Book II - Gamemaster Rules

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VERS -> Book II - Gamemaster Rules


This "book" contains everything the GM needs to create a story, plan a series, and populate the world with interesting characters. In addition, there are advanced rules, like the optional rules for customizing VERS to better suit your setting, genre, or story. Below is an overview of each section.

Optional Rules

Optional Rules are additional rules, or sometimes variations on rules, that can help make the simple system of VERS into something different, whether more complex, simpler, or just different. Each of these rules have been tested so you can be sure they are balanced against the rest of the system. If you are looking for that one subsystem to make your setting come alive, check here before you build from scratch.

Gamemastering

The Gamemastering chapter describes the general idea of running a game, as well as tips and tricks to help you. If you have never run a tabletop roleplaying game before, this is definitely the chapter for you, although hopefully even veterans will find useful tidbits here.

Storytelling and Drama

Storytelling and Drama goes into more detail into what makes a story interesting. Action is not the only way to make a story fun (although it is a great way), and this section talks about how to incorporate these other ideas into games successfully.

Advanced Techniques

Advanced Techniques are just that, things that can really make a memorable game or can horribly break it if you are not careful. Things like playing around with time (think Quentin Tarantino), sandbox games in which you build the world as you play it, and even reducing the need for a GM at all.

Antagonists

Antagonists are the bread and butter of any game, being the whole reason the story exists at all in many stories. This chapter discusses not just how to build and play antagonists but also a discussion of what makes an antagonist do the things they do.


VERSIcon.png VERS Playtest v19.7 - Online Rule Reference
Book I
Player Rules
Basics What is Roleplaying? - Characters (Ranks, Character Points)
Time (Conflict Driven, Dramatic Time, Flashbacks) - Dice and Rolling
Who is Your Character? Character Concept - Momentum - Talent - Anchor - Motivation - Flaw - Relationships
What Can They Do? Power Source - Power Level - Attributes (Mental, Physical, Social, Figured, Other) - Skills (Skills in Detail)
Advantages (Mental, Physical, Social, Universal) - Abilities (Controlled Effects, Inherent Effects, Aspects) - Gear
Gameplay Combat (Mental, Physical, Social) - The Chase - Stunts - The Environment
Book II
GM Information
Optional Rules Complex Combat (Attack Locations, Stances, Fatigue and Energy, Damage Trackers)
Rules Add-Ons, System Tweaks, System Overhauls
Gamemastering
Storytelling and Drama
Advanced Techniques
Antagonists Antagonist Creation (Sentient or Beast, Building Blocks) - Hierarchies of Villains (Minions, Grunts, Elites, Nemesis)

The Cause (True Evil, Evil for a Good Cause, Social Evil, The Players are Evil?, The Rival)

Book III
Appendices
Gear Examples