CIty Accelerator pt 8: Area Knowledge

Categories: My Games, Roleplaying Games, Theory and Design

I’ve always had trouble with Area Knowledge and Streetwise skills. What do they represent? What is the benefit of a successful roll? What’s the consequence of failure? For GURPS I guess they’re supposed to work like this. In Storyteller games, goodness knows. Streetwise is a weird hybrid of savoir faire, larceny, situational awareness and familiarity … Read More

City Accelerator pt 7: Sustained Creation

Categories: My Games, Roleplaying Games, Theory and Design

Say you’ve got a bunch of cards, stacked into Districts as the product of an afternoon’s planning (and possibly drinking). What next? OK, back up a second. Let’s define a District: A District is a discrete collection of Locations, with defined Entry and Exit Points. (On that nomenclature: if you don’t like the word District, … Read More

City Accelerator, part Six: Adding the Axes

Categories: My Games, Roleplaying Games, Theory and Design

Now I have a couple of Districts, it’s time to turn them into the first chapter of my game. I’m going to consider the City Centre. It comprises six locations: Snake-headed statue2. Zeppelin Mooring3. Solar Collector4. Artillery Battery5. The Senate6. Rooftops Of course, I wouldn’t itemise it like that to the players–I’d say something like … Read More