|Unwritten RPG Forum
|Unwritten Core Concepts & Philosphy
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|Author:||admin [ Tue Aug 13, 2013 10:57 pm ]|
|Post subject:||Unwritten Core Concepts & Philosphy|
What you will not be getting for Unwritten is a rule book. That is, Unwritten is not intended to tell you how you must run a role-playing game set in the D’niverse. Rather, Unwritten is a ‘tool book’. The mechanics and guidance that are going into the book are intended to give you a wide array of tools that you can use to make all sorts of stories.
The Fate community has a saying: “Fiction, not physics.” This is key to Unwritten. It’s not a linear walk-through like you would see on "How to play Myst". Rather, it is more like a travel guide that points out all the interesting places, suggests travel routes and lets you build your own journey. The story does not emerge from the rules; the rules support the story.
The Unwritten D'niverse is a place for
There’s room for all sorts of pulpy goodness that would fit just fine into an Indiana Jones movie or as part of a Steampunk novel. Unwritten gives you tools for having epic adventures.
There are always mysteries to solve. Some are puzzles, and others are like crime scenes. And beyond that, there are mysteries about ancient civilizations and strange sciences to delve into. Unwritten provides ways to role-play the journey into the unknown.
“Find a way, make a home” as Yeesha said. You’ll be able to create amazing machines, take advantage of the strange things you find in the Ages, as well as work together with others to make changes to the your world, both local and cosmic.
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