diff --git a/gm.tex b/gm.tex index c04dc6ad2329dfa1beaf369273446ca7e46253c6..1152e3051dddbd9af99cc9f1d034442d5e2c2b52 100644 --- a/gm.tex +++ b/gm.tex @@ -9,7 +9,7 @@ Start in town, end in town. Scheduling conflicts plague every RPG session held outside of the Antarctic circle. -Reality will not adjust to a game's plot, which means the fantasy must adjust for the reality,\ldots but not too much. +Reality will not adjust to a game's plot, which means the fantasy must adjust to reality,\ldots but not too much. If you tell everyone from the outset that their session must start and end in town (or some civilized area, where the \glspl{pc} can rest without random encounters), then the players will generally do their best. Any `dungeons` must become an area they enter quickly, and jump out of once something -- anything -- has been achieved. @@ -138,7 +138,7 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e \subsubsection{Let Players `Ruin' the \Glsentrytext{adventure}} -Encounters don't have to play through like you think they will. +Scenes and encounters don't have to play through like you think they will. If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there. Perhaps the dungeon has a high-point inside which isn't flooded, which at least saves that part of the dungeon; or perhaps it's flooded forever, and nobody will see that treasure again. @@ -286,6 +286,9 @@ Warmer seasons have their own challenges, including floods in some colder region }{} \subsubsection{Timing Encounters} +\index{Encounter Tempo} +\index{Tempo, Encounters} +\label{tempo} Different areas have different encounters-tempos. Some push persistent activity at the players, while others will leave them to travel, unimpeded. diff --git a/spheres.tex b/spheres.tex index d99dd19b9b82cdcb4a731ff98a1bce6838f85eee..3017cc939b506bb0e6e41b20c682342f5077ad95 100644 --- a/spheres.tex +++ b/spheres.tex @@ -314,6 +314,7 @@ As with many other instant skill spells, the target can cancel the spell by spen \spelllevel \spell{Gate}{Instant}{Academics}{A magical portal opens} +\label{gateSpell} A rift opens in space, allowing the mage to connect any two locations in range. Anyone walking into one portal, comes out the other. @@ -738,6 +739,7 @@ If cast as a \textit{Wide} spell on a single target, each additional square affe }{} \spell{Lock}{Continuous}{Craft}{Bind a door shut} +\label{lockSpell} The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through. The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus.