Levers in Forged Facets

TL;DR – Forged Facets use levers to model character motivations and key elements in the story. Levers are pushed and pulled during play and can be seen as descriptive statements, formatted as powerful cues for roleplaying and character motivation. They are also designed to create player agency and ties into the experience system. ¬† Lack of Focus Have you ever played a game where characters run around trying to find a common thread to cling onto? Or a game where the players struggle with creating engaging motivations that matter over time? Or have you gamemastered a group with a very unevenly spread narration experience – or knowledge? If so, you know how much time and energy you could spend to align and get everyone going in the same direction. In Forged Facets, this natural, but quite tedious lack of focus, is addressed by introducing levers. A lever is a descriptive […]

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Forged Iron

I almost always start to work on my projects from a conceptual level. I try to find a thread that binds some ideas together or an over-arching theme that can be explored over time. Answer the big questions, flesh out the loose ends. Wrap it all up to a coherent entity, sort of. Like a bit of internalized world-building, done for myself before I start. I want it to have its own life, so it could stand on its legs, without it piggybacking on something else. The hard part is to separate it from existing games and inspirational sources, without losing any necessary heritage, and still give it a distinct feel and its own identity. Semantics matter. In this case, Iron Facets was named after quite some consideration. But obviously, it is impossible to count everything in existence into that process. Both Iron and Facets were words representing something important […]

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