Tuesday, September 10, 2013

Non-Elements: Limits and Cues.


This post will likely see a lot of editing as the game develops. 

Last Edited:  10/14/2013- added "Grade", which denotes a Function's rating, as distinct from "Rank" which was formerly used to cover both Attribute ratings and Function ratings. Adjusted Profit and Waste to match the current state of the game. 

Sometimes an Expression needs to talk about things that can't be easily expressed with Elements. Things like the concept of a "Target" could be expressed by some convoluted expression using the FOCUS Element, but doing so would result in...bad things.  


Other times you want a Power to do things like push a foe backwards rather than letting you move them in any direction .  You need to limit or refine the Effect.  


Some  concepts are outside of the scope of the Elements or refer to the game mechanics themselves. For example, it can be useful to be able to TRIGGER an Effect when you Fail a Test.  


Others are useful for clarity, it may be important to be able to distinguish between the originator of an Effect and its Target.




Limits



There are some non-Element words that are useful to modify meaning in Effects to make them clearer or to specify your desired goal. These usually serve to limit the broad effects of the Elements to achieve specific results.  Any preposition is legal (with, in, from, to, except...), as are words like directions, or any other word (for now) that limits or defines the overall effect. They will help to reduce the cost of Effects when used.



Cues


Cues are words that: 


  •  Are not Elements. 
  •  Allow you to reference things that Elements don't cover.
  • Like Elements, are simultaneously nouns and verbs so that they can be used as either.
  • Have no Rank.
  • When used as a verb have at best an indirect impact on the game world.
  • Have only their first letter capitalized.  
  • Don't currently correspond to anything in Kabbalah.

Cue List


  •  Attribute: n. One of the three core Ranked Elements that fuel Effects. v. To derive an Effect back to one of these traits.
  • Author: n. The entity (such as a character) that an Effect originates from. v. To originate an Effect.
  • ·Cause: n. The source of an Effect such as a Power or Frame, or the inert expression of an Effect.  v. To initiate an Effect.
  • Check: n. A simple comparison of values to see which one is higher, and whether something is possible. Used in unchallenged actions. v.  To compare values to determine whether something is possible.
  •  Contact: n. Interaction of any kind. It doesn't need to be physical.  v. To interact.
  •  Challenge: n. A situation that offers resistance to success. v. To initiate a Test to determine who or what succeeds at a goal.
  •  Effect: n. A phenomenon that impacts the game world.  v. To carry out or accomplish.
  • Fail: n. A Test with a result that is too low to succeed. v. To try, but not succeed.
  • Feature*: n. A property of an Effect. One instruction or sentence. v.  To contain a specified instruction.
  • Frame: n. One of seven Gauged containers for Attributes, Powers, or other Frames. v. To place an Attribute, Power, or other Frame inside a Frame.
  • Function: n. One of twelve Ranked rules elements that performs a simple in-game operation. v.  To perform the operation of a Function.
  • Gauge: n. The indicator of a Frame's numerical rating, spectrum or quantity. v. To measure or quantify a given Frame in its own particular way. 
  • Level: n. The rating, from 1 to 5, given to an Effect, Feature, or Function. v. To assign the rating of an Effect, Feature, or Function.
  •  Name: n. The specific or general designation of an instanced "thing" in the game,  capitalized and placed in quotes, such as "Mind" or "The Blade of Kalroth" .  v. To give a designation to a phenomenon.  
  • Pick: n. A choice made between listed optional phenomena, as in a POOL. v. To choose.
  • Position: n. Location in a HOUSE, designated by a specific zone or space. v. To place into a specific space within a HOUSE.
  • Profit: n. Extra FOCUS dice that rolled high in a Test.  v. To roll well, and make your Effect more impressive.  
  • Power: n. One of seven broad types of action you have the in-game right to take. A container for Effects. v. To give the authority to deliver an Effect.
  • Rank: n. The numerical rating of an Attribute or Function.  v. To give a numerical rating to something.
  • Risk: n. A die roll to decide which of several listed phenomena occurs or is given in the game world. v. To let the dice decide which of several listed phenomena is given or occurs.
  • Signal: n. A side effect or indication of the properties of a phenomenon which are not worth modeling specifically. Also, raw information such as a Tribute expression. v. To indicate something about a phenomenon, or to give information.
  • Target: n. The subject of a verb's action, or of an Effect.  v.  To make something into the subject of an Effect or verb.
  • Test: n. The result of a roll of the dice, with modifiers used to determine whether you Win or Fail at a Challenge. v. To roll the dice, and add applicable modifiers. 
  • Waste: n. Extra BURDEN dice that rolled high in a Test. v. To roll poorly and have your Effects reduced as a consequence.
  • Win: n. A Test that with a result that is high enough to succeed. v. To succeed.

*Features are what I called "Properties" of Effects in previous posts.

No comments:

Post a Comment