Additions:
Rules options aren't official errata (see here for [[http://realms.co.uk/covenant/errata-and-questions official errata to Covenant]]), they're ways to customise the game to your preference, with notes on how those modifications will impact play at large.
Deletions:
Additions:
Rules options aren't official errata (see here for [[http://realms.co.uk/covenant/errata official errata to Covenant]]), they're ways to customise the game to your preference, with notes on how those modifications will impact play at large.
Deletions:
====Harsher External Pressures====
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven, rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
====Loser goes First====
Normally in a two person conflict, you just take turns to modify. In this rules variant, in each exchange the loser always goes first, and is followed by the winner. This effectively makes dual participant conflicts exactly like multi-participant ones.
Additions:
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven, rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
Deletions:
Additions:
====Categorised Traits====
Deletions:
Deletions:
Additions:
boclaviro
Deletions:
Additions:
actrnoletoc
Additions:
In larger games (4+ players), even with quick cutting, some players will be watching the main scene while waiting for their own turn. This can be annoying. To give them something to do, switch control of the convention and motifs to those not directly in a scene. So if they narrate in something on top of an involved player's action, they can give that player the reroll...
Deletions:
Additions:
====Convention & Motif Switch====
In larger games (4+ players), even with quick cutting, some players will be watching the main scene while waiting for their own turn. This can be annoying. To giv ethem something to do, switch control of the convention and motifs to those not directly in a scene. So if they narrate in something on top of an onvolved player's action, they can give them the reroll...
In larger games (4+ players), even with quick cutting, some players will be watching the main scene while waiting for their own turn. This can be annoying. To giv ethem something to do, switch control of the convention and motifs to those not directly in a scene. So if they narrate in something on top of an onvolved player's action, they can give them the reroll...
Additions:
Rules options aren't official errata, they're ways to customise the game to your preference, with notes on how those modifications will impact play at large.
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though being more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though being more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
Deletions:
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though beign more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
Additions:
Rukles options aren't official errata, they're ways to customise the game to your preference, with notes on how those modifications will impat play at large.
====Categoried Traits====
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though beign more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven or eight, rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
====Categoried Traits====
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though beign more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven or eight, rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
Deletions:
Additions:
Normally in a two person conflict, you just take turns to modify. In this rules variant, in each exchange the loser always goes first, and is followed by the winner. This effectively makes dual participant conflicts exactly like multi-participant ones.
Deletions:
Additions:
====Harsher External Pressures====
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
If you want the game to be more heavily focused on external conflicts, then I recommend giving antagonists seven rather than six trait slots. This makes the external forces acting on a character in conflict more oomph early on and forces players to resolve truisms earlier to be able to match them.
No Differences