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Unwritten: System Reference Document/The Great Art of Writing
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====The Writing Journey roll==== The Writer uses a Journey roll to create an aspect in the Age, using the following steps: * Describe the aspect to be created * Determine opposition * Roll * Determine the outcome =====Describe the aspect to be created===== As noted above, Age aspects are broad brushes that describe the Age. This is especially true of aspects that are written into an Age. Aspects that reflect sentient beings are far too complex for any Writer, much less anything reflecting cultures or individuals. Aspects can be divided into two general types: explanatory (or ‘how’) aspects and declarative (or ‘what’) aspects. Explanatory aspects describe how something works. These descriptions can be of specific phenomena, or they can be high-level thematic aspects that describe general ‘design principles’ of the Age. These aspects are harder for the Writer to Write and they require more detail and consideration. A successfully Written aspect will operate how it says, though the actual details may vary. Declarative aspects describe what is there, but do not specify why it is there or how became that way. These are easier to write because they only describe the state of things in the Age at the time of first linking. However, the repercussions of that state of affairs are filled in out of the Writer’s control. It is up to the GM to determine what forces lead to that state of affairs, what details that haven’t been specified exist, and the future effects of those forces in motion. =====Determine opposition===== All opposition for writing is passive. The value of the opposition depends on the scope of the aspect and on the skill being used for the roll. Complex or specific Age aspects provide a higher opposition than more general aspects. Basic physical elements of the Age are the easiest, such as basic astronomical and geological details. Describing biological features adds to the difficulty, increasing as the complexity of the biology increases. Flora is much less complex than fauna, as a rule. Describing individual creatures is far too complex for even the most advanced writers. The knowledge of the Writer has a significant effect on the difficulty of explanatory aspects. The more general the Writer’s knowledge, the more difficult an explanatory aspect will be; general knowledge only gets you so far when describing complex concepts in an Age. Specific applicable knowledge will mean a lower difficulty and the more specific the better (e.g. Biology-related stunts for an aspect about plants, for example). =====Roll===== Like all journey rolls, a skill is chosen and bonuses from stunts are applied to shift the result. Character and campaign aspects can be invoked, as well as reserved situation aspects (at the GM’s discretion). =====Determine the Outcome===== If the roll fumbles, the Writer has an option to accept the fumble or to succeed at a cost. If they accept, the GM gets to decide what the new aspect is. This will be related to the intended aspect but will definitely have unintended results, probably unpleasant or unhelpful in some way. If the Writer chooses to succeed at a cost, then they get the aspect they want. However, the GM also adds a secret aspect to the Age. This is guaranteed to be bad for the character and is likely to become a significant plot point. If the roll ties, the aspect is created but with some minor difference that is slightly annoying or awkward. A slight modification of the wording of the aspect might be needed. If the roll succeeds, the aspect is created as intended. The GM and the player need to make sure that they are on the same page on what that means. Unintended effects of the aspect (specific results for explanatory aspects or root causes for declarative aspects) should be cosmetic or neutral. If the roll excels, then the Writer has a choice. They can specify some of the ‘unintended’ effects of the aspect. Or they can choose to let the GM define the effects in some beneficial way and surprise them with it during play. Now that his friends have secured blank Books and ink, Templeton is finally beginning his first Age. He’s interested in an Age that has lots of natural power - underground steam tunnels, geysers, etc.; lots of power there to be harnessed. He decides that the Age theme will be Endless Geothermal Power. He attempts his Writing action with Research, reflecting how much study he has put into the Art. He fumbles the action, however. Templeton is afraid of what a serious cost might when Writing an Age, so he accepts the fumble. Gwen tells him that the Age theme is actually Constant Volcanic Activity. Templeton decides he’ll have to work out how to insert some areas of stability and safety into the landscape the next journey roll.
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