11. The Game


TeraCom Security Bootcamp Lesson 1


Alright maggots, now that I’ve got your attention, it’s time to go over some basic things you’ll need to know about building the world for you and your Players. First off, “you”, the person reading this, likely fall into one of two categories. The noble “Game Manager”, a very respected title. The Game Manager is responsible for organizing the table and the session, and most importantly, managing the world the players inhabit. The second category is that of the well-to-do Player, look at you, learning all the rules so you won’t have to ask hundreds of questions every move, meticulously taking in ALL the data so you can accurately congress with the Game Manager during the session, aren’t you just precious. NOW GET BACK IN LINE MAGGOT. THE PLAYER’S JOB IS TO DO OR DIE NOT REASON WHY!!!

“Players” are those who create characters to explore the world at hand. As a player it is most important to consume all media related to the type of character you will likely be playing. NOW START READING LORE MAGGOT! If you have already read the lore, and you read EVERYTHING, while I’m impressed, let me shake your hand. As a matter of fact, how would you like to come over to my house tonight, I’ll introduce you to my wife. Oh, what’s the matter maggot? You look confused. While here, I’ll get you all caught up. NO ONE GIVES A GOD DAMN ABOUT HOW MUCH YOU CAN READ!! IF YOU WERE SO GOOD AT READIN, WRITIN’, AND ARITHMATIC, YOU’D BE WEARING BARS AND TELLING ME WHAT TO DO! YOU ARE THE SPAWN OF PEASENTS JUST LIKE ME AND YOU’RE GONNA DIE THOUSANDS OF MILES FROM A TOXIC FILTH RIDDEN METROPOLITIAN CESPIT YOU CALL HOME, IN DEBT TO CORPARATIONS THAT WILL CONTROL EVERY BASTION OF YOUR LIFE! DO I MAKE MYSELF CLEAR!





First guideline!

Engaging the world.
Quests, missions, and campaigns. Every game will be built around these fundamental actions. A single-session game might be structured around a single short mission, a single job, or a simple gig.

Extended games lasting multiple sessions will likely include questlines. When multiple missions are strung together to achieve a single goal, that’s a quest or a questline. If multiple missions or questlines have a result that by design displaces or establishes greater power structures within a designated area, That’s a campaign.


Introducing The World.
Once everyone has their characters created, it’s time to describe the world you’ve created for the players. Go over specifics, where they are, what’s going on, who’s in control or lack thereof. Introduce main characters and key story elements. If there is something the players must know, now’s the time to tell them. After the world is introduced, it’s time to get to know the characters. Each player will take their turns introducing and describing their characters briefly. Unless otherwise mentioned, it is safe to assume all Player Characters start off as strangers. From here on out, players should refer to each other directly as their characters. Once the world is described thoroughly and all the characters are introduced, the game can begin.

Create imaginative, unique NPCs. Give players diverse places to go and interesting things to do. Use pre-existing places and factions strictly as they are or use them as guidelines for something fresh. Give options to the players and let them make choices that have lasting effects.

Remember, as the GM, it’s important to ask questions as much as it is to be descriptive. Let the characters explore the world as openly and unrestricted as possible. Give the players multiple options on how, when, or where to proceed.


The Game Manager
The GM manages the world, acts as the NPCs and rolls for the Creatures and Cretins during combat. The GM is mother nature; they are trying to kill the players with every ounce of their existence while simultaneously praying that they succeed. The Game Manager also acts as a referee when needed. If debates cannot be settled, an executive decision may be the only answer. For the sake of progressing the game, the Game Manager can resolve conflicts by making final decisions when necessary. This rule should be held in reservation, specifically for when clear answers in the established rules or lore are confusing or not present.


The Zero Session.
Any major changes to the world, modifications to characters, trades, or rules should be handled before the game is played. The game will be played in a series of “sessions”.

Before the game is played, it is typical to go over the basics with the players and establish the setting before Session 1. This can be done in a full session setting where all the players are present. In a Session 0 like this, players can build characters together and go over everything in detail. This can be good if new players are present so questions can be answered before the game officially starts. Alternatively, if everyone is experienced, the Zero Session may be handled more loosely prior to the first actual meeting.


The First Session.
Games can be one off adventures, a series of missions, or a free form sandbox that evolves over time. Explain the world in detail, let the players understand what’s going on around them. On the other side, Players may choose to express certain things about their characters after getting to know their party better, that’s fine. Let the characters grow naturally.


The Turns.
Give fair and equal time to each Player. Some scenes may play out longer than others, requiring multiple roles to complete. For example, a character trying to repossess a vehicle might need to complete a series of complex actions, each worthy of high-stake rolls. If the scene feels like it should play out, play it out in full. Focus can stay on an individual for as long as it should. It is important to distribute this level of focus to each Player, in turn. During combat, characters are limited to their KP but still may be able to perform multiple actions in one turn.


The Reliable Narrator.
The Game Manager is restricted from lying to the Players directly or falsely misleading them. The world should be presented clearly and neutrally. However, the Game Manager is not required to answer every question and IS allowed to keep certain aspects of the world or story a secret at their own discretion. Non-Player Characters (NPCs) are in no way required to speak honestly unless forced by some type of roll, move, or ability.


The Flow of things.
Sessions should follow (but are not limited to) this basic structure.
Intro, Action, Relaxtion.

Intro- During the beginning of the session, Player Characters might want to chat, go over plans, recuperate from previous plans, or prep for any would be adventures. The intro phase is roleplay oriented and can be used to build upon the last session or setup the player party for action.

Action- The Action phase can range from direct combat, setup missions, or various exploration. This is when dice start hitting the table and damage gets dealt.

Reactive Relaxation or “Relaxtion” – After the action, it’s time to recuperate. Hospital? More like Denny’s. Advanced medical care is available in TeraCom City and most established civilizations if you need it. It can save your life but NOTHING in this world is free, especially healthcare. Doctors are expensive, even cheap doctors are expensive. High-end designer care provided by a registered medical center will leave the uninsured coupled with 1000 credits of medical debt for every 1HP restored. Without payments, arrest warrants may be issued or hit-squads dispatched on behalf of the delinquent.

Fortunately, most people are pretty tough these days, a little bit of rest and a good meal can have most characters back in the action in no time. Instead of shelling out top dollar for bougie doctors, in most cases players can forgo a trip to the emergency room with a cheap meal, rest in a safehouse, or similar styles of relaxation. Massage?

Relaxtion, isn’t just for healing either. This is a secondary RP time where players can spend their earnings, plan for further actions, rinse and repeat. Sessions aren’t limited to this 1,2,3 structure and can go as long as intended having as many repeating cycles as necessary, but this is the general flow of things.


Embrace the Unnatural.
The Pre-established lore is meant to act as a building block for the GM and players to run with. If you wish to stick to the pre-established lore, that is great. There is plenty of sturdy factions, thorough campaigns, developed cities, and trade routes, all ready to be explored.

For a more casual, relaxed, or unique story, take the lore and shoot it out of a cannon. Have an Aut civilization worship a group of renegade Kin as prophets. Create a world where Orgs have conquered Earth and are defending it against a Gruellein Armada. Pull factions, add factions, create new enemies, create new friends. Make the world your own.


Nobodies and Somebodies.
NPCs, PCs, and GMPCs. NPCs or “None Player Characters” are the characters that populate the world around the Player Characters. NPCs are created by the GM and can have varying degrees of importance. These characters can influence players, give quests or missions, run shops and businesses, the limit is endless. Some NPCs may become attached to the party or a story for extended periods of time. When this happens, the NPC may become a GMPC or Game Manager Player Character. Unlike a typical NPC, GMPCs can make decisions within the party and have access to Trade moves and abilities. To be consider a true GMPC, the character must have a sheet. GMPCs should only be imposed to help or guide beginner parties or spice up a unique quest, mission, or campaign. PCs are the characters created by the players. Players are not limited to one character unless specified by the GM.