Guidelines for writing rules
About half of a character's dice should be useful for something, on average.
A card should have 2-3 rules.
Concept cards:
Concept Rules should be useful about two-thirds of the time at their core competency: 1-2=no effect; 3-5=average effect; 6=doubled effect
Secondary rules on a Concept card should be 1-3=no effect; 4-6=average effect
Schtick cards:
At least one Rule on a Schtick card should overcome a specific class of challenge 50% of the time, e.g. a physical challenge or a social challenge.
Twist cards:
Twists aren't meant to be straight disadvantages. They are meant to be plot complications that involve a player character in the game. They should compel player actions or eat dice half the time, and provide the player with some unique ability the other half. For example, a player might be hindered in combat with a particular type of opponent but also be able to repel that opponent under specific circumstances.
Combat:
inflict or avert can add up very fast. Combat-focused schticks and combative concepts can conceivably stack 3 or 4 dice worth of damage on really good rolls.
To lengthen a fight, provide automatic avert or unlock effects to all combatants.
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