Gamemastering 1 – General Prep

TL;DR – This is a first of three posts describing how to prepare and gamemaster Forged Facets. Forged Facets is designed to be run in two different ways; either by collaboratively playing-to-find-out or by generating an event set to explore. Regardless of what model you choose, or if you create your own, you need to start with the general prep, which is what this post will dive into. General Prep Before starting to play you need to prepare a few cornerstones that will help you uphold the rest of the narrative, regardless of which method you prefer. If you as a Gamemaster already have a concept to build from, pin it down and share it with the group, so everyone knows what goes and what doesn’t. If not, keep it open and invite the players to discuss and collaborate on the outlines. World-Building To get everyone on the same page, […]

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Facets in Forged Facets

TL;DR – In Forged Facets facets replace much of the numerics found in other games. This is deliberate as the design goals have been to reduce the gap between the fiction created between the Gamemaster and players around the table, and the resolution mechanics. Human Interaction I’ve always been fascinated by human interaction, what creates motivation in people to interact, and what facilitates interaction. When I started out with roleplaying games in 1984, I was nine years old, had no game preferences at all besides Monopoly and Yatzy. I was blown away by the dices we rolled in the Swedish BRP clones we got in our hands, and couldn’t almost understand how cool it was to have a friend ‘s older brother guide us through mazes and labyrinths guarded by monsters. With time, we explored other games and started to shape opinions on what was good and what wasn’t. And […]

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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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