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Unwritten: System Reference Document/Dramatic Time and Milestones
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====Journey Rolls==== Characters are often in the middle of all sorts of projects that they do in their spare time. This is where big things are done: scientific discoveries made or edifices built. Unwritten assumes that characters are in the midst of various projects. The actual projects themselves rarely intrude on the on-stage story until they are complete. The player should look to their character’s history and actions to inform this process. Aspects should especially be looked at as a source for things they might accomplish. However, this shouldn’t be a straitjacket, merely a guideline. As long as the player can reasonably rationalize their choice, that should be close enough. Journey rolls reflect the fruits of the character’s labor. A successful roll will have the intended effects, while a fumble may result in some particularly sour fruits. The effects will vary depending on what character is attempting to accomplish. =====Explore===== A character may go back to someplace they have been, or that is otherwise available to them, and explore. Through exploration, a character can reveal details of the area, modify existing details, or even declare that certain details exist. Because exploration can be such a detailed and laborious process, doing that in the middle of active play can end up being awkward. This is especially the case when the process would take a long time. However, journey rolls are perfect for such efforts. =====Gather Information===== The primary activity in exploring is to gather information about the place in question. Run the journey roll as a discover action. Questions and answers from such an invoke should be wider in scope than would happen in a scene. The character has spent a lot more time and effort, so they should be able to ask more complex questions and get more thorough answers. =====Declare a Detail===== There is always a lot unsaid about any location, and players can fill in these unknowns. A journey roll spent on exploration gives the player a chance to add to the background. The player may add something that fills in one of the blanks, or expands on an existing detail or aspect. Usually, declaring a detail in this way is handled similar to an advantage action: * Fumble - The detail or aspect is not created, or one is created that is definitely not what the character wanted. The player has success at a serious cost as an option; this choice should become a major plot point in the game. * Tie - The detail is created or expanded, but with some minor unexpected quirks or differences. The GM should devise something sufficiently annoying to be noticeable but not severe. * Succeed - The detail or aspect is created as the player described, or an existing aspect is changed to fit. * Excel - The detail or aspect is created as the player described, or an existing aspect is changed to fit. In addition, the player gets a situation aspect for use in the next chapter. The aspect should reflect something they learned while ‘discovering’ the declared detail. =====Practicing the Art===== Writing is a long and complicated process, one that can only be done using journey rolls. See the Writing Systems section of the Art chapter for exactly how that is done. =====Creating a Resource===== A player can attempt to create the resource using a journey roll. This is in addition to the regular stunt gain in a significant milestone—a resource can be created with a successful journey roll and a player can gain another stunt (including another resource) in the same significant milestone. The roll is run as an overcome action. Character and campaign aspects, consequences, as well as reserved situation aspects, can be invoked to help on this roll. If the milestone is happening at the end of a chapter, fate points spent are still spent at of the beginning of the first scene of the next chapter. Here are the outcomes: * Fumble - The resource is not created. * Tie - The resource needs just a little bit more: possibly special materials, equipment, or knowledge. Maybe the character needs to garner the help or approval of particular people. The details depend on the project and the game, but it has to be something that requires effort. (Think of it as a side quest.) Once that requirement is met, the resource goes into effect immediately, even during regular play. * Succeed - The resource is created as expected. * Excel - The player has access to an appropriate situation aspect for use at the beginning of the next chapter (no free invokes are granted, however). =====Complete a Project===== Completing a project is an umbrella option for endeavors that would take a good deal of time and effort but, in the interest of drama, happen off-stage. If the GM feels that there should be an effort behind something the character was attempting and that failure has interesting dramatic implications, they can fall back on this mechanism. * Fumble - It didn’t work at all. The player may choose success at a serious cost. The cost should become a continuing thorn in the character’s side. * Tie - The project is a success... sort of. It is basically what you wanted, but there should be unwanted quirks or unexpected consequences. The GM should devise something sufficiently annoying to be noticeable but not severe. * Succeed - The project was completed just as the player had hoped. * Excel - The project exceeded expectations. The character should get an extra benefit out of the project. The result is particularly good quality, or useful in some additional way. Alternatively, the player can get an appropriate situation aspect in reserve for use in the next chapter.
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