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Commit 597e5c77 authored by Malin Freeborn's avatar Malin Freeborn
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\chapter*{Introduction}
\section*{Overview}
\begin{multicols}{2}
\noindent
BIND\footnote{`BIND' stands for `BIND is not D\&D'.} is a zero to hero RPG, with an emphasis on getting an output quickly, and keeping players' decisions in the loop.
BIND\footnote{`BIND' stands for `BIND is not D\&D'.} is a zero to hero RPG designed to tell stories about a team traversing a dangerous and fanstastic landscape while developing their skills.
Thematically, BIND stands on the darker side of fantasy, with no possibility to heal damage through magic.
Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
The rules have an emphasis on getting an output quickly, and keeping players' decisions in the loop.
\subsection*{Character Creation}
Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
Character creation is random by default, so players have no expectation to understand the entire world before starting play (though you have the option to build a character).
Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrylong{hp}.
Players roll up random characters, then interpret what those roles mean.
What kind of gnoll is intelligent yet clumsy?
What kind of dwarf if slow to run, but thinks fast?
\subsection*{Gaining Power}
As time goes on, players spend Story Points to summon aid from their past.
One character may find everyone in the village knows them as a local hero, and everyone is willing to stand and fight with them.
Another may know a powerful mage.
Once all Story Points have been spent, every member of the group will have told multiple stories of their past and introduced companions and locations from their history.
Each character follows a God or personal honour code.
Fulfilling this code allows players to assign skills, magical abilities, and raw strength to their characters.
\subsection*{Combat}
Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrytext{hp}.
Characters have a limited supply of luck which allows them to avoid damage.
One this is gone, any wounds remain until the character has a sufficient time to rest, but the adventure can continue as luck regenerates long before wounds.
Adventurers who are seriously injured can continue fighting moments later, once their luck returns.
\subsection*{Further Reading}
If you're looking for a pre made campaign world, find yourself a copy of \textit{Adventures in Fenestra}.
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