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!98PcYIvlCI 05/30/10(Sun)22:43 No.10168551An optional rule would be scaling Breaks. Basically, at the start of a scene, everyone drops to one, and has to build up again, simple stuff before the crazyawesome stuff. It works with certain tropes better than others, so do what you think best. (This can be broken too)
[Note- For people wanting to tone down the general level of what the fuck crazy, you might want to set a theme or structure for Breaks. However, I'm not going to, since its pretty easy to work out on your own and if I did one, it wouldn't work as well as one a group came up with on their own. Oh, and by the way, these themes? Yeah, they can get broken too]
[Note for GM's- In Break, you are not in control. That's one of the first things that'll be broken. You can't really say no, and you can't really stop them. They will Break you. So, stop Trying. Go with the flow, and break some things of your own. Break down your archetypes, break down your cliches, break down your plots. Break out, and have fun]
Now, you know I mentioned you don't need to spend all your stat and trait points earlier? Here's why.
[NEEDSAGOODNAMEDAMNIT]. Its equal to all your points left, plus three, times three. The first time you gain a number of Breaks equal to your [PLACEHOLDER], you hit a Breaking Point.
(It'll do other shit to, but I'll work it out later) |