Negative Space: optional rules
- Conflicts and Contests
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This is a swords and sorcery game, not a chess and poker game. But if you want to take advantage of your position in the story for non-combat activities—such as card games or sports—you can. You can choose to resolve combat as a contest, or choose to resolve a chess game as a conflict. The rules are the same.
- Encourage fiction-like risk-taking?
- Captain Kirk rarely tries and fails. He either tries, or he doesn’t try. That sort of behavior is not limited to Star Trek. How can it be encoded in RPG rules? Jonathan Tweet suggests letting players reject failed choices.
- Facilities: things your character does better
- This new skill system satisfies a bit more of my criteria for a Gods & Monsters skill system, but it’s still a bit wonky. I’m presenting it here mainly as a reference for future attempts.
- Survival, Deep Survival, and Negative Survival
- A possible new system for handling survival points and true damage without losing the benefits of a survival point system.
- Swashbuckling and survival points
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This optional rule gives each archetype the same survival die, but half of a character’s survival can only be used for archetypal activities.