Iconoclast

collapse_gray bottom_green expand_gray
aboutgameworldnavcom
back_gray forward_gray

GENERAL INFO
    • RPG Main

ADMINISTRATION
    • Balance
    • Death
    • Influence
    • IPs
    • Shared Admin
    • Theatres
    • Time
    • Understudy

CORE RPG RULES
    • Attributes
    • Icon Generation
    • Skills
    • FORGE System



© 1996-2008
æthereal FORGE ™



The MUD Slide


Iconoclast -- RPG -- Administration

Traditionally, any game involving role-playing has been constructed around a "narrator-reader" relationship. The narrator is the one whose goal it is to relay important elements of the "story" to the other icons. Called Dungeonmaster, Storyteller, Gamemaster, etc., she does not usually actively participate in the game, since she has access to information that would spoil the fun. The icons, on the other hand, are mainly responsible for reacting to information given to them by the "narrator" figure. They play no role in the shaping of the story, other than to pass along their desires and actions to the narrator, who then reshapes the story based on those actions.

However, this does not mean that we have a huge section of charts for you to consult. If an icon lifts a huge boulder, we don't have a "Lifting a huge boulder damage chart." You simply apply some Trauma damage because the dude probably pulled a muscle. Make stuff up. This is supposed to be a game, after all.

The same thing applies to "random encounters." We're not going to give you a random encounter chart. This is not meant to be "Ok, you walk on the road for 5 hours and you meet 15 orcs." "Ok, now you meet 5 goblins." If an encounter would advance the plot, have an encounter. If not, skip it and get to the good stuff.

The Iconoclast system is designed to allow for such a traditional gaming setup, with a single Administrator overseeing the narration to a group of icons. However, we also offer a different option--shared administration.


  collapse_gray top_green expand_gray   back_gray forward_gray