Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
universal_rule [2026/07/29 10:10] ms_wuntchuniversal_rule [2026/07/29 10:15] (current) ms_wuntch
Line 2: Line 2:
 <WRAP center centeralign 70%> <WRAP center centeralign 70%>
 ===== Rule #1 - Discussion is Appropriate ===== ===== Rule #1 - Discussion is Appropriate =====
- +{{page>[[:Universal Rule:Discussion is Appropriate]]&noheader&inline}} 
-No rules system can account for every possible situation. Science fiction and fantasy stories are often strange, complex and unpredictable, and Meat Space is no exception. As a result, some rules intentionally require interpretation by the [[:Mechanic:Player|Players]].\\ +===== Rule #2 - Rule of Cool ===== 
-\\ +{{page>[[:Universal Rule:Rule of Cool]]&noheader&inline}}
-When a rule refers to something as [[:Game Mechanics:Definitions:Appropriate]] or is dependent on a specific [[:Mechanic:Situation]], the [[:Mechanic:Player|Players]] should discuss how the rule applies and choose the outcome that best fits the narrative and current circumstances. If a consensus cannot be reached, the [[:Mechanic:Game Master|GM]] may make a final ruling, or the table may use another method of resolving the disagreement, such as flipping a coin or rolling a die, as [[:Game Mechanics:Definitions:Appropriate]].\\ +
-{{page>[[:Universal Rule:Rule #1 - Discussion is Appropriate]]&noheader&inline}} +
- +
-===== Rule #2 - Rule #1 - Discussion is Appropriate ===== +
- +
-Meat Space is a game of magically charged cyber-spacers doing extraordinary things in extravagant style. While it is completely reasonable for a [[:Mechanic:Game Master|GM]] to occasionally rule that something is impossible, if a [[:Mechanic:Player]] suggests something wild but badass, we recommend erring on the side of allowing an attempt rather than denying one, as [[:Game Mechanics:Definitions:Appropriate]]. As long as the proposed action is reasonable within the context of the story, the [[:Mechanic:Game Master|GM]] should assign a [[:Game Mechanics:Definitions:DC|Difficulty]] and allow the [[:Mechanic:Cast Member|CM]] to make the attempt. Failure can often be just as entertaining as success, and unexpected solutions frequently create the most memorable moments.\\ +
-\\ +
-This rule does not override common sense, table expectations or [[:Golden Rule:Consent]]. If an action would be disruptive, inappropriate for the game being played or make another [[:Mechanic:Player]] uncomfortable, it should be handled accordingly. See [[:Golden Rule:Consent]] for more information.\\ +
 ===== Rule #3 - Intent First ===== ===== Rule #3 - Intent First =====
- +{{page>[[:Universal Rule:Intent First]]&noheader&inline}}
-Meat Space is intentionally a complex game because, while a complex game can be overwhelming today, it can still be fun tomorrow.\\ +
-\\ +
-The rules can be complex, but playing the game is simple. Tell the table what you want your [[:Character]] to do. The [[:MechanicPlayer|Players]] can then decide whether the outcome should be roleplayed or resolved with a roll of the dice.\\ +
-\\ +
-Everything else comes second.\\ +
-\\ +
-The rules exist to support the story, not replace it. Focus on your intentions first and learn the finer details as you go.\\ +
 ===== Rule #4 - Abilities of the Same Name Don't Stack ===== ===== Rule #4 - Abilities of the Same Name Don't Stack =====
-  +{{page>[[:Universal Rule:Abilities of the Same Name Don't Stack]]&noheader&inline}} 
-There are many [[:Game Mechanics:Definitions:Ability|Abilities]] in Meat Space. Some are active, some are passive, but an [[:Game Mechanics:Definitions:Entity]] can only benefit from an [[:Game Mechanics:Definitions:Ability]] with the same name once at any given time.\\ +===== Rule #5 - You Can't Reroll a Reroll ===== 
-\\ +{{page>[[:Universal Rule:You Can'Reroll a Reroll]]&noheader&inline}}
-**Example**: Using the [[Basic Abilities:Dodge]] [[:Game Mechanics:Actions:Quick Action]] twice would only increase your [[:Ratings:Defence]] once, as both effects originate from the [[Basic Abilities:Dodge]] [[:Game Mechanics:Definitions:Ability]].\\ +
- +
-===== Rule #5 - You Can't Reroll a Reroll===== +
- +
-Many [[:Game Mechanics:Definitions:Ability|Abilities]], effects and [[:Game Mechanics:Definitions:Property|Properties]] allow a [[:Game Mechanics:Definitions:Dice|Die]] to be rolled again after it has already been rolled. This is known as a [[:Game Mechanics:Definitions:Rerolling|Reroll]].\\ +
-\\ +
-Regardless of how many sources of [[:Game Mechanics:Definitions:Rerolling|Rerolls]] are available, [[:Game Mechanics:Definitions:Dice|Die]] can never be [[:Game Mechanics:Definitions:Rerolling|Rerolled]] more than once. A [[:Game Mechanics:Definitions:Rerolling|Reroll]] can only ever be applied to the original roll of a [[:Game Mechanics:Definitions:Dice|Die]].\\ +
-\\ +
-**Please Note**: This rule does not apply to [[:Mechanic:Do-Over|Do-Overs]], which are a separate mechanic. +
 ===== Rule #6 - Repetition is Exhausting ===== ===== Rule #6 - Repetition is Exhausting =====
- +{{page>[[:Universal Rule:Repetition is Exhausting]]&noheader&inline}}
-In Meat Space, [[:Game Mechanics:Definitions:Character|Characters]] gain multiple [[:Ratings:Action Points]] ([[:Ratings:Action Points|AP]]) and [[:Ratings:Quick Action Points]] ([[:Ratings:Quick Action Points|QP]]) that can be spent to perform [[:Game Mechanics:Actions:Action|Actions]] and [[:Game Mechanics:Actions:Quick Action|Quick Actions]]. As long as a [[:Character]] has the required [[:Ratings:Action Points|AP]] or [[:Ratings:Quick Action Points|QP]], they may perform the same [[:Game Mechanics:Definitions:Ability]] multiple times.\\ +
-\\ +
-However, repeatedly performing the same [[:Game Mechanics:Definitions:Ability]] is physically and mentally demanding. Whenever a [[:Game Mechanics:Definitions:Character]] performs the same [[:Game Mechanics:Definitions:Ability]] more than once during the same [[:Mechanic:Initiative Order#Round]], they trigger [[:Game Mechanics:Exhaustion]]. If they are acting as the [Crew] of a [Vehicle], they trigger [Overload] instead.\\ +
-\\ +
-[[:Game Mechanics:Exhaustion]] and [Overload] represent the increasing strain caused by repetition and typically result in additional [[:Ratings:Strain]] or [Systems] [[:Game Mechanics:Damage]], as [[:Game Mechanics:Definitions:Appropriate]].\\+
 </WRAP> </WRAP>