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	<title>OpenQuest Companion &#187; Rules</title>
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	<link>http://openquest.d101games.co.uk</link>
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		<title>Robot Wasteland Psionics</title>
		<link>http://openquest.d101games.co.uk/2009/12/03/robot-wasteland-psionics/</link>
		<comments>http://openquest.d101games.co.uk/2009/12/03/robot-wasteland-psionics/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 16:18:37 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Psionics]]></category>
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=92</guid>
		<description><![CDATA[By Clint Staples These are largely untested rules that I developed the core of for the Robot Wasteland 3-shot game that I am working into a campaign to run in the near future. I cannot swear for balance or feasability, but I would appreciate constructive feedback from those who use these Psionics for OpenQuest. Psionics [...]]]></description>
			<content:encoded><![CDATA[<p><strong>By Clint Staples</strong></p>
<p>These are largely untested rules that I developed the core of for the Robot Wasteland 3-shot game that I am working into a campaign to run in the near future. I cannot swear for balance or feasability, but I would appreciate constructive feedback from those who use these Psionics for OpenQuest.</p>
<p><a href="http://openquest.d101games.co.uk/files/2009/12/Psionics-Robot-Wasteland.pdf">Psionics  Robot Wasteland</a>-Pdf, 284KB</p>
<p><em>Editor&#8217;s note:</em> As well as the Psionic&#8217;s rules Clint explains the house rules that he uses for the game.</p>
<p><strong>Further information.</strong></p>
<p>A quick write up of the 3-shot game which spawned the game can be found here.</p>
<ul>
<li><a href="http://www.rickneal.ca/?p=332">Part 1</a></li>
<li><a href="http://www.rickneal.ca/?p=345">Part 2</a></li>
<li><a href="http://www.rickneal.ca/?p=398">Part 3</a></li>
</ul>
<p>If you have any feedback or questions about the rules you can email Clint about it.</p>
<ul>
<li><a href="mailto:clint@baelor.com">Contact Clint</a></li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Ready made Concepts (Optional)</title>
		<link>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/</link>
		<comments>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 15:37:59 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=72</guid>
		<description><![CDATA[Ready made Concepts give quick ideas for players who are struggling to decide which skills and magic to choose. They are not strict character templates where you must write down every skill and spell. In fact most Concepts have more spells listed than it is possible to select at character creation. Instead they are suggestions [...]]]></description>
			<content:encoded><![CDATA[<p>Ready made Concepts give quick ideas for players who are struggling to decide which skills and magic to choose. They are not strict character templates where you must write down every skill and spell. In fact most Concepts have more spells listed than it is possible to select at character creation.  Instead they are suggestions of skills and spells available to someone who has previously practised that occupation, before cutting loose to become an adventurer.  Also the player is under no obligation to spend all his points on either the skills or the spells given for the packages.</p>
<p>Follow the Character generation process spending points on skills and magic  from the suggestions in the package.  Roll for money as normal, but write down all the suggested equipment on the character sheet instead of the normal default starting equipment given above.</p>
<p>Each Concept has the following components;</p>
<ul>
<li><em>A one sentence summary of the Concept.</em></li>
<li>Skills</li>
<li>Battle Magic</li>
<li>Equipment</li>
</ul>
<p>So here we go, ten ready made Concepts for players who are stuck for ideas.<br />
<span id="more-72"></span></p>
<h2>Savage and tough barbarian warrior</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Ride, Language (Other), Close Combat</p>
<p><strong>Battle Magic</strong><br />
Fanaticism, Heal, Coordination, Mobility, Protection, Speedart, Strength, Vigour, Weapon Enhance.</p>
<p><strong>Equipment</strong><br />
Appropriate weapons, warm animal furs, water skin.</p>
<h2>Flamboyant and daring travelling entertainer</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Influence, Performance, Deception, Lore (Theatre), Streetwise.</p>
<p><strong>Battle Magic</strong><br />
Befuddle,  Coordination, Multimissile, Enhance skill (Influence) , Enhance Skill (Performance), Enhance Skill (Deception)</p>
<p><strong>Equipment</strong><br />
Travelling clothes, appropriate costume for act, leather armour, any weapons that the character has skill in.</p>
<h2>Priestly protector of the poor</h2>
<p><strong>Skills</strong><br />
Healing, Influence, Natural Lore, Perception, Persistence, Language (other), Religion(Own), Unarmed Combat</p>
<p><strong>Battle Magic</strong><br />
Heal, Weapon Enhance, Dispel Magic, Protection, Second sight, or as taught by Cult</p>
<p><strong>Equipment</strong><br />
Appropriate religious clothing, alms bowl, leather armour, staff, dagger or appropriate cult weapons</p>
<p>The default skills/magic of this package give a rough approximation to a wandering monk type of cleric for Game Masters who don’t want religion to feature heavily in their games, with an option to substitute specific cult skills/spells if they do.</p>
<h2>Fast-riding nomadic raider from the steppes</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Ride, Ranged Combat</p>
<p><strong>Battle Magic</strong><br />
Clear Path, Mobility, Multimissile, Speedart, Vigour, Weapon Enhance</p>
<p><strong>Equipment</strong><br />
Nomad bow, spear, dagger, leather armour, waterskin, warm animal pelt jacket and hat.</p>
<h2>Widely-travelled sailor</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Perception, Resilience, Engineering, Language (other), Natural Lore, Sailing, Ranged Combat.</p>
<p><strong>Battle Magic</strong><br />
Weapon Enhance, Coordination, Extinguish, Firearrow , Water Breath</p>
<p><strong>Equipment</strong><br />
Any weapon or shield the character possesses skill in. Leather armour. Peg leg or Eye Patch optional.</p>
<h2>Adventurous and knowledge-hungry scholar</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Perception, Persistence, Engineering, Language (other), Lore (Ancient Dead Civilisation),Lore (any)</p>
<p><strong>Battle Magic</strong><br />
Detect X, Dispel Magic, Second Sight,  Protection, Mindspeech, Mobility.</p>
<p><strong>Equipment</strong><br />
Scholar&#8217;s robes over leather armour, Staff or dagger, Sling + stones.</p>
<h2>Grizzled veteran of the imperial guard</h2>
<p><strong>Skills</strong><br />
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Riding, Language (Other), Lore (Military Tactics), Engineering.</p>
<p><strong>Battle Magic</strong><br />
Demoralise, Fireblade, Firearrow, Heal,Pierce, Protection, Strength, Weapon Enhance.</p>
<p><strong>Equipment</strong><br />
1H Sword and Shield or 1H Spear and Shield or 1H Axe and Shield, plus Bow and Dagger, leather armour, water-skin, rations.</p>
<h2>Downtrodden ex-sorcerer’s apprentice</h2>
<p><strong>Skills</strong><br />
Dodge, Perception, Persistence, Language (other), Sorcery, Streetwise, Drive</p>
<p><strong>Battle Magic</strong><br />
Befuddle, Countermagic, Dispel Magic, Heal, Light, Mindspeech, Protection, Second Sight.</p>
<p><strong>Equipment</strong><br />
Robes over leather armour, Staff or dagger, Sling + stones.</p>
<p>Note the magic of a Sorcerer’s apprentice is primarily Battle magic. Although their master’s have taught them the rudiments of Sorcery, via the Sorcery skill, they have been too lazy to actually teach them any sorcery spells!</p>
<h2>Stealthy and sneaky thief</h2>
<p><strong>Skills</strong><br />
Athletics, Deception, Dodge, Healing,Perception, Language (other), Mechanisms, Streetwise.</p>
<p><strong>Battle Magic</strong><br />
Befuddle, Coordination, Darkwall, Extinguish, Light, Mobility, Multimissile, Protection, Slow, Weapon Enhance.</p>
<p><strong>Equipment</strong><br />
1H sword or 1H mace, dagger, five throwing daggers or Short bow, leather armour, hooded travelling cloak, set of lockpicks.</p>
<h2>Opportunistic trader looking for new markets</h2>
<p><strong>Skills</strong><br />
Deception, Driving, Influence, Language ( Other ), Lore ( Specific Country’s culture ), Perception, Persistence, Ride,  Streetwise, Trade.</p>
<p><strong>Battle Magic</strong><br />
Befuddle, Clear Path, Countermagic, Detect X, Protection.</p>
<p><strong>Equipment</strong><br />
Travelling clothes over leather armour, appropriate weapons, water skin, large back pack or mule.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Mass Combat Rules variant 2 (Optional, non-official)</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-2/</link>
		<comments>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-2/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 16:02:41 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=46</guid>
		<description><![CDATA[By Nathan Baron There are many occasions in a role playing adventure that the adventurers will find themselves entering into a battle. This is a quick and simple way to determine mass battle situations without resulting to hours of needless and boring dice rolls. Only one dice roll is needed, and with the quick reference [...]]]></description>
			<content:encoded><![CDATA[<p><strong>By Nathan Baron</strong></p>
<p>There are many occasions in a role playing adventure that the adventurers will find themselves entering into a battle. This is a quick and simple way to determine mass battle situations without resulting to hours of needless and boring dice rolls. Only one dice roll is needed, and with the quick reference chart you can have the result of any mass battle within minutes. The generals on both sides roll against their Lore (Military Tactics)<em> </em>skill, add or subtract any modifiers, then compare their result against their opponents and consult the chart below. In the case of Non-player generals the Games Master rolls on their behalf.</p>
<p><span id="more-46"></span></p>
<table style="height: 1421px;" border="1" cellspacing="0" cellpadding="5px">
<tbody>
<tr>
<td valign="top">
<p align="center"><strong>Attackers Result</strong></p>
</td>
<td valign="top">
<p align="center"><strong>Defenders </strong></p>
<p align="center"><strong>Result</strong></p>
</td>
<td valign="top">
<p align="center"><strong>Outcome</strong></p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Total Victory. The majority of   the defending army have been wiped out or captured, and will no longer poses   a threat. Any adventurers on the losing side have been captured.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Victory. The defending army has   been routed and sustained heavy casualties. The army will no longer poses a   threat until they have gained reinforcements.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Defending army has been force   to retreat. The defending army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Bloody conflict. See rules   below for details.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Victory. The defending army has   been routed and sustained heavy casualties. The army will no longer poses a   threat until they have gained reinforcements.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Defending army has been force   to retreat. The defending army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Bloody conflict. See rules   below for details.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Attacking army has been force   to retreat. The attacking army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Defending army has been force   to retreat. The defending army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Bloody Conflict. See rules   below for details.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Attacking army has been force   to retreat. The attacking army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Defeat. The attacking army has   been routed and sustained heavy casualties. The army will no longer poses a   threat until it has gained reinforcements.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Bloody Conflict. See rules   below for details.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Failure</p>
</td>
<td valign="top">
<p align="left">Defending army has been force   to retreat. The defending army may regroup for a future engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Success</p>
</td>
<td valign="top">
<p align="left">Defeat. The attacking army has   been routed and sustained heavy casualties. The army will no longer poses a   threat until they have gained reinforcements.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Critical Failure</p>
</td>
<td valign="top">
<p align="left">Critical Success</p>
</td>
<td valign="top">
<p align="left">Total Victory. The majority of   the attacking army have been wiped out or captured, and will no longer poses   a threat. Any adventurers on the losing side have been captured.</p>
</td>
</tr>
</tbody>
</table>
<p align="left">
<h3>Mass Combat Modifiers</h3>
<p>As with regular combat, Mass Combat can be affected by numerous factors which can grant bonuses and penalties. The table below gives any modifiers that will affect mass combat in certain situations. If necessary, the Games Master can create other modifiers to restrict combatants further. Only the highest modifier is taken into consideration.</p>
<table border="1" cellspacing="0" cellpadding="5px">
<tbody>
<tr>
<td valign="top">
<p align="center"><strong>Situation</strong></p>
</td>
<td valign="top">
<p align="center"><strong>Modifiers</strong></p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Difficult Terrain</p>
</td>
<td valign="top">
<p align="left">A general suffers a -25 penalty   if his army is forced to fight in difficult terrain such as swampy ground or   woodland, or a -50 penalty if the terrain is treacherous such as wading in   water or in a mountainous region.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Famed General</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if he is a renowned military leader. A famed general is someone who is famous   for winning numerous battles.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Fortified Position</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army is in a fortified position such as inside fort or behind a   palisade, or a +50 bonus if the army is within a fortified structure such as   a castle or behind a city wall. This bonus is reduced by half if the   besieging army has siege equipment.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">High Ground</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army is on the higher ground.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Inexperienced Force</p>
</td>
<td valign="top">
<p align="left">A general suffers a -25 penalty   if his army has little or no experience.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Low Morale</p>
</td>
<td valign="top">
<p align="left">A general suffers a -25 penalty   if his army has low morale.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Outnumber Enemy</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army out numbers the enemy by two to one or more.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Previous Victory</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army won their last engagement.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Surprise</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army is has taken the enemy by surprise.</p>
</td>
</tr>
<tr>
<td valign="top">
<p align="left">Veteran Forces</p>
</td>
<td valign="top">
<p align="left">A general receives a +25 bonus   if his army consist mainly of veteran troops.</p>
</td>
</tr>
</tbody>
</table>
<p align="left">
<p align="left"><strong>BLOODY CONFLICT</strong></p>
<p align="left">Not all conflicts will bring a swift and deceive result. A bloody conflict represents both armies being locked in a bitter struggle with no overall winner. Left with a stalemate, both forces withdraw in order to regroup and gather reinforcements. When the two forces next engage, compare the results for the previous battle for both generals. Apply a +25% modifier to the general who had the higher level of success with their roll from the previous engagement.</p>
<p align="left"><strong>Editor&#8217;s Note</strong></p>
<p align="left">This is the second varient of Mass Combat rules that has been sent to me.</p>
<p align="left">It needs more extensive playtesting.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mass Combat Rules variant 1 (Optional, non-official)</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-1/</link>
		<comments>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-1/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 15:54:10 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=44</guid>
		<description><![CDATA[By Paul Mitchener Mass combat involves the commanders&#8217; skills of the two opposing sides, modified by the armies involved.  The command skills involved are Lore (Military Tactics), and either Influence or Performance. The actual battle is resolved by opposed Lore (Military Tactics) checks made by the leaders.  A successful check means a force inflicts casualties [...]]]></description>
			<content:encoded><![CDATA[<p><strong>By Paul Mitchener </strong></p>
<p>Mass combat involves the commanders&#8217; skills of the two opposing sides, modified by the armies involved.  The command skills involved are Lore (Military Tactics), and either Influence or Performance.</p>
<p>The actual battle is resolved by opposed Lore (Military Tactics) checks made by the leaders.  A successful check means a force inflicts casualties equal half its size on the opposition.  Half of these casualties are deaths; the other half are injuries.  These numbers are doubled on a critical success.</p>
<p>Further, the commander of a losing side in a battle must make an Influence or Performance check to prevent a rout.  Routing troops either flee in panic, or surrender when they cannot flee.  A further 10% of an army&#8217;s numbers are lost in a rout.  Further a critical success on the Influence or Performance check is needed for a force to continue fighting rather than retreating in a more orderly manner.  If a force has nowhere to retreat to, it can continue to fight.</p>
<p>The Lore (Military Tactics) check is modified by various situational factors.</p>
<ul>
<li>Better equipped than enemy :+25% bonus</li>
<li>Better trained than enemy: +25% bonus.</li>
<li>Has special forces (eg: artillery, cavalry, combat mages) that the enemy lacks: +25% bonus for each.</li>
<li>Outnumber enemy by two to one or more: +25%</li>
<li>Enemy in defensive position: -25% penalty</li>
<li>Enemy fortifications: -50% penalty.</li>
<li>Player character heroics (eg: taking out significant enemy, capturing strategic position): +25% bonus.</li>
</ul>
<p>Larger forces might split into several armies, each with their own commander.  The rules are still as above, but each army must pick another force to attack.</p>
<p align="left"><strong>Editor&#8217;s Note</strong></p>
<p align="left">This is the first variant of Mass Combat rules that has been sent to me.</p>
<p align="left">It needs more extensive playtesting.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Spending Hero Points for Plot Edits (Optional)</title>
		<link>http://openquest.d101games.co.uk/2009/11/03/spending-hero-points-for-plot-edits-optional/</link>
		<comments>http://openquest.d101games.co.uk/2009/11/03/spending-hero-points-for-plot-edits-optional/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:46:36 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=28</guid>
		<description><![CDATA[In OpenQuest it is usually the Games Master who describes the situation the player characters find themselves in and the outcome of any skill test. This optional rule allows the player to take control of the narrative and change the direction that the story is going in by spending Hero Points; 1 point for a [...]]]></description>
			<content:encoded><![CDATA[<p>In OpenQuest it is usually the Games Master who describes the situation the player characters find themselves in and the outcome of any skill test. This optional rule allows the player to take control of the narrative and change the direction that the story is going in by spending Hero Points;<br />
<span id="more-28"></span><br />
1 point for a minor edit, which changes small details in favour of the player. For example, the player character suddenly has an important item of equipment that they previously forgot to bring with them on the quest, or the guard forgets to lock the door to the dungeon that the player characters are imprisoned in.</p>
<p>2 points for a major edit, which puts the player character at an advantage. For example, not only is the dungeon door open but the jail guard is asleep at his table.</p>
<p>3 points for a drastic edit, where something dramatic and almost impossible happens to put the player character at a major advantage. For example, the king trips up on his fl owing robes and, as he falls<br />
over, he brings down the three body guards who are standing close by, giving the player character assassin a clear bow shot at the tyrant.</p>
<p>5 points for an implausible edit, where the player stretches the boundaries of plausibility (even within a fantasy setting), to the player’s advantage.For example, a passing dragon swoops downand attacks the castle the player characters are imprisoned in, allowing them to escape as the guards are busy fighting off the flying fire breathing reptile.</p>
<p>Plot edits must always come with sensible narration from the player so that even with the five point implausible edit must not break the group’s suspension of disbelief. The Games Master has the final say on whether a plot edit is allowed or not.</p>
<p>Players should not rely on plot edits to constantly overcome obstacles, but save them for moments where they are truly stuck or have a cool situation in mind.</p>
<p>Plot edits may never completely remove obstacles such as opposing characters or imposing physical challenges., but they can be used to temporarily give players the upper hand. For example you can’t use a plot edit to remove a mountain range or instantly kill a major recurring villain, but you can use one to have your player character fi nd an obscure mountain pass or have the villain temporarily knocked unconscious.</p>
<p><strong>Design notes:</strong><br />
This was another section that was removed from the final OpenQuest core rules because I felt it was too narrative. It has been playtested and I found that player&#8217;s greatly enjoyed it since it allows them to take control of the narrative and get one over on the Games Master <img src='http://openquest.d101games.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>This rule was directly inspired by the Plot Edits rule in Mark Galeotti&#8217;s Mythic Russia game</p>
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		<title>Motives (Optional)</title>
		<link>http://openquest.d101games.co.uk/2009/10/30/motives-optional/</link>
		<comments>http://openquest.d101games.co.uk/2009/10/30/motives-optional/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 11:39:02 +0000</pubDate>
		<dc:creator>Newt</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=12</guid>
		<description><![CDATA[Motives are what drive the characters actions. They are the character’s goals, both short and long term. Long term goals are things that are life goals, and are only achievable over the period of a linked set of adventures, commonly known as a ‘campaign’. Example long term motives. Become King of the Amber Lands. Defeat [...]]]></description>
			<content:encoded><![CDATA[<p>Motives are what drive the characters actions. They are the character’s goals, both short and long term.</p>
<p>Long term goals are things that are life goals, and are only achievable over the period of a linked set of adventures, commonly known as a ‘campaign’.</p>
<p>Example long term motives.</p>
<ul>
<li>Become King of the Amber  Lands.</li>
<li>Defeat the evil Sorcerer Zanab Khan.</li>
<li>Become the richest man in Red  Hat County.</li>
<li>Avenge my Father’s death.</li>
</ul>
<p>Short term motives are usually relevant to the adventure currently being played, and are determined near the beginning of the session by the Players.</p>
<p><span id="more-12"></span></p>
<p>For example a set of short term goals coming out of a Royal Monster hunt in the bleak ice deserts of Zhaind</p>
<ul>
<li>Kill the biggest monster on the hunt.</li>
<li>Secure the rights to trade the hides of the monsters.</li>
<li>Use the hunt to impress the King and improve their social standing at court.</li>
<li>Map the ice deserts of Zhaind to increase the body of knowledge of the Royal Library.</li>
</ul>
<p>At the end of character generation choose two long term Motives for your character and at the beginning of the adventure choose a suitable short term motive.</p>
<p>Every time a motive is brought into play in a concrete way, the character earns one improvement per session.</p>
<p>Short term motives are removed at the end of the session, and if completed earn an additional two improvement points.</p>
<p>When a Long term motive is finally achieved it is removed from the player’s character sheet and the character earns five improvement points.</p>
<p>As well as giving the Players inspiration on how to roleplay their character, motives also drive the direction of play as they strive to bring into play motives to earn improvement points. The Games Master makes a note of motives and creates events which provide opportunity for the player to bring their motives into play.</p>
<p><strong>Designer&#8217;s Notes</strong></p>
<p>Motives were in the game almost up until its release. They were removed because I felt at the time that they belonged more in a narrative game than in a straight D100 game.</p>
<p>Motives work well were you want the players to push their characters play through goals that they are pursuing.  Not only does the player have the incentive to achieve the goal in a roleplaying sense but also to gain the Improvement Point bonus.</p>
<p>This rule definitely needs play testing in a long term campaign.  Motives work very well in con games, since they give the players an immediate handle on what their character is trying to achieve. I&#8217;ve found that players often try to achieve all three Motives in the space of the game, leading to much friendly competition <img src='http://openquest.d101games.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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<h2 style="margin-left: 0cm; text-indent: 0cm;"><span>Motives. </span><span lang="EN-US">(Optional)</span></h2>
<p class="BasicParagraph"><span>Motives are what drive the characters actions. They are the character’s goals, both short and long term.</span></p>
<p class="BasicParagraph"><span>Long term goals are things that are life goals, and are only achievable over the period of a linked set of adventures, commonly known as a ‘campaign’.</span></p>
<p class="BasicParagraph"><span>Example long term motives.</span></p>
<p class="BasicParagraph" style="margin-left: 40.3pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Become King of the Amber  Lands.</span></p>
<p class="BasicParagraph" style="margin-left: 40.3pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Defeat the evil Sorcerer Zanab Khan.</span></p>
<p class="BasicParagraph" style="margin-left: 40.3pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Become the richest man in Red  Hat County.</span></p>
<p class="BasicParagraph" style="margin-left: 40.3pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Avenge my Father’s death.</span></p>
<p class="BasicParagraph"><span>Short term motives are usually relevant to the adventure currently being played, and are determined near the beginning of the session by the Players.</span></p>
<p class="BasicParagraph"><span>For example a set of short term goals coming out of a Royal Monster hunt in the bleak ice deserts of Zhaind</span></p>
<p class="BasicParagraph" style="margin-left: 41.65pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Kill the biggest monster on the hunt.</span></p>
<p class="BasicParagraph" style="margin-left: 41.65pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Secure the rights to trade the hides of the monsters.</span></p>
<p class="BasicParagraph" style="margin-left: 41.65pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Use the hunt to impress the King and improve their social standing at court.</span></p>
<p class="BasicParagraph" style="margin-left: 41.65pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: Symbol;"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none;"> </span></span></span><!--[endif]--><span>Map the ice deserts of Zhaind to increase the body of knowledge of the Royal Library.</span></p>
<p class="BasicParagraph"><span>At the end of character generation choose two long term Motives for your character and at the beginning of the adventure choose a suitable short term motive. </span></p>
<p class="BasicParagraph"><span>Every time a motive is brought into play in a concrete way, the character earns one improvement per session.</span></p>
<p class="BasicParagraph"><span>Short term motives are removed at the end of the session, and if completed earn an additional two improvement points.</span></p>
<p class="BasicParagraph"><span>When a Long term motive is finally achieved it is removed from the player’s character sheet and the character earns five improvement points.<span> </span></span></p>
<p class="BasicParagraph"><span>As well as giving the Players inspiration on how to roleplay their character, motives also drive the direction of play as they strive to bring into play motives to earn improvement points. The Games Master makes a note of motives and creates events which provide opportunity for the player to bring their motives into play.</span></p>
</div>
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