Lobe
The default Trait system uses lobes. A lobe is a part of the brain which governs how well a character performs certain actions.
Reorganized content to: Terms, Concepts, Topics, and Chapters.
1.) Terms are “glossary” items that use the dictionary plugin.
2.) Concepts are reusable chunks that will be found on multiple pages.
3.) Topics are the main, umbrella topic that might contain one or more concepts.
4.) Chapters are super-categories of topics, more-or-less categorized by What-to-do and level-of-detail (Game Preparation, Core Concepts, Facilitating Scenes, Resolving Actions, Combat and Calculating Trauma, Crafting Characters, Crafting Stories, Download Center, Additional Crafting Systems).
The default Trait system uses lobes. A lobe is a part of the brain which governs how well a character performs certain actions.
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
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
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
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
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
The player who serves as the main storyteller—the judge and the jury.
Here you can always see how production has been going but please note that a lot of the preliminary work will be done offline and uploaded up here once drafted.
It is recommended that first time players read the sections within the Game Preparation and Core Concepts chapters as the content within explains the core concepts for games played with the CQ StoryHammer role-playing game system.
As biological needs become more demanding, you will need to take alleviating action or suffer severe consequences from becoming weak, unconscious, or even death. Recovering vim is done in a variety of ways depending on the type of biological need. Hunger is satiated by way of nourishment, Fatigue can be alleviated by way of rest, … Read moreRecovering Vim