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Unwritten: System Reference Document/The Art of Gamemastering
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===Avoid force as a focus=== Unwritten treats force as interesting. Sure, there are times when you just have to bash down a door, but that isn’t what this game is about. It’s focused on applying your mind to a situation. In a way, every situation is a puzzle to be solved—make that the foundation of how you present the game. In those cases where force is needed, don’t use a traditional RPG ‘combat scene’. Rather, de-emphasize force and violence by minimizing the attention it gets, both in terms of story and in mechanics. Resolve those situations with a single roll, or even considering just declaring them without dice. Move on quickly. Situations that require thought should be made the centerpiece of a session. Walk through the details of sneaking into that DRC compound, or the process the characters are using to build the machine they are working on. Ask questions: “How does that work?”, “Why do you do that?” and “What do you think the effects of that will be?” Weave those answers into the game as it goes along.
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