starting from scratch 2

when a character makes an attempt, its bard draws one card from the deck if it has disadvantage, two cards if its position is neutral, or three cards if it has advantage ; if the highest card drawn is lower than the value of the trait or archetype used, the character takes 1+ and its bard describes a successful attempt – if the highest card drawn is equal to the value of the trait or archetype used, the character can take 2+ and their bard must describe a failed attempt OR its bard can describe a successful attempt ~ if the highest card drawn is higher than the value of the trait or archetype used, the character can take 2- and their bard must describe a successful attempt OR its bard can describe a failed attempt * only one applicable trait or archetype can be used per attempt.

a character is introduced with ( at least ) one detrimental, one beneficial, and one ambiguous trait per rank, each starting at level 2 ; a character may also be introduced with ( at least ) one archetype per rank – an archetype comes with three free traits that share the same value, the value of the archetype itself ~ a character can be a timeframe, an object, a location, an individual being, or a group of timeframes, objects, locations, or beings *

a connection is a social trait ( an enmity, an alliance, or an acquaintance ), a condition is a physical trait ( a weakness, a quirk, or an ability ), and a concern is a mental trait ( a fear, a desire, or a belief ) ; timeframes, objects, locations, and groups of these shouldn’t have concerns unless they’re supposed to be sentient / sapient – a character’s detrimental and ambiguous traits can be used against it, while it uses its beneficial and ambiguous traits to make attempts ~

in order to use another’s detrimental or ambiguous trait or archetype to make an attempt, a character must first make an attempt to discover or recall a connection, condition, or concern of its target ; if an enmity rises to v8, a character becomes unable to make social attempts, while it becomes unable to make physical attempts if a weakness rises to v8 and mental attempts if a fear rises to v8, and a character is lost if all three occur –

in a particularly hopeful tale, the lowest card drawn is compared to the challenge rating of an attempt, rather than the highest

starting from scratch 1

Tales of Prasiolite is about bards spinning tales but i want it to feel like a board game without a board rather than a fiction 101 course ; a tale is thirteen chapters of eight scenes each – each scene opens with a timeframe or location and an individual or group of beings ~ during its part in a scene, each character can make a number of attempts to affect itself or another character * like a trait or archetype, an effect may be a detrimental, beneficial, or ambiguous connection, condition, or concern.

also like a trait or archetype, an effect has a value from 1 to 8 ; the value of a trait, effect, or archetype determines the number of times it can be used freely and the challenge rating of an attempt made using it – the number of parts a character gets in each scene is determined by its rank, which ranges from 1 to 8 and also determines the maximum number of traits and archetypes the character can have ~ primary characters usually start at rank 3, while secondary characters typically start at rank 2 and tertiary characters generally start at rank 1 *

the rank of each character in a scene helps to determine the order of its parts ; all else being equal, primary characters act first, followed by secondary characters, followed by tertiary characters – characters play their parts until no more attempts can be made in a scene ~

at the end of a chapter, each character with more subtractions than additions must erase all of its subtractions and take a detrimental trait or archetype value, replacing an existing one if need be ; each character with more additions than subtractions must erase all of its additions and take a beneficial trait or archetype value –

each character with an equal number of subtractions and additions at the end of a chapter must erase all of its developments and take an ambiguous trait or archetype value

another magic system

four magical actions : steal, find, exchange, and bestow ; two or more objects, which can be almost anything – my objects will be paradox, order, chaos, and balance ~ this will give me sixteen magical principles *

for each principle, answer the questions “why?” and “how?” ; steal paradox because one individual’s fortune may be helpful, while another’s could be harmful – do so by symbolically capturing a portion of the target’s shadow *

give the system a name based on the most important of these principles ; give the users of the system a name *

since i like the idea that finding chaos is the most important principle, seekers in the dark will be the name for those who search the dark *

the Addams family

i grew up with The Addams Family and The Addams Family Values ; they were my favorite movies, the second in particular, and they’ve played a big part in forming my gothic sensibilities – they are wholesome in the best ways and dangerous in the funnest ways ~ i’d say i watch TAFV something like three or four times a year on average, it’s one of the things that would play monthly if i had a personalized tv channel or something *

i also own the tv series on dvd but i didn’t grow up with it and it doesn’t resonate with me in the same way as the movies ; i’ve also seen the recent 3d animated film, which i liked but felt was less…something – point being, i’m a huge fan of this fictional family and their world is a major influence on Project Prasiolite *

personal mythology

a myth is a sacred narrative ; sacredness is about the importance something has – a myth explores / explains a truth about an individual or collective ~ myths may be more or less accurate in terms of historicity *

Usa has a mythology about its foundations that is widely believed and generally historically accurate, though many details are incorrect ; families have mythologies too – and then there are the mythologies of individuals, the stories we tell ourselves about ourselves, a jumble of distorted and clear memories, plus self-deceptions *

i watched a youtube video by Tale Foundry about hp lovecraft that made me want to dive into my own individual mythology and mine my interests for Project Prasiolite ; i’ve tried more than once to pen a bible of my own mythology for therapeutic and meditative purposes but i suck at follow-through and don’t think my life is interesting enough *

and yet, i’m trying again in a different way here *

tales ( part two )

a character may be a vehicle, time, quality, place, object, haven, group, event, creature, or automaton ; in the fictional context of a tale, a character need not be sentient or have its own will, but there are few mechanical differences between a vehicle and a creature – a character is defined by its desires, as a tale is defined by opportunities and distractions ~ a character gets a check each time it seizes an opportunity or avoids a distraction *

at the beginning of each chapter, the primary character that is the star is presented with an opportunity ( a level 10 beneficial or ambiguous trait ) and must avoid ten distractions ( level 1 detrimental or ambiguous traits ) to seize it ; the star gets a strike each time it fails to avoid a distraction – during the epilog, a character changes according to the number of strikes and checks it has *

if a character has more strikes than checks, it must lose a level 1 beneficial or ambiguous trait, increase a detrimental or ambiguous trait level by +1, gain a level 1 detrimental or ambiguous trait, or decrease a beneficial or ambiguous trait level by -1 ; if a character has more checks than strikes, it must lose a level 1 detrimental or ambiguous trait, increase a beneficial or ambiguous trait by +1, gain a level 1 beneficial or ambiguous trait, or decrease a detrimental or ambiguous trait level by -1 *

tales ( part one )

a tale is a prolog, an arc, and an epilog ; the prolog and epilog are one scene each, while the arc is sixteen chapters of ten scenes each – a scene is an inciting incident, a rising action, a turning point, and a climax ~ a character gets two parts during inciting incidents, four parts during rising actions, six parts during turning points, and ten parts during climaxes *

during its parts in a scene, a character can cause a number of effects ( one if its highest trait level is beneficial, two if its highest trait level is ambiguous, three if its highest trait level is detrimental ) ; to cause an effect, a character uses one to ten applicable traits, comparing the sum of their levels to a challenge level – the challenge level is 4 during inciting incidents, 8 during rising actions, 12 during turning points, and 20 during climaxes *

if the momentum of an effect ( the sum of the trait levels used ) is lower than the challenge level, the character must sacrifice a resource to cause it ; if the momentum of an effect is higher than the challenge level, the character gains a resource they would have sacrificed to cause it *

an effect is detrimental, beneficial, or ambiguous and social, physical, or mental, giving their targets traits accordingly *

like an effect, a trait is detrimental, beneficial, or ambiguous and social, physical, or mental ; social traits are called connections, while physical traits are called conditions and mental traits are called concerns *

a primary character is introduced with six traits ; at least one trait must be detrimental, at least one must be beneficial, and at least one must be ambiguous – no trait can rise above level 10 or fall below level 1, though a level 1 trait can be lost, and the level determines the number of times the trait can be used in a chapter *

one of a primary character’s traits starts at level 6, while two others start at level 4, and the other three start at level 2 ; a primary character can have a total of twenty traits and beneficial and ambiguous traits will cancel out detrimental traits to make room for themselves – a secondary character is introduced with four traits, one starting at level 4 and the other two at level 2 ~ a tertiary character is introduced with two traits, both starting at level 2 *

the last number…maybe

i am having a hard time focusing on this blog because all my mental energy is currently divided between trying to make progress on project prasiolite and struggling to decide whether i want to Stay or Leave ; the numbering system i’ve been using has become too much to deal with, so i’m gonna start titling posts based on the subject matter – i have a bunch of things i want to post reviews for, movies and books and such ~ non sequitur 1, 2, 3, 4, 5, 6, 8, 10, 12, 14, 16, 18, 20, 32 *