Post by A Witness... on Jun 30, 2017 12:48:05 GMT -6
THE PHYSICS OF 8 GATES
The rule-set used to run players in the setting of the 8 GATES is the GURPS lite engine.
GURPS lite can be found here for free.
These are the only rules you need in order to play with an understanding of the physics of the 8 GATES.
If you would like to completely design your character at a detailed level you would need GURPS 4th Edition. PDF
However, remember that the Narrators will be making all dice rolls. This means that, if you wish, you can play completely in-character and not worry about any rules at all. In this case you might want to test your abilities, and the physics of the world, in game a bit before risking your favorite character's life.
TIME IN THE 8 GATES
Once you're in play, the Narrators will track you character's temporal state. There are currently three identified.
Between 'sessions' - The MONTAGE
The character is in a safe place with no plans for activity that have a deadline. When this happens the character is considered to be either recovering from any previous encounters or going about their 'regular' daily activities like a job, paying bills, etc. If there is no player objection, and if this character is lagging, then this character will be moved up to the most forward 'Campaign Time'. In GURPS there is a benefit to this in that during this time the character is considered to be earning CP. Unless the player specifically states they are studying or training in something specific then the Narrator will spend this CP on the appropriate skills for the activities taking place during this time.
Adventure Time - The SCENE
The character is actively moving about the world taking actions that could be 1 minute lock-picking, 5 minute conversations, 10 minute bus rides, or any combination of the above. The pacing of this will completely depend on how careful the player wants to be.
It is perfectly acceptable to describe what your objective is in the scene, what skills you're going to mostly rely on and what resources you're leveraging to get your goal.
Example: "I'm entering the bar. First, if that thug from the parking lot is there I'm going to intimidate him into staying out of my business. Then, if my buddy is around I'm going to suggest to him that he go outside and start the engine... just in case. Finally, I'm going to stay alert and use my streetwise skills to find the most bribe-able official in attendance. I'll go up to $200, and my objective is to get an introduction to the mayor. If anything goes south I'm high-tailing to the get-away car."
Combat Time - The Action SEQUENCE
The character and the Narrator could be in Combat, but the Action Sequence is really for anytime that a player wants to control the action by describing in one second increments. The Narrator will respond with a detailed description of the situation and the results. Depending upon the character's IQ/perception they will get different levels of detail.
The pacing of each exchange will depend on how much detail the player puts in their description. Some players will write their post in character and some will OOC. It's up to the player. This will be the Narrator's cues about how you want to play. It is possible to have a very detailed action statement for each of these temporal states, or a very high level declaration. If you want to resolve the combat quickly you can just give basic strategy and contingency plans and the Narrator can resolve the entire combat. If you prefer to play out each second it will take longer, but you will have more control over each tactical move. Either way the Narrator will respond in kind.
Two important notes about time in the 8 GATES.
Additional Rules Clarifications
*1 - A quick warning that THE 8 GATES moderators are instructed to follow the GURPS rules and let the dice fall where they may. It is run by old school adventurers who recognize that sometimes the solution is not to fight, especially if you haven't done your homework on what you're up against. Reckless characters can find a quick end to their adventures. With great risk is possible reward, but not always, and there is no guarantee of survival for your favorite character. Player recovery after death is almost non-existent.
The rule-set used to run players in the setting of the 8 GATES is the GURPS lite engine.
GURPS lite can be found here for free.
These are the only rules you need in order to play with an understanding of the physics of the 8 GATES.
If you would like to completely design your character at a detailed level you would need GURPS 4th Edition. PDF
However, remember that the Narrators will be making all dice rolls. This means that, if you wish, you can play completely in-character and not worry about any rules at all. In this case you might want to test your abilities, and the physics of the world, in game a bit before risking your favorite character's life.
TIME IN THE 8 GATES
Once you're in play, the Narrators will track you character's temporal state. There are currently three identified.
Between 'sessions' - The MONTAGE
The character is in a safe place with no plans for activity that have a deadline. When this happens the character is considered to be either recovering from any previous encounters or going about their 'regular' daily activities like a job, paying bills, etc. If there is no player objection, and if this character is lagging, then this character will be moved up to the most forward 'Campaign Time'. In GURPS there is a benefit to this in that during this time the character is considered to be earning CP. Unless the player specifically states they are studying or training in something specific then the Narrator will spend this CP on the appropriate skills for the activities taking place during this time.
Adventure Time - The SCENE
The character is actively moving about the world taking actions that could be 1 minute lock-picking, 5 minute conversations, 10 minute bus rides, or any combination of the above. The pacing of this will completely depend on how careful the player wants to be.
It is perfectly acceptable to describe what your objective is in the scene, what skills you're going to mostly rely on and what resources you're leveraging to get your goal.
Example: "I'm entering the bar. First, if that thug from the parking lot is there I'm going to intimidate him into staying out of my business. Then, if my buddy is around I'm going to suggest to him that he go outside and start the engine... just in case. Finally, I'm going to stay alert and use my streetwise skills to find the most bribe-able official in attendance. I'll go up to $200, and my objective is to get an introduction to the mayor. If anything goes south I'm high-tailing to the get-away car."
Combat Time - The Action SEQUENCE
The character and the Narrator could be in Combat, but the Action Sequence is really for anytime that a player wants to control the action by describing in one second increments. The Narrator will respond with a detailed description of the situation and the results. Depending upon the character's IQ/perception they will get different levels of detail.
The pacing of each exchange will depend on how much detail the player puts in their description. Some players will write their post in character and some will OOC. It's up to the player. This will be the Narrator's cues about how you want to play. It is possible to have a very detailed action statement for each of these temporal states, or a very high level declaration. If you want to resolve the combat quickly you can just give basic strategy and contingency plans and the Narrator can resolve the entire combat. If you prefer to play out each second it will take longer, but you will have more control over each tactical move. Either way the Narrator will respond in kind.
Two important notes about time in the 8 GATES.
- The Narrator will coordinate the current 'Campaign Time' to best insure that there are no temporal anomalies between players. It would not be good if character X blows up a building before character Y's previously played adventure in said building.
- If two or more characters have chosen to adventure together, then they should agree at which the frequency they will post. Any character that delays the adventure or combat without communicating expectations for posting to the other players could be subject to player requested, moderator induced 'Panic'. Depending on the situation this could be very bad for the character (but will likely let the other character continue or 'get away').
Additional Rules Clarifications
*1 - A quick warning that THE 8 GATES moderators are instructed to follow the GURPS rules and let the dice fall where they may. It is run by old school adventurers who recognize that sometimes the solution is not to fight, especially if you haven't done your homework on what you're up against. Reckless characters can find a quick end to their adventures. With great risk is possible reward, but not always, and there is no guarantee of survival for your favorite character. Player recovery after death is almost non-existent.