Tuesday, September 13, 2005

Three Questions for Full Light, Full Steam

I realized that I've never written out responses to the famed three questions often asked at the Forge, so as an exercise I figured I'd give it a whack.

What is the game about?
Full Light, Full Steam is about strong characters in a fantastic setting, and how their strident character elements are challenged by and leave imprints on the setting.

What do the characters do?
Characters are naval officers and sailors in the Royal Astronomical Navy, typically the crew running an ethership or port in Her Majesty's service. They fight pirates, quell native uprisings, investigate mysteries both technical and obscure, practice gunboat diplomacy, and try to earn enough money to marry well.

What do the players do?
First and foremost, the players collaboratively determine the scope and parameters of the game in the First Session. Thereafter, the players narrate the events of the story, interrupting each other with dice checks in attempts to take over direction. Players use the relatively static and predictable Attribute-and-Skill die mechanic to do this, voluntarily hampering their chances to 'charge' their character's thematic batteries, and thereafter claiming advantage by 'discharging' their batteries. NPCs, ships, and ports also have thematic batteries which the players may tap for their advantage.
There is a central GM player to whom direction defaults when the pace idles, and who is responsible for presenting the other players with fodder with which to exercise and express their character. The GM is expressly allowed and encouraged to delegate both narration and game prep to the other players, but she remains the central responsible party for these elements being provided.

...that was way easier than I thought it would be.


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