David Johansen
SOC-12
So, as it happens Mutant Chronicles 3e came into the store the other day. Oh okay, I ordered it for myself. Anyhow, while this is about another game I think it has something in it that is very relevant and useful for T5 and should be cloned into the player's book.
Having moved from a very tactical game which plugged right into the table top miniatures game to a narrativist metagame structure, Mutant Chronicles now uses range bands.
But what is interesting is the discussion in the GMs section on setting up scenes using range bands and the functionality and relative positioning within range bands.
In essence the GM is encouraged to describe the scene in terms of terrain objects, each of which occupies a single zone. The relative positioning of the zones forms a rough map with things in the same zone being 'close', things in an adjacent zone are at 'short range' and things two zones away are at 'medium range' and so forth. So you could say, "You guys are on the loading dock and the ship is next to that and the warehouse is on the other side of it and the next docks are up and down from it. Across from your dock is another row of docks and warehouses and on the other side of that is the road and the monorail." And essentially you wind up with a location specific narrative map that defines what those annoyingly nebulous range bands mean in more concrete terms.
There's more on the topic in the book than that, sample diagrams and discussion of various related topics like cover.
Anyhow, it's pretty spiffy and appropriate given T5's vague range band and movement system. It could be really helpful for new GMs and players.
I'll need to go over it in more detail to mine it for ideas, but for a guy who hates range bands, it certainly looks interesting.
Having moved from a very tactical game which plugged right into the table top miniatures game to a narrativist metagame structure, Mutant Chronicles now uses range bands.
But what is interesting is the discussion in the GMs section on setting up scenes using range bands and the functionality and relative positioning within range bands.
In essence the GM is encouraged to describe the scene in terms of terrain objects, each of which occupies a single zone. The relative positioning of the zones forms a rough map with things in the same zone being 'close', things in an adjacent zone are at 'short range' and things two zones away are at 'medium range' and so forth. So you could say, "You guys are on the loading dock and the ship is next to that and the warehouse is on the other side of it and the next docks are up and down from it. Across from your dock is another row of docks and warehouses and on the other side of that is the road and the monorail." And essentially you wind up with a location specific narrative map that defines what those annoyingly nebulous range bands mean in more concrete terms.
There's more on the topic in the book than that, sample diagrams and discussion of various related topics like cover.
Anyhow, it's pretty spiffy and appropriate given T5's vague range band and movement system. It could be really helpful for new GMs and players.
I'll need to go over it in more detail to mine it for ideas, but for a guy who hates range bands, it certainly looks interesting.