Difference between revisions of "Basic mechanics"

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In MazeWorld, you are in control of your '''Player Character (PC)''' from the moment you begin your adventure, until the very end; whatever that end may be. As a game focused on combat, fighting, and survival, you are responsible for every action necessary to keep your PC alive; fighting, staying alive, doing jobs, but also eating and drinking, resting, training, and if you have any, healing injuries and fixing problems.
 
In MazeWorld, you are in control of your '''Player Character (PC)''' from the moment you begin your adventure, until the very end; whatever that end may be. As a game focused on combat, fighting, and survival, you are responsible for every action necessary to keep your PC alive; fighting, staying alive, doing jobs, but also eating and drinking, resting, training, and if you have any, healing injuries and fixing problems.

Revision as of 18:16, 18 May 2019

Navigation: Main Page Game mechanics Basic mechanics




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In MazeWorld, you are in control of your Player Character (PC) from the moment you begin your adventure, until the very end; whatever that end may be. As a game focused on combat, fighting, and survival, you are responsible for every action necessary to keep your PC alive; fighting, staying alive, doing jobs, but also eating and drinking, resting, training, and if you have any, healing injuries and fixing problems.

This means that at any given moment, you have a certain range of actions and abilities at your disposal. Unless the story demands it or your character is no longer conscious, control of your character should never be taken away from you.

Often, you will need to roll the dice to resolve certain actions and determine whether you succeed or fail. As explained in the Basic concepts page, you will usually make use of d6s, d8s, and d100s, with the expectation of rolling any and all kinds of dice; in any quantity and with any amount of sides.

In and out of combat

When playing MazeWorld, there are two major 'modes' of play; being out of combat (what is referred to as Normal mode) and being in combat (known as Combat mode). The actions available to you differ depending on whether or not you are in combat, though it is possible to shift in and out of combat in an instant.

Normal mode (out of combat) is the default mode of play. In this mode, the situation is assumed to be relatively safe and more relaxed, and there is generally no need to keep track of character positioning, time or turns passing, unless specific situations or conditions warrant the need to do so. Normal is the closest there is to freeform roleplaying, and greater leeway and flexibility should be granted to GMs and players.

When in combat, character and item positioning, turns passing, and who gets to do what in which order; all of those things become important, as they may have an influence on the outcome of the fight. All of the specifics to fighting can be found on this article: Combat mode

Time

"Time" redirects here.

A typical MazeWorld session focuses on small groups of player characters, living moment to moment, room to room, throughout their adventures. It is customary, but not strictly necessary, to keep track of the in-game clock, and give an idea of how many days the characters have survived. The exact time of the day is generally unimportant, as most shops and businesses in the Mazes are open 24/7. At the minimum, the GM should tell the players what the current time period of the day is, but it is generally not necessary (though possible, see advanced tip below) to keep track of exact hours and minutes.

Just like in the real world, one day is made up of 24 hours, one hour is 60 minutes, and one minute is 60 seconds. But since it is a world that is for the most part 'inside', inhabitants of the Mazes regard terms like "sunrise" and "sunset" as unusual and archaic.

Days can be divided into halves and quarters, as follows:

Hours Time period name
8 AM to 11:59 AM Morning
12:00 PM to 7:59 PM Day
8 PM to 11:59 PM Evening
12:00 AM to 7:59 AM Night

The start of the morning (8 AM) is called the daybreak, and the start of the evening (8 PM) is called the eventide. Jobs in the Mazes with concepts of a "day shift" and a "night shift" use these hours as points of reference; for example, if you're visiting the local diner at 2:30 in the afternoon, you're going to see the employees work the day shift, but if you come back later at 1 AM, you will see the night shift employees instead.

Advanced tip
Game Masters: If you really want to, and if your players have no issue with it, you can keep track of the clock in the game at a more accurate level than simply tracking the current time period, right down to the exact hours and minutes, using these pointers:

+5 minutes when entering a new UA room
+6 minutes per turn spent Waiting
+6 minutes per turn spent Resting


The daily reset

The only important part of time is the amount of days that have passed in the game, and more specifically the moment at which the character enters into a new day. This point is known as the daily reset. Two important statistics, Nutrition and Hydration, rely on the daily reset for their significance. Every day at the daily reset, your character will lose a certain amount of nutrition and hydration, roughly corresponding to a day's worth of food and water. The exact amount of nutrition and hydration lost depends on your character's specific attributes; please check the relevant articles for details.

The daily reset occurs at midnight, at the start of the Night period.

Turns

"Turn" and "Turns" redirect here.

The turn is the smallest individual unit of time. Although it corresponds to roughly five or six seconds, turns are intended to be abstract, short moments of time. It is highly recommended not to consider turns to have any relevance to the clock, even if you're choosing to track time down to the individual minutes.

Most actions cost one or several turns to complete, and are very important to Combat mode, but a little less important outside of combat.

Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action.

  • Example: After having successfully eliminated a nasty creature, Sarah notices she sustained a few Wounds during the fight, and is now bleeding. In order to access the bandages inside of her backpack, Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing Blood. It will require one turn to drop the backpack, and one turn for every bandage required (one per Wound) in order for her to stop bleeding. Hopefully she is able to patch herself up before all of her red fluids are on the floor...