Some Hillfolk players report cognitive dissonance over an edge case in the game’s procedural resolution system. Success in a standard procedural scene with the players on one side and the GM on the other depends on matching a target card. When the GM spends a green procedural token, at least one of the player’s cards […]
Tag Archives: drama system
In a world where it’s impossible to watch enough great TV shows to declare any of them the greatest TV show now in production, I’m still gonna call “Better Call Saul” one of the best shows going. (And I still haven’t made it all the way through “Breaking Bad”, which might suggest some kind of […]
Although DramaSystem, the rules engine underlying Hillfolk, builds game sessions that feel like episodes of serialized TV dramas, differences between the two mediums do sometimes lead to somewhat different results. One device you see all the time in TV shows rarely appears in DramaSystem. Very often on a TV show the writers emphasize the emotional […]
In Hillfolk the GM acts as the custodian of the overall narrative. You mostly do this when calling your own scenes. You use these to heighten tensions, add new fresh developments, and picking up previous ones that got dropped along the way. Less evidently, you can also intervene during player scenes. This requires utmost subtlety. […]
A column on roleplaying by Robin D. Laws A while back in the Alma Mater Magica series I’ve been running we came across an unusual situation not covered by the DramaSystem procedural rules. A wizardly confrontation pitted at least three player factions against each other. I polled the players to find out what their characters […]
Robin Laws’ multi-award-winning Hillfolk is a great game in its own right, but its DramaSystem engine includes a toolkit for describing and dissecting characters that can be used in other games. One of these tools is the concept of dramatic poles. To quote Robin: “Driving any compelling dramatic character in any story form is an internal contradiction. The character […]
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