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# Changelog
## 0.2.0
* DnD attribute names have been replaced with more generic attribute names to make it easier for dungeon masters to figure out what attribute should fit in a given circumstance
* Strength and Constitution have been merged into Tough
* Dexterity has been renamed Quick
* Intelligence and Wisdom have been split into Clever, Perception and Learned
* Charisma has been renamed Charm
* All of the class and race specific documentation has been changed to reflect the stat renames
* I have rewritten the book content with gemtext instead of using Homebrewery, this does mean I don't have embedded images anymore but I would rather this book focus on the actual content over visual aids
* Monsters in The Dwarven Cavern have been slightly rebalanced

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=> ./races/ Races => ./races/ Races
=> ./classes/ Classes => ./classes/ Classes
=> ./adventures.gmi Adventures => ./adventures.gmi Adventures
=> ./changelog.gmi Changelog

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# Ground Rules # Introduction
The Source is a fantasy roleplaying game intended for groups of 3 or more people. One of the players will take the role of Dungeon Master and control the world, its monsters, NPCs and the like while the other players will control adventurers in that world.
This game is very open-ended and will end up requiring some improvisation in order to excel at it.
As a Dungeon Master, remember these four words: "What do you do?". Ask that question after you describe the scenario or any actions players have taken.
## Ground Rules
These are the basic ground rules that should be followed at all times. These are the basic ground rules that should be followed at all times.
## Be Creative ### Be Creative
Just because it looks like something doesn't mean you have to treat it like it is that thing. Don't be afraid to bend the rules or go off the beaten path. The real fun happens there. You may have to make the Dungeon Master improvise a situation, this is never a bad thing. Just because it looks like something doesn't mean you have to treat it like it is that thing. Don't be afraid to bend the rules or go off the beaten path. The real fun happens there. You may have to make the Dungeon Master improvise a situation, this is never a bad thing.
## Make Sure Everyone is Involved ### Make Sure Everyone is Involved
Resist the temptation to railroad the adventure in a non-inclusive way for too long. It can feel like fun to do it, but your party-mates are your friends and should be involved as much as possible. That's how the stories of heroes become legends of groups. Resist the temptation to railroad the adventure in a non-inclusive way for too long. It can feel like fun to do it, but your party-mates are your friends and should be involved as much as possible. That's how the stories of heroes become legends of groups.
## Make Sure Everyone is Comfortable ### Make Sure Everyone is Comfortable
Don't be afraid to let the Dungeon Master know if something is overwhelming or the like. They will be happy to help refocus people away from uncomfortable topics to ensure everyone has the most fun they can. Let the Dungeon Master know in a private message or with the Roll20 macro #uncomfortable. Don't be afraid to let the Dungeon Master know if something is overwhelming or the like. They will be happy to help refocus people away from uncomfortable topics to ensure everyone has the most fun they can. Let the Dungeon Master know aloud, in a private message, or somehow in general.
## Be Respectful ### Be Respectful
Everyone comes from a different background and has had different life experiences. These experiences shape their lives and can sometimes manifest in the course of play. Respect this, this diversity of experience helps shape people's adventures and can lead to glory. Everyone comes from a different background and has had different life experiences. These experiences shape their lives and can sometimes manifest in the course of play. Respect this, this diversity of experience helps shape people's adventures and can lead to glory.
## Maximize Fun ### Maximize Fun
We're ultimately here to play a game together. Take advantage of this and help to maximize the amount of fun everyone has. This will help games to be more memorable and lead to a stronger friendship. We're ultimately here to play a game together. Take advantage of this and help to maximize the amount of fun everyone has. This will help games to be more memorable and lead to a stronger friendship.
___
The rules are very light on purpose, but even then they are paper thin when it comes to maximizing enjoyment. The Dungeon Master will usually be the judge of when to break the rules unless you can convince them otherwise. The rules are very light on purpose, but even then they are paper thin when it comes to maximizing enjoyment. The Dungeon Master will usually be the judge of when to break the rules unless you can convince them otherwise.
## Don't Be An Asshole ### Don't Be An Asshole
Nobody likes it when someone is an asshole. Nobody likes it when someone is an asshole.
# Dice Notation ## Dice Notation
The Source is a dice-heavy game. As such this rulebook will use notation to represent dice rolls. At a high level, it looks like this: The Source is a dice-heavy game. As such this rulebook will use notation to represent dice rolls. At a high level, it looks like this: