Macro Time in StoryHammer

Units of time in StoryHammer are somewhat abstract. Rather than measuring time by seconds or minutes, time is based off of events. These measurements are like containers that can stretch and shrink to fit the number or mass of the events within. A story contains one or more acts. An act contains one or more scene(s). The Scene … Read moreMacro Time in StoryHammer

Materials Needed

StoryHammer Rules A Story Protagonist Sheets (1 per player) Vim Tracking Sheets (1 per player) Decks of standard playing cards (1 deck per player) Counters – (about 25 per player) (pennies or washers work best – they should be stackable and no wider than .75” or 20mm) Index Cards or Scrap paper and writing utensils

Materials Needed

Using Game Materials Cards: Creating Decks StoryHammer requires the use of a regular pack of poker style playing cards. It is highly recommended that there is one pack for each player. Then each pack will need to be broken down into two different decks using the following rules: Probability Deck   Perk Deck

Micro Time in StoryHammer

Often, time needs to be more concrete in StoryHammer. Particularly during conflict when multiple characters or a time-sensitive objective is involved. During these events, time tracking becomes more nuanced. A scene may contain conflict which may be broken down into a series of rounds. Each round is broken down into speed stage(s). The Round The Speed … Read moreMicro Time in StoryHammer

Moving Through Space and Time

General Flow Time, Space, and Measurement in StoryHammer As a narrative unfolds, time is often stretched or squashed to keep the plot moving. It would be rather dull if it didn’t. Imagine how boring a novel might be if each scene included every moment, explaining in great detail the nothingness that happens. As the protagonist sleeps, for instance, paragraphs … Read moreMoving Through Space and Time

Narrating A Setting

As the Narrator, one of your main duties is to explain to the Lead(s) what the protagonist(s) sense and their surroundings. Not only does this help the players become immersed in the story, it may very well provide clues to how a player should (or should not) move forward. Players know nothing about their character’s … Read moreNarrating A Setting

Narrator

The player who serves as the main storyteller—the judge and the jury.

Navigating Settings

Space and Measurement Measuring space can be an important part of planning a scene. Many weapons and actions require knowledge of the distance of targets. Tracking distance in StoryHammer is composed of two units: zone(s) and range(s). Both of these units are abstract and based on context with specific rules involved. Zones A lot of actions have … Read moreNavigating Settings

Navigating Zones

Typically, if a scene calls for conflict, the Setting Sheet will designate zones for the scene. These zones can be drawn on paper though it’s recommended to use 3″ by 5″ index cards. For each zone, write its name on an index card (feel free to cross out names and reuse the cards). These zones … Read moreNavigating Zones