So,
in preparation for Gamestorm (where I’ll be running Heart of Ashes on both Friday and Saturday), I’ve been preparing the physical components of Heart of Ashes. In other words, I’ve been sinking countless hours into inDesign, even though that’s getting well ahead of myself.
I thought now would be a good time to walk through all of the physical/tactile components of Heart of Ashes, and explain how they work together to make the game run, on a physical level.
The material components of the game consist of:
- Regular Dice
- Risk/Authority Dice
- World Keys
- Personal Keys
- Powers
- Curses
- Experience Points
- Character Sheets
- Element Cards
That’s a long list. Alarmingly long, in fact. Let’s break it down and see how it works.
Every player-character has a Character Sheet. It contains a section for character info (Name, Description, What Are You Carrying?), a matrix of skills for the player to fill in, a spot to record Risk Threshhold, a spot to record Renown, and “slots” to place cards on (one each for: World Keys, Personal Keys and Powers). It’s currently a 8×11.5 sheet.
Each player-character starts with one Personal Key and one Power. There are a collection of 12 pre-made PK’s and 12 pre-made Powers, so each player just has to select one of each. For example, I might select “Brave” and “Shadow Jumping”, pick up those cards, and plunk them down on the indicated spots on my character sheet.
There are the 12 pre-made Personal Keys, as well as a nice thick stack of blank Personal Keys. There are the 12 pre-made Powers, and a smallish stack of blank Powers. Finally, there is a big stack of blank World Keys.
There is a big pile of Experience Points (I’m using little wooden beads, but I’d also endorse glass beads or poker chips) in the middle of the table.
Everyone, including the GM, has 3 Regular dice in front of them. There’s a pile of Risk/Authority dice in the centre.
The GM has a little stack of blank Curses! cards, and a stack of Element Cards (mostly filled out, with a couple blank ones).
So, that’s the set-up at the beginning of the game. It sounds like a lot of stuff, but I think it’s manageable. Players have a character sheet, with cards stacked on it, and 3 Regular Dice (they’ll accumulate XP later). The GM has 3 Regular Dice, blank Curses, and Element Cards. The middle of the table has XP, Keys & Powers, and Risk Dice.
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One job for the GM is to introduce the elements of the world. While she is free to make them up as she goes, that’s a lot of work! Especially because the players won’t bite on every one. So, it’s expected she’ll depend on Element Cards. Each includes a group/leader/monsters/location in the world, and gives it: about 50-75 words of description, a block of skills (Adults have: Reason, Control, Attack, Trick), an Authority Index (a range determining how many Authority Dice they get, and what conditions get them their maximum), and the information for their World Key.
The GM takes out an Element Card and runs with it. If anyone wants to, they can buy that element’s World Key. Doing so means they take a blank World Key and copy down the relevant info from the Element Card (25-40 words).
Playing your Keys, as a player, earns you 1 XP for each time you nail a script. So, when you do so, you grab an XP (wooden bead) from the middle of the table, and place it next to your character sheet. You can spend XP (2 for a World Key, 3 for anything else) to get a new Power or Key. Take it, fill it in, and put it on the relevant spot on your sheet.
When a Shadow falls, the GM might put a Curse! on you. If she does, she just fills in the Curse card and hands it to you. You can keep it with your Powers, on that slot on your character sheet.
So, the GM just cycles through the Element Cards that she enjoys. The ones that get optioned, stay out (and the player copies down a World Key from it). The players grab XP from the middle of the table, and trade it back in for Keys & Powers & other advances. Curses might get handed out when a Shadow falls. Playesr accumulate Risk Dice as they gain Risk, and those dice sit in front of them until returned to the centre.
That’s how the game works, physically. Make sense?
I plan to get some diagrams up once I have my lovely, lovely props printed out.
Posted in Production
Tags: Components, Element Cards, elements, mechanics, Personal Keys, World Keys
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