diff --git a/glossary.tex b/glossary.tex index fdaf0e1acef3f8bad8062e0a5aeb530dbe82d1aa..3c3a7665759d254741bb876815ef52dbeceed63f 100644 --- a/glossary.tex +++ b/glossary.tex @@ -190,7 +190,10 @@ It remains wild, as monsters wander across it.} parent={campaign}, type={mech}, description={are \glsentrytext{bind}'s way of structuring stories. - Each \gls{segment} has a location (e.g. `Town', or `Forest'), where it `activates' once the troupe enter the area}, + The events in the Side~Quest may not feature directly -- instead, the \glspl{pc} often only see the results of the action. + Side~Quests continuously prompt the \glspl{pc} to react to the situation, to hunt down trouble, or help out a struggling organization. + + Many Side~Quests can run at the same time, which leads to the players seeing an active world, full of interconnected plots and threads.}, } \longnewglossaryentry{segment}{ @@ -198,8 +201,21 @@ It remains wild, as monsters wander across it.} text={segment}, prefix={a\space}, parent={sq}, + symbol={\glsentrytext{sqr}}, type={mech}, - description={are scenes which form a larger story}, + description={are like scenes in a story, but with restrictions. + + Each segment belongs to a particular \glsentrytext{region} in the \glsentrytext{campaign}; this means the segment can take place anywhere within that \glsentrytext{region}. + For example, a segment cannot take place `when the \glspl{pc} reach the lost temple', because they may not approach that temple. + However, it might take place `in the forest', if the \glspl{pc} could discover a lost temple anywhere in the forest. + + Segments never assume the results of a previous segment; so if one segment introduces a violent \glsentrytext{witch} to the \glspl{pc}, later scenes should not assume that the troupe have not killed the \glsentrytext{witch}. + + And, of course, segments can comfortably split apart. + If the \glsentrytext{sq}'s first segment introduces a danger in the forest, while the second shows how the danger has infiltrated the town, then the troupe may search the forest for more information for a long time, without ever returning to town. + During this time, numberous other segments might emerge, but they will never find out what comes next in the \glsentrytext{sq} until they enter town. + + Once been completed, the second segment in the \glsentrytext{sq} readies itself, and waits for the troupe to enter its \glsentrytext{region}}, } \longnewglossaryentry{interval}{ @@ -275,11 +291,11 @@ It remains wild, as monsters wander across it.} text={Region}, prefix={a\space}, type={mech}, - parent={campaign}, + parent={sq}, category={rules}, nonumberlist, - description={are broad areas like `forest', `town', `roads'. - Each contains different encounter types, and often has its own \glsentrytext{sq} collection}, + description={are the broad areas in a particular \gls{campaign}, like `forest', `town', `roads', where each \glsentrytext{segment} lives. + Each Region should have its own \glsentrytext{segment}-list, where each has a box (`\glsentrytext{sqn}') showing it is not yet ready, or a ticked-box (`\glsentrytext{sqr}') once the \glsentrytext{gm} decides the previous \glsentrytext{segment} has concluded}, } \longnewglossaryentry{area}{