story/relationship setup, and it’s at tionship setup, and it’s at its best when it its best when it can help acan help a game with a more freeform

game with a more freeform setup process.setup process.

Dungeons & Dragons

Dungeons & Dragons

It’s best to figure out your character’s race and class before you begin using

It’s best to figure out your character’s race and class before you begin using EntanglementsEntanglements, but not, but not too much else. Classes will often imply a lot of possible elements—clerics are part of a religion, too much else. Classes will often imply a lot of possible elements—clerics are part of a religion, wiz-ards learned magic somewhere, etc.—even if you decide the earlier phases represent things that ards learned magic somewhere, etc.—even if you decide the earlier phases represent things that happened before the character took up that class.

happened before the character took up that class.**

Character things like feats, prestige

Character things like feats, prestige classes, backgrounds, and themes (depending on the edition orclasses, backgrounds, and themes (depending on the edition or flavor of the game you’re playing) can reflect the elements on the story map. You might go as far as flavor of the game you’re playing) can reflect the elements on the story map. You might go as far as to set specific trait choices in specific phases too; for example, in a

to set specific trait choices in specific phases too; for example, in a Dungeons & DragonsDungeons & Dragons 5 5thth Edition Edition game that starts at 3

game that starts at 3rdrd level I might set up phases like this: level I might set up phases like this:

Phase

Phase Type Type TitleTitle Trait SelectionTrait Selection 0

0 Setup Setup SetupSetup RaceRace 1

1 Major Major OriginsOrigins  Alignment Alignment 2

2 Normal Normal ApprenticeshipApprenticeship Background & Personality TraitsBackground & Personality Traits 3

3 Meta Meta DevelopmentDevelopment Class Level 1 & IdealsClass Level 1 & Ideals 4

4 Normal Normal True True CallingCalling Class Level 2 & FlawsClass Level 2 & Flaws 5

5 Major Major DestinyDestiny Class Level 3 & BondsClass Level 3 & Bonds

Magic items tend to be a big deal in D&D, so it pays to remember that a prop element is not the Magic items tend to be a big deal in D&D, so it pays to remember that a prop element is not the same thing as a magic item in the conventional sense. A magic orb that can resurrect the demon same thing as a magic item in the conventional sense. A magic orb that can resurrect the demon god needn’t be anything special while in the hands of a player character, or what serves as a god needn’t be anything special while in the hands of a player character, or what serves as a level-appropriate standard magic item selection could turn out to be a prop with greater story appropriate standard magic item selection could turn out to be a prop with greater story signifi-cance.

cance.

Fate

Fate

If you’re familiar with

If you’re familiar with FateFate, it should be obvious that the elements you create in, it should be obvious that the elements you create in EntanglementsEntanglements should strongly correlate with your character’s aspects. As usual, aspects require a certain finesse should strongly correlate with your character’s aspects. As usual, aspects require a certain finesse toto  write, and while your character’s elements will strongly suggest

 write, and while your character’s elements will strongly suggest several, you’re still going to need several, you’re still going to need toto put some thought into how to

put some thought into how to make really meaty aspects out of them.make really meaty aspects out of them. For

For Fate CoreFate Core, the three phases described in the book (, the three phases described in the book (Fate CoreFate Core pp. 38-44) can correlate to some of pp. 38-44) can correlate to some of the phases of

the phases of EntanglementsEntanglements, with things like skills and stunts going in the remaining phases. For, with things like skills and stunts going in the remaining phases. For Fate Accelerated

Fate Accelerated, the assignment of aspects, approaches, and stunts is likewise a natural thing to in-, the assignment of aspects, approaches, and stunts is likewise a natural thing to in-tegrate into

tegrate into EntanglementsEntanglements phases. phases.

** This is also true of games like the various World of Darkness titles, where there are strong archetypes that say a tre- This is also true of games like the various World of Darkness titles, where there are strong archetypes that say a

tre-mendous amount about a given character. mendous amount about a given character.

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Fudge

Fudge

If you’re using one of the basic forms of

If you’re using one of the basic forms of FudgeFudge, you can simply let map elements inform how you, you can simply let map elements inform how you pick skills, gifts, and faults. For something a little more interesting, you can integrate

pick skills, gifts, and faults. For something a little more interesting, you can integrate EntanglementsEntanglements into the game a little more directly. Make map elements correlate directly to appropriate gifts and into the game a little more directly. Make map elements correlate directly to appropriate gifts and faults, and let characters assign one or two traits of another kind (a gif

faults, and let characters assign one or two traits of another kind (a gif t, fault, or a skill/attribute oft, fault, or a skill/attribute of a given rank) in each

a given rank) in each phase. If you’re using the phase. If you’re using the 5-Point Fudge system, you could have players assign5-Point Fudge system, you could have players assign one of their points during each phase, and then assign skills according to the point totals that one of their points during each phase, and then assign skills according to the point totals that re-main at the end.

main at the end.

GURPS

GURPS

GURPS

GURPS has a number of  has a number of character traits that you can base off of elements character traits that you can base off of elements from the plot map. Onlyfrom the plot map. Only certain kinds of relationships with other characters will count as Advantages or Disadvantages certain kinds of relationships with other characters will count as Advantages or Disadvantages (such as Allies, Enemies, and

(such as Allies, Enemies, and Dependents), but most asset elements will make Dependents), but most asset elements will make good character traitsgood character traits of some kind.

of some kind.

This advice is equally applicable to similar traditional point-buy systems such as

This advice is equally applicable to similar traditional point-buy systems such as Hero SystemHero System,, OpenOpen Core

Core,,Big Eyes Small MouthBig Eyes Small Mouth,, OVAOVA, etc., etc.

Powered by the Apocalypse Games

Powered by the Apocalypse Games

 Apocalypse World

 Apocalypse World and other PbtA games tend to be a little tricky to integrate with and other PbtA games tend to be a little tricky to integrate with EntanglementsEntanglements be-  be-cause those games tend to have a built-in relationship system of some kind. Here are some specific cause those games tend to have a built-in relationship system of some kind. Here are some specific suggestions for some selected PbtA games:

suggestions for some selected PbtA games:

•  Apocalypse World Apocalypse World’s Hx rules only concern relationships between PCs, so that can be one of’s Hx rules only concern relationships between PCs, so that can be one of

the phases, followed by more

the phases, followed by more typicaltypicalEntanglementsEntanglements stuff. On the other hand, several charac- stuff. On the other hand, several charac-ter types include things that definitely count as Elements, so you may want to set aside a ter types include things that definitely count as Elements, so you may want to set aside a phase to put those things on the map.

phase to put those things on the map.

• ForFor Dungeon WorldDungeon World, you can of course take an approach similar to what you’d do with, you can of course take an approach similar to what you’d do with

D&D, though I recommend integrating the selection of

D&D, though I recommend integrating the selection of Bonds with some of the Bonds with some of the phases.phases.

• ForFor Dragon WorldDragon World (by yours truly), I recommend having players assign a Story Thread dur- (by yours truly), I recommend having players assign a Story Thread

dur-ing each

ing each EntanglementsEntanglements phase. phase.

“Roll Your Own Traits” Games

“Roll Your Own Traits” Games

There are several games where the

There are several games where the players get to write up their characters’ traits however they want.players get to write up their characters’ traits however they want. These include

These include Primetime AdventuresPrimetime Adventures,, RisusRisus, and, andWushuWushu, amongst others. As , amongst others. As usual story map elementsusual story map elements can’t map directly to character traits, but will often strongly suggest them. For example, a Set Asset can’t map directly to character traits, but will often strongly suggest them. For example, a Set Asset on the story map will make

on the story map will make a good candidate for a character’s Personal Set ina good candidate for a character’s Personal Set in Primetime AdventuresPrimetime Adventures..  Also, the

 Also, theRisus CompanionRisus Companion by S. John Ross is an excellent resource for any of these kinds of games. by S. John Ross is an excellent resource for any of these kinds of games. One key bit of advice from it is that when you’re making up traits you can make them more One key bit of advice from it is that when you’re making up traits you can make them more awe-some by adding more specific and flavorful adjectives to them. When it comes time to look at the some by adding more specific and flavorful adjectives to them. When it comes time to look at the story map for ideas this is handy to keep in mind because it means you can take several different story map for ideas this is handy to keep in mind because it means you can take several different

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Entanglements Reference Sheet

Entanglements Reference Sheet

Phase

Phase Type Type TitleTitle

0

0 Setup Setup SetupSetup 1

1 Major Major OriginOrigin 2

2 Normal Normal Early Early DevelopmentDevelopment 3

3 Meta Meta Branching Branching OutOut 4

4 Normal Normal StumblingStumbling 5

5 Major Major Turning PointTurning Point 6

6 Normal Normal AftermathAftermath 7

7 Meta Meta ProfessionProfession 8

8 Normal Normal AspirationsAspirations 9

9 Major Major DestinyDestiny Standard Phase

Standard Phase

During a standard phase each player gets to add one new element. You can add a character, asset, During a standard phase each player gets to add one new element. You can add a character, asset, or situation and draw a line

or situation and draw a line from it to your character, or just from it to your character, or just draw a line from draw a line from your character to anyour character to an existing element.

existing element. Major Phase Major Phase

 A “major phase” is one

 A “major phase” is one that represents a major turning point in that represents a major turning point in the characters’ lives. During a ma-the characters’ lives. During a ma-jor phase each player adds two new Elements instead of one, but otherwise it works like in a jor phase each player adds two new Elements instead of one, but otherwise it works like in a stand-ard phase. Roughly one out of every

ard phase. Roughly one out of every 3 phases should be a Major Phase.3 phases should be a Major Phase. Meta Phase

Meta Phase  A “meta phase” is

 A “meta phase” is a phase where players also ga phase where players also get to play with other et to play with other aspects of the story map. In aspects of the story map. In ad- ad-dition to adding one new element like in a standard phase, each player gets to do one of the dition to adding one new element like in a standard phase, each player gets to do one of the fol-lowing:

lowing:

• Draw a line between any Draw a line between any two non-PC Elements and define a relationship between two non-PC Elements and define a relationship between them.them. •

• Destroy a line between their PC and a given Element and add a new element and relation-Destroy a line between their PC and a given Element and add a new element and

relation-ship. This implies that something

ship. This implies that something happened to sever one relationship and foster another.happened to sever one relationship and foster another.

• Introduce an element/relationship to another player character. The Introduce an element/relationship to another player character. The other player gets to other player gets to de-

de-fine the nature of

fine the nature of their characters’ relationship with that element however.their characters’ relationship with that element however.

11

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