ryan
3rd Incarnation
The Unyielding 7th
Posts: 215
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Post by ryan on Aug 6, 2016 18:01:04 GMT
So sorry to dredge this up again but i am thinking of making my own GM screen - what do you think we would need to include on it? Thanks
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Post by cigarman on Aug 6, 2016 18:40:36 GMT
I would look at the old DWAITS GM screen and go from there.
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ryan
3rd Incarnation
The Unyielding 7th
Posts: 215
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Post by ryan on Aug 6, 2016 18:53:54 GMT
Anyone got access to this? It's literally the only product i havent got
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Post by da professor on Aug 7, 2016 11:14:03 GMT
Look at the various tables in the GM book, they will provide most of what you'll need. Other than that, maybe a brief summary of the rules you're most likely to need. Don't be afraid to use your own personal shorthand as you are the only person who will need to understand it.
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Post by Stormcrow on Aug 7, 2016 15:03:47 GMT
This review on RPG.net has pictures of the reviewer holding up the screen, and you can see all the tables and pictures on it.
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Post by ryanblake235 on Aug 7, 2016 15:28:11 GMT
Thank you kindly
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Post by cigarman on Aug 8, 2016 1:09:35 GMT
This review on RPG.net has pictures of the reviewer holding up the screen, and you can see all the tables and pictures on it. One thing that struck me was the lack of a comprehensive list of all the uses for Story Points. Does anyone know of a Story Point players aid that lists all the uses?
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Post by Marnal on Aug 9, 2016 20:11:58 GMT
This is mine [though it has a few House Rules in it]
Even if the character isn't in a scene (or is unconscious) the player can still spend SP to buy events and plot twists (or suggest complications). SP cannot be used to dodge unexpected attacks or on passive Awareness rolls (only active ones). The GM can forbid the use of Story Points to overcome infection (and poison/gas toxins). But, PCs gain 1 SP for every roll they fail.
Spending Story Points * Get a nudge or hint from GM (usually by having an NPC show up) (1 SP) * Get to roll 4D instead of 2D (1 SP) * Bump failure to a Yes But (1 SP per level shifted) (doesn’t work on unexpected attacks) * Cut damage from a hit (you didn’t know was coming) in half (1 SP) * PC’s who kill unnecessarily should be penalized (1-3 SP) * Voluntarily violating your Code of Conduct or Duty (at least ½ of you SP) * Build a Gadget (1 – 6 SP) * Check out equipment from base (Gadget SP cost) * Discovering a helpful room in the TARDIS (1-8 SP) * Use someone else’s skill level for your roll * Encourage or inspire someone and they get your SP (Player choice) * Activate various Good Traits or TARDIS Traits. Really crazy TARDIS tricks cost 6-12 points * Break the Laws of time (2nd 1 SP)(3rd 6 SP)(4th 6 SP)(5th 1 SP)(7th 1 SP) * 3 SP for a Coincidox: You will travel back and leave yourself something to help now. * If captured, they can spend 1 SP to be taken to the leader or their captors. * PCs (if over 500 years old) can say they have already met a new character or species. * Have their PCs to be mistaken as someone respectable. (1 SP) * Have their PCs to be mistaken as someone with authority over the NPCs. (2 SP) * Pick a Character, or Monster that will appear in next story (See below) * Buying a remarkable or unlikely occurrence (1 - ?? SP) 1-2 Likely details 3-4 Plausible minor additions to story 5-6 Very convenient/significant story change or reinforcements 7-8 Major change to the plot or NPCs 9-10 Breaking the rules of reality. Massive Deus Ex Machina 11+ Campaign altering. Everything changes events. * Ventilation Shafts Story Point Rules Go somewhere helpful 4 Go exactly where you need to go 6 Secure Base Trait(prison/high security area) x3 Full sized people +0 Small people only -2 Vertical tubes -1
Gaining Story Points * For the GM FORCING the PCs to fail a skill roll (to keep the game on track.) * The PCs can gain 1 SP by suggesting cool bits of environmental/cultural for the setting. * Suggesting complications to the GM (1-10 SP) * The Players can offer the GM a deal by suggesting future interesting complications in return for SP now. Often a future complication caused by this success. * Ask the GM for complications so that they can fight off a Convince Roll * Messing around with your romance partner when it’s dangerous/irresponsible. * Sacrificing something major to help someone else earns a Player 1 SP. * Risking your life for others (1-3 SP) * Playing your in character Bad Traits so they cause complications (1-2 SP) * Allowing yourself to be captured (1-5 SP) 1st Dr SB page 57 has rules for how the PCs get captured. * Deliberately failing a roll (1 SP per level) * Allowing the villain to get away during a story is worth 5 SP. * Allowing the villain to get away at the end of the story is worth 3 for next adventure. * The GM will give each PC 1 point if their Secure base is secretly infiltrated by NPCs. * Blog entries, short stories, other activities that enhance the game. (1-4 SP) * Black Guardian Chaos Points: The Black Guardian can also meddle with the affairs of time. A player can have a Story Points whenever they want, no questions asked – but they also gain a Black Guardian point. The player may spend Black Guardian points to buy Disadvantages like Owes Favour, Eccentric, Dark Secret, and so on. The Gamemaster can also award Black Guardian points to a character who increase the chaos of the Universe. However, at the worst possible moments, the Black Guardian will collect on unspent Chaos Points. For every point the PC has, the Black Guardian gets to decided what the complication is for any Yes But and Disasterous roll.
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generalrose
2nd Incarnation
Posts: 196
Favourite Doctors: Eight, Twelve, Ten
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Post by generalrose on Aug 11, 2016 23:38:03 GMT
So sorry to dredge this up again but i am thinking of making my own GM screen - what do you think we would need to include on it? Thanks . Ryan, I actually have a custom gm screen formatted for printing posted on this forum. It's linked in my forum signature if you'd like to take a look at it.
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ryan
3rd Incarnation
The Unyielding 7th
Posts: 215
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Post by ryan on Aug 12, 2016 8:53:33 GMT
Brilliant thanks!!!
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