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| getting_started [2026/07/28 10:26] – [Encounters and Scenes] ms_wuntch | getting_started [2026/07/29 09:51] (current) – [The Golden Rules] ms_wuntch |
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| These rules form the foundation upon which the game is built and take precedence over every other rule in this book. If you find yourself, or someone else, repeatedly crossing them, it is time for a serious conversation. Please take the time to read, understand and discuss these rules with your table before you play. A shared understanding of these expectations will help ensure that everyone is working together to create the best experience possible. Never assume that everyone at the table shares the same understanding of respect, boundaries or good sportsmanship; talk about them first.\\ | These rules form the foundation upon which the game is built and take precedence over every other rule in this book. If you find yourself, or someone else, repeatedly crossing them, it is time for a serious conversation. Please take the time to read, understand and discuss these rules with your table before you play. A shared understanding of these expectations will help ensure that everyone is working together to create the best experience possible. Never assume that everyone at the table shares the same understanding of respect, boundaries or good sportsmanship; talk about them first.\\ |
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| {{page>[[:The Golden Rules]]&noheader&inline}} | {{page>[[:Golden Rule]]&noheader&inline}} |
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| ===== The Shape of the Game ===== | ===== The Shape of the Game ===== |
| A [[:Game Mechanics:Dice Pool:Result]] refers to the number on the [[:Game Mechanics:Definitions:Dice|Die]]. A [[:Game Mechanics:Dice Pool:Total]] refers to the final amount, once all the [[:Game Mechanics:Dice Pool:Result|Results]], both positive and negative, have been added and subtracted. | A [[:Game Mechanics:Dice Pool:Result]] refers to the number on the [[:Game Mechanics:Definitions:Dice|Die]]. A [[:Game Mechanics:Dice Pool:Total]] refers to the final amount, once all the [[:Game Mechanics:Dice Pool:Result|Results]], both positive and negative, have been added and subtracted. |
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| [[:Game Mechanics:Definitions:Property|Properties]] are general mechanical rules that modify the [[:Game Mechanics:Definitions:Dice]] in a [[:Game Mechanics:Dice Pool]]. They are present throughout almost every roll performed during a session of Meat Space. They are used to reflect a [[:Game Mechanics:Definitions:Target|Target's]] special rules, abilities, effects or tactics in a given situation. They can also be used to represent situational advantages and disadvantages, as the events of Meat Space are often wild, nuanced and unpredictable. | [[:Game Mechanics:Definitions:Property|Properties]] are general mechanical rules that modify the [[:Game Mechanics:Definitions:Dice]] in a [[:Game Mechanics:Dice Pool]]. They are present throughout almost every roll performed during a session of Meat Space. They are used to reflect a [[:Game Mechanics:Definitions:Entity|Entity's]] special rules, abilities, effects or tactics in a given situation. They can also be used to represent situational advantages and disadvantages, as the events of Meat Space are often wild, nuanced and unpredictable. |
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| Once all [[:Game Mechanics:Definitions:Player|Players]] have finished rolling, modifying and [[:Game Mechanics:Definitions:Rerolling]] any [[:Game Mechanics:Definitions:Dice]] in the [[:Game Mechanics:Dice Pool]], the [[:Game Mechanics:Dice Pool:Result|Results]] are combined to determine the [[:Game Mechanics:Dice Pool:Total]]. If the [[:Game Mechanics:Dice Pool:Total]] is equal to or greater than the [[:Game Mechanics:Definitions:DC|Difficulty]], the roll is [[:Game Mechanics:Success and Failure:Success|Successful]]. Otherwise, it is a [[:Game Mechanics:Success and Failure:Failure]]. Below, we provide several examples. | Once all [[:Game Mechanics:Definitions:Player|Players]] have finished rolling, modifying and [[:Game Mechanics:Definitions:Rerolling]] any [[:Game Mechanics:Definitions:Dice]] in the [[:Game Mechanics:Dice Pool]], the [[:Game Mechanics:Dice Pool:Result|Results]] are combined to determine the [[:Game Mechanics:Dice Pool:Total]]. If the [[:Game Mechanics:Dice Pool:Total]] is equal to or greater than the [[:Game Mechanics:Definitions:DC|Difficulty]], the roll is [[:Game Mechanics:Success and Failure:Success|Successful]]. Otherwise, it is a [[:Game Mechanics:Success and Failure:Failure]]. Below, we provide several examples. |
| * A [[:Game Mechanics:Actions:Quick Action]] is a singular act a [[:Game Mechanics:Definitions:Character]] can perform at almost any time, often in response to another event or outside the normal [[:Game Mechanics:Turn Order]]. The number of [[:Game Mechanics:Actions:Quick Action|Quick Actions]] a [[:Game Mechanics:Definitions:Character]] can perform during a [Round] is determined by their available [[:Ratings:Quick Action Points]]. | * A [[:Game Mechanics:Actions:Quick Action]] is a singular act a [[:Game Mechanics:Definitions:Character]] can perform at almost any time, often in response to another event or outside the normal [[:Game Mechanics:Turn Order]]. The number of [[:Game Mechanics:Actions:Quick Action|Quick Actions]] a [[:Game Mechanics:Definitions:Character]] can perform during a [Round] is determined by their available [[:Ratings:Quick Action Points]]. |
| * A [[:Game Mechanics:Actions:Free Action]] is an [[:Game Mechanics:Definitions:Ability]] that can be performed without consuming an [[:Ratings:Action Points|Action Point]] or [[:Ratings:Quick Action Points|Quick Action Point]]. [[:Game Mechanics:Actions:Free Action|Free Actions]] are primarily used to resolve mechanical effects, support gameplay and handle interactions that do not meaningfully impact a [[:Game Mechanics:Definitions:Character]]'s available actions. | * A [[:Game Mechanics:Actions:Free Action]] is an [[:Game Mechanics:Definitions:Ability]] that can be performed without consuming an [[:Ratings:Action Points|Action Point]] or [[:Ratings:Quick Action Points|Quick Action Point]]. [[:Game Mechanics:Actions:Free Action|Free Actions]] are primarily used to resolve mechanical effects, support gameplay and handle interactions that do not meaningfully impact a [[:Game Mechanics:Definitions:Character]]'s available actions. |
| * A [[:Game Mechanics:Definitions:Ability:Ritual]] is a longer and more involved [[:Game Mechanics:Definitions:Ability]] performed over time. Most [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]] are completed by performing multiple [[:Game Mechanics:Actions:Action|Actions]] to advance the [[:Game Mechanics:Definitions:Ability:Ritual]] until its requirements have been fulfilled. Depending on the [[:Game Mechanics:Definitions:Ability:Ritual]], this may take several [[:Game Mechanics:Actions:Action|Actions]], [[:Game Mechanics:Turn Order:Turn]], [Hours] or even entire [Periods]. | * A [[:Game Mechanics:Definitions:Ability:Ritual]] is a longer and more involved [[:Game Mechanics:Definitions:Ability]] performed over time. Most [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]] are completed by performing multiple [[:Game Mechanics:Actions:Action|Actions]] to advance the [[:Game Mechanics:Definitions:Ability:Ritual]] until its requirements have been fulfilled. Depending on the [[:Game Mechanics:Definitions:Ability:Ritual]], this may take several [[:Game Mechanics:Actions:Action|Actions]], [[:Game Mechanics:Turn Order:Turn|Turns]], [Hours] or even entire [Periods]. |
| * A [[:Traits|Trait]] is a passive [[:Game Mechanics:Definitions:Ability]]. Unlike other [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Traits]] are not performed. Instead, they provide ongoing benefits, restrictions or effects as described by the [[:Game Mechanics:Definitions:Ability]]. | * A [[:Traits|Trait]] is a passive [[:Game Mechanics:Definitions:Ability]]. Unlike other [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Traits]] are not performed. Instead, they provide ongoing benefits, restrictions or effects as described by the [[:Game Mechanics:Definitions:Ability]]. |
| All [[:Game Mechanics:Definitions:Character|Characters]] have access to a suite of [[:Basic Abilities]] that they can use to navigate almost any [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]] they find themselves in. In addition, almost all [[:Game Mechanics:Definitions:Character|Characters]] will gain unique [[:Game Mechanics:Definitions:Ability|Abilities]] from their [[:Races|Race]], [[:Jobs|Job]], [Masteries] and other sources throughout their adventures.\\ | All [[:Game Mechanics:Definitions:Character|Characters]] have access to a suite of [[:Basic Abilities]] that they can use to navigate almost any [[:Game Mechanics:Scene]] or [[:Game Mechanics:Encounter]] they find themselves in. In addition, almost all [[:Game Mechanics:Definitions:Character|Characters]] will gain unique [[:Game Mechanics:Definitions:Ability|Abilities]] from their [[:Races|Race]], [[:Jobs|Job]], [Masteries] and other sources throughout their adventures.\\ |
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| ===== The Universal Rules ====== | ===== The Universal Rules ====== |
| [[:The Universal Rules]] are a set of mechanical rules that apply to all games of Meat Space, if ever there is a conflict or contradiction, these [[The Universal Rules|The Universal Rules]] supercede all but [[:The Golden Rules]] and should be referred back to when those situations arise.\\ | [[:The Universal Rules]] are a set of mechanical rules that apply to all games of Meat Space, if ever there is a conflict or contradiction, these [[:The Universal Rules|Universal Rules]] supersede all but [[:The Golden Rules]] and should be referred back to when those situations arise.\\ |
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| {{page>[[:The Universal Rules]]&noheader&inline}} | {{page>[[:The Universal Rules]]&noheader&inline}} |
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