Difference between revisions of "Mage Wars PnP"

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The Mage Wars Pen and Paper game is similar to the [[Mage Wars RPG|MMO]] and draws on much of the same content, including the facet system, classes, etc. The PnP differs primarily in slight alterations to the combat system and other changes to accommodate a pen and paper medium. Those changes will be discussed here.
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The Mage Wars Pen and Paper game is similar to the [[Mage Wars RPG|M.M.O.]] and draws on much of the same content, including the facet system, classes, etc. The P.n.P. differs primarily in slight alterations to the combat system and other changes to accommodate a pen and paper medium. Those changes will be discussed here.
  
 
==Preface==
 
==Preface==
This game is based on the Course Books series and uses the same rules and settings. Since the Course Books were also written by me, anything you find in this game is considered cannon.
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This game is based on the Course Books series and uses the same rules and settings. Since the Course Books were also written by me, anything you find in this game is considered canon.
All that being said, the system used here is simple and highly adaptable. Without a terrible amount of difficulty, you should easily be able to adapt this system to your own adventures. This is a free and open world, go and explore it!
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All that said, the system used here is simple and highly adaptable. Without a terrible amount of difficulty, you should easily be able to adapt this system to your own adventures. This is a free and open world, go and explore it!
  
The Course Books is a long and diverse series, which builds on a lengthy history(though it is not on the official timeline, I have mapped the story all the way back to the beginning of time). The campaign setting for the game is The [[Mage Wars]], a brutal period of conflict and magic.
+
The Course Books is a long and diverse series, which builds on a lengthy history (though it is not on the official timeline, I have mapped the story all the way to the beginning of time). The campaign setting for the game is the [[Mage Wars]], a brutal period of conflict and magic.
  
==Storytelling==
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==Books==
The key aspect of the game is storytelling, both by the players and by the game master. Combat and spell casting is the only part of the game with a clearly-defined rule system. The rest is based around storytelling and interaction between the player-characters and the game world created by the game master.
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*[[MPNP Rulebook]]
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*[[MPNP Atlas]]
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*[[MPNP Unit Catalogue]]
  
The GM begins with a story outline for the whole campaign and a plan for each game play session. This may include exploration, combat, puzzles, or more. The plan should be flexible and able to change according to the player’s actions.
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==World Shaping==
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The key aspect of the game is storytelling, both by the players and by the [[MPNP WorldShaper|WorldShaper]](game master). Combat and spell casting is the only part of the game with a clearly-defined rule system. The rest is based on storytelling and interaction between the player-characters and the game world created by the WorldShaper.
  
The players, meanwhile, need to create rich and detailed back stories for their characters, complete with motivations and in-depth personalities. How the back story interacts with the over-all plot of the campaign will stand to be determined.
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The G.M. begins with a story outline for the whole campaign and a plan for each game-play session. This may include exploration, combat, puzzles, or more. The plan should be flexible and able to change according to the player’s actions.
  
Over all, players should work with the GM to weave a story. The game is not about competition and the GM is not the enemy. Ideally, this is a game to be played between friends, in a friendly environment. There is not “winning” or “loosing” here; the players and GM complete the adventure as a team.
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The players, meanwhile, create rich and detailed background stories for their characters, complete with motivations and in-depth personalities. How the background story interacts with the campaign will be determined.
  
To that end, there are few rules for interactions beyond combat. In order to add some chance, a GM may at any time call upon a player to make a dice roll based on a given stat to decide success or failure in an incident. More often, however, the players should simply roll play through any given situation.
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Over all, players should work with the G.M. to weave a story. The game is not about competition and the G.M. is not the enemy. Ideally, this is a game played between friends, in a friendly environment. There is no “winning” or “losing” here; the players and G.M. complete the adventure as a team.
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To that end, there are few rules for interactions beyond combat. In order to add some chance, a G.M. may at any time call for a dice roll, based on a given statistic, to decide success or failure in an incident. More often, however, the players should simply role-play through any given situation.
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==Mage Wars R.P.G.==
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Included in this wiki is the [[Mage Wars RPG]], an extensive design document for an M.M.O. developed concurrently with Mage Wars P.n.P. Both games share many pages in common, as certain aspects of them are simply identical. All pages are in the [[:Category:Mage Wars RPG|same category]], but pages specifically belonging to the Pen and Paper game will have the 'M.P.N.P.' prefix as opposed to M.R.P.G. (as all pages belonging to both or just the M.M.O. do).
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==P.n.P. Rules==
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This section will attempt to link to all pertinent pages that deal only with the Pen and Paper game or with both. Do not expect miracles; this is an ongoing project.
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*[[MPNP Combat Instances and Rounds]]
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*[[MPNP Character Creation]]
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*[[MPNP Level System]]
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*[[MPNP Deception]]
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*[[MPNP Crafting]]
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*[[MPNP SkyShips]]
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*[[MPNP Fortune and Fate]]
  
 
==See Also:==
 
==See Also:==
*[[Mage Wars RPG]] as the two games share many common elements
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*[[Mage Wars RPG]], as the two games share many common elements.
*[[MPNP Level System]]
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*[[MPNP Combat Instances and Rounds]]
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[[Category:Mage Wars RPG]]

Latest revision as of 18:33, 3 August 2017

The Mage Wars Pen and Paper game is similar to the M.M.O. and draws on much of the same content, including the facet system, classes, etc. The P.n.P. differs primarily in slight alterations to the combat system and other changes to accommodate a pen and paper medium. Those changes will be discussed here.

Preface

This game is based on the Course Books series and uses the same rules and settings. Since the Course Books were also written by me, anything you find in this game is considered canon. All that said, the system used here is simple and highly adaptable. Without a terrible amount of difficulty, you should easily be able to adapt this system to your own adventures. This is a free and open world, go and explore it!

The Course Books is a long and diverse series, which builds on a lengthy history (though it is not on the official timeline, I have mapped the story all the way to the beginning of time). The campaign setting for the game is the Mage Wars, a brutal period of conflict and magic.

Books

World Shaping

The key aspect of the game is storytelling, both by the players and by the WorldShaper(game master). Combat and spell casting is the only part of the game with a clearly-defined rule system. The rest is based on storytelling and interaction between the player-characters and the game world created by the WorldShaper.

The G.M. begins with a story outline for the whole campaign and a plan for each game-play session. This may include exploration, combat, puzzles, or more. The plan should be flexible and able to change according to the player’s actions.

The players, meanwhile, create rich and detailed background stories for their characters, complete with motivations and in-depth personalities. How the background story interacts with the campaign will be determined.

Over all, players should work with the G.M. to weave a story. The game is not about competition and the G.M. is not the enemy. Ideally, this is a game played between friends, in a friendly environment. There is no “winning” or “losing” here; the players and G.M. complete the adventure as a team.

To that end, there are few rules for interactions beyond combat. In order to add some chance, a G.M. may at any time call for a dice roll, based on a given statistic, to decide success or failure in an incident. More often, however, the players should simply role-play through any given situation.

Mage Wars R.P.G.

Included in this wiki is the Mage Wars RPG, an extensive design document for an M.M.O. developed concurrently with Mage Wars P.n.P. Both games share many pages in common, as certain aspects of them are simply identical. All pages are in the same category, but pages specifically belonging to the Pen and Paper game will have the 'M.P.N.P.' prefix as opposed to M.R.P.G. (as all pages belonging to both or just the M.M.O. do).

P.n.P. Rules

This section will attempt to link to all pertinent pages that deal only with the Pen and Paper game or with both. Do not expect miracles; this is an ongoing project.

See Also: