student 20 Productions

Random Thoughts of a Game Developer

The Current Outline

Below is the current Outline for the book, for the interested.  Who should mark among the few, I might add.  This outline is, of course, a work in progress, and is subject to change.

1.  Introduction
1.1.   Flash Fiction
1.2.   Welcome to Elements
1.3.   How to Read this Book
1.3.1.      Book Organization
1.3.1.1.            Chapter Summaries
1.3.1.2.            The Least you should Read
1.3.2.      Roles
1.3.2.1.            The Game Group
1.3.2.2.            The Game Master
1.3.2.3.            The Player
1.3.2.4.            The Adversary
1.3.2.5.            The Arbiter

1.3.3.      Styles of Play
1.3.3.1.            Bring It! (Adversary + Arbiter)
1.3.3.2.            Loose Yourself… (Arbiter)
1.3.3.3.            Telling Tales (Adversary)
1.3.4.      Pronoun Usage
2.Chapter 1: System Basics
2.1.   Actions
2.1.1.      Action Time
2.1.2.      Action Points
2.1.3.      Maneuvers and Techniques
2.2.   Effort
2.2.1.      Basic Effort
2.2.2.      Contested Effort
2.3.   Fate
2.3.1.      Fate Overview
2.3.2.      The Fate of Characters
2.3.3.      The Fate of Actions
2.3.4.      The Fate of Fortune
2.4.  Resolution

3.  Chapter 2: Characters
3.1.   Designing Character
3.1.1.      Character Concept
3.1.2.      Building Background
3.1.2.1.            The Classroom of Fate
3.1.2.2.            Teachers and Classmates (People you knew growing up)
3.1.2.3.            Graduation (Where you are now)
3.2.   Building Character
3.2.1.      Power and Accuracy
3.2.2.      Statistics (Things with Power only)
3.2.3.      Skills (Things with Accuracy only)
3.2.3.1.            Skills as Action (Application Specialization)
3.2.3.2.            Skills as Knowledge (Theory Specialization)
3.2.3.3.            Skills and Play Style – Breadth versus Depth
3.2.4.      Elements (Things with Power and Accuracy)
3.2.4.1.            Maneuvers
3.2.4.1.1.                  Ideas (Improvised Maneuvers)
3.2.4.1.2.                  Techniques (Rote Maneuvers)
3.2.4.1.3.                  Abilities (always-on Techniques)
3.2.4.2.            Creating New Elements
3.2.4.3.            GMPCs, ACs, and Elements
4.  Chapter 3: Statistics
4.1.   What Are Statistics?
4.2.   Basic Statistics (In every game)
4.3.   Special Statistics (Arcanum, Ki, Psyche…)
4.3.1.      Defining New Statistics
4.4.   Conditions
4.5.   Statistics and Foundation
5.  Chapter 4: Skills
5.1.   What Are Skills?
5.2.   Skill List
5.3.   Defining New Skills
6.  Chapter 5: Elements
6.1.   What Are Elements?
6.2.   Element List
6.3.   Building With Elements
6.3.1.      Stats as Elements
6.3.2.      Skills As Elements
7.  Chapter 6: Art of Conflicts
8.  Chapter 7: Running a Game
9.  Appendices
10.  Glossary
11.   Index
12.  Acknowledgments

In truth, some parts of this have already changed a bit, although I must admit that until I get a little further, I don’t want to change the original outline that I was working from.

–student_20

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2 thoughts on “The Current Outline

  1. “The Adversary?” Is that like the Adversarial role in GURPS?

    “Classroom of Fate?” Interesting.

    Oh, and is it Loose yourself or Lose yourself?

    Don’t mind me. The short stories are fulll of spelin mistaks.

  2. Yes – Adversary is like the Adversarial role in GURPS. That’s where the idea came from, as it happens. And it IS supposed to be “loose yourself” – thank you.

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