Difference between revisions of "Goal"

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At the center of each game is a conflict between principles. There are always 6 principles in play, set in 3 pairs, with each pair an opposing axis. You choose 2 of these 6 principles to align yourself with. You may not select both from the same axis, so you will have a stake in 2 of the axes, and no stake in the third. Each principle has goals associated with it, and individual rewards associated with that goal. But when you achieve a goal you eliminate rewards or goals from the opposing principle. Sometimes two of your own principles may conflict, or your might find that others in your [[band]] are aligned with opposing principles.
{{Vice and virtue}}
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==Axes==
Choose two competing loyalties from a list of ideals provided. Sometimes you will be forced to prioritize and choose between your own loyalties or the loyalties of the rest of your band. Each loyalty is a track from one to three, and you start with no circles filled in. You may gain circles in play from accomplishments, or lose circles during play for violations against the ideal. As you gain loyalty circles your reputation grows and becomes linked to your ideals. You gain assets and become a paragon to others who share your ideals. You can care about more than two things, but you must prioritize two above all the rest.  
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[[image:conflict.jpg|right]]Choose two competing principles from the list of six. If you can't find two that work you'll either need to adjust your character or ask to have the game adjusted to use different axes. This keeps your character invested in and contributing to the overall themes of the game. You can't select both principles within a single axis, they are in direct competition. That also means you'll be somewhat ambivalent towards one of the three axes, choose which carefully. It's okay to select a principle that opposes another player's choice, over time one of you will lose a principle completely and replace it with something else.
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==Goals==
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Each principle lists two [[goal]]s, and if anyone in the [[band]] is aligned with the principle then those goals are active for the entire band. Accomplishing these goals earns AP (and recovers wits) just like any other goal. The numbers next to goals don't indicate extra value, but are meant as a gauge of increasing difficulty. You can achieve the goals in any order. When you achieve a goal tied to a principle, you also earn a reward (see below). However, earning these goals impacts the goals of the opposing principle. If anyone has already earned a reward from the opposing goal, the highest one is lost. If nobody has earned rewards, then one of the remaining goals for that principle is eliminated from the band. If all three goals are eliminated so is the principle, anyone who was aligned with it must select a new principle in its place. If you earn a goal that has been eliminated you don't get the normal credit, but the goal is restored and affects opposing goals and rewards normally. After it has been restored you gain normal rewards for earning it again.
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==Shiyan Conflicts==
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*'''Empire''' vs '''Justice'''
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*'''Honor''' vs '''Feeling'''
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*'''Glory''' vs '''Loyalty'''
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'''Empire:''' The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the Empire saves many more lives than it crushes.
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<br>[[image:1dot1.gif]] '''Goal: (Empire)''' Quell a rebellion.
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<br>[[image:1dot2.gif]] '''Goal: (Empire)''' Save the Emperor's life.
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'''Justice:''' The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.
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<br>[[image:1dot1.gif]] '''Goal: (Justice)''' Punish a criminal who is beyond the law.
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<br>[[image:1dot2.gif]] '''Goal: (Justice)''' Bring down a corrupt organization.
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'''Honor:''' You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.
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<br>[[image:1dot1.gif]] '''Goal: (Honor)''' Enforce a rule you disagree with.
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<br>[[image:1dot2.gif]] '''Goal: (Honor)''' Sacrifice yourself or a loved one to duty.
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'''Feeling:''' You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.
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<br>[[image:1dot1.gif]] '''Goal: (Feeling)''' Start a new romance.
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<br>[[image:1dot2.gif]] '''Goal: (Feeling)''' Break a rule so thoroughly that society eliminates it.
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'''Glory:''' You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.
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<br>[[image:1dot1.gif]] '''Goal: (Glory)''' Learn a secret mastery.
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<br>[[image:1dot2.gif]] '''Goal: (Glory)''' Become the undisputed world champion.
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'''Loyalty:''' The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to organizations.
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<br>[[image:1dot1.gif]] '''Goal: (Loyalty)''' Kill an opponent to avenge a fallen friend.
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<br>[[image:1dot2.gif]] '''Goal: (Loyalty)''' Complete a [[union]].
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==Rewards==
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The two principles you select for your character are tied to rewards. Each offers two assets, a tier 1 and a tier 2. When you earn your first goal for a principle (regardless of which one) you gain the tier 1 asset. When you earn the other you gain the tier 2 asset. You get access to the asset by your next [[respite]]. You may choose exactly what the asset rewards are, but you may not choose the same reward twice. You may upgrade an existing asset, or choose a lower tier asset for a higher tier slot. Each career concept lists default suggestions.
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<br>[[image:1dot1.gif]] __________________ (tier 1 asset)
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<br>[[image:1dot2.gif]] __________________ (tier 2 asset)
  
==Asset==
 
When you select a loyalty ideal you tie a specific [[asset]] to each circle. If you gain that circle, you get access to the asset by your next [[respite]]. If you lose the circle through a violation then you also lose the asset by your next [[respite]]. You may not choose the same asset twice, but you may choose upgrades, and you may select lower tier assets for higher circles. If you choose an item for an asset, choose a specific item.
 
<br>[[image:1dot.gif]] __________________ (tier 1 asset)
 
<br>[[image:1dot.gif]] __________________ (tier 2 asset)
 
<br>[[image:1dot.gif]] __________________ (tier 3 asset)
 
  
 
==Reputation==
 
==Reputation==
Having any circles in a loyalty grants you a reputation. The reputation is tagged with the specific loyalty or loyalties you have circles in, and associated to your impression. Your loyalty to an ideal also ties you to others with the same ideal. You will gain a [[reaction]] bonus (+2) on social checks against denizens who have the same loyalty but at lower circles, and the individual with the most applicable circles counts as the '''authority''' during a [[dispute]]. Once you have all 3 circles in a loyalty you are considered a paragon, and you will be sought out by like-minded denizens for advice or help.
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Having any circles in a loyalty grants you a reputation. The reputation is specific to the principles you have circles in, and associated to your impression. Denizens with the same principles will tend to trust and accept you, especially after your identity has been confirmed. Denizens with opposing principles on the other hand will tend to doubt and hinder you.
  
==Accomplishment and Violation==
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==Dilemmas==
An accomplishment is a notable deed or sacrifice to your ideal. Each ideal lists a general accomplishment, but you aren't limited to that. When in doubt, if performing the deed would cost you a circle from a different loyalty then it is probably an accomplishment. Accomplishments escalate, so you have to make larger gestures affecting more people or with deeper consequences to get the second and third circle. A [[dilemma]] will usually count as an accomplishment, and special missions may offer accomplishments as a reward. A violation is the opposite of an accomplishment. Violations don't escalate, so minor infractions can cost you circles that were difficult to earn. The referee must always signal that a particular deed (or failure to attempt a deed) will be a violation, so a violation should always be a choice rather than a surprise. When you gain or lose a circle of loyalty you gain or lose the associated asset during your next respite.
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Significant choices can affect your rewards without changing your goals. These [[dilemma]]s usually have significant affects on the game, and when tied to a principle grant you a reward as though you earned one of the three goals. However dilemmas may also cut the other way, and cost you rewards without affecting your available goals. These choices escalate, so you have to make larger gestures affecting more people or with deeper consequences to get further rewards. However you can always lose rewards for acting against the principle, even in minor ways. These effects are always a choice. Before the effect, the referee must tell you that your choice will cost or gain you rewards, and make it clear that there will be significant and lasting effects to the game world depending on what you choose.  
  
==Conversion==
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==Changing Principles==
You may change your ideals during play. If you have no circles in an ideal and would gain a circle in another you may choose to switch eliminate the old loyalty and add the new loyalty in its place. You select new bubble effects but you do not get the circle you just earned, that is instead the cost of switching. Note that you are never forced to switch, but if you face this decision more than once your character is probably telling you something.
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You may change your ideals during play. If you have gained no rewards in an ideal (or any gained have been eliminated) and you would achieve a goal in another principle then you may eliminate the old principle and add the new one in its place. You don't gain a reward for that goal, it merely allows the switch. You select new rewards which must be different from the old principle's rewards.
  
==Ideals==
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==Playing to Principles==
*'''Decorum:''' You believe in courtesy, style, and ritual above all else. Extreme decorum can lead to intolerance and repression. Denying temptation is a accomplishment and causing a social scandal is a violation.
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Your principles can be a guideline for your character's behavior, but they also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the principles change to match the character. The rewards are a tangible and mechanical way of making your decisions matter within the game. The referee will specifically make the quickest and easiest path to completing your principle goals questionable and fraught with tragic consequences, so be wary of always choosing based on one principle.
*'''Family:''' You believe in blood, friendship, and kinship above all else. Extreme family can lead to discrimination and favoritism. Putting other's needs above your own is an accomplishment and putting your own needs above others is a violation.
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*'''Justice:''' You believe in absolutes, integrity, and vengeance above all else. Extreme justice can lead to inflexibility and violence. Breaking the law to address a wrong is an accomplishment and trusting the system above your own instincts is a violation.
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*'''Law:''' You believe in duty, impartiality, and structure above all else. Extremes law can lead to tyranny and subservience. Trusting the system above your own instincts is an accomplishment and breaking the law to address a wrong is a violation.
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*'''Liberty:''' You believe in freedom, independence, and self-interest above all else. Extreme liberty can lead to greed and self-absorption. Putting your own needs above others is an accomplishment and putting other's needs above your own is a violation.
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*'''Mischief:''' You believe in fun, humor, and trouble above all else. Extreme mischief can lead to immaturity and outright malevolence. Causing a disturbance is an accomplishment and proving your supremacy is a violation.
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*'''Passion:''' You believe in love, lust, and romance above all else. Extreme passion can lead to promiscuity and a volatile temper. Causing a social scandal is an accomplishment and denying temptation is a violation.
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*'''Piety:''' You believe in harmony, serenity, and spirituality above all else. Extreme piety can lead to fanaticism and paralysis. Accepting adversity on faith is an accomplishment and innovating change beyond your current understanding is a violation.
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*'''Progress:''' You believe in enlightenment, intelligence, and science above all else. Extreme progress can lead to corruption and heartless pragmatism. Innovating change beyond your current understanding is an accomplishment and accepting adversity on faith is a violation.
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*'''Prowess:''' You believe in discipline, excellence, and professionalism above all else. Extreme prowess can lead to boasting and merciless cruelty. Proving your supremacy is an accomplishment and causing a disturbance is a violation.
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==See Also==
 
==See Also==

Revision as of 04:22, 15 April 2015

At the center of each game is a conflict between principles. There are always 6 principles in play, set in 3 pairs, with each pair an opposing axis. You choose 2 of these 6 principles to align yourself with. You may not select both from the same axis, so you will have a stake in 2 of the axes, and no stake in the third. Each principle has goals associated with it, and individual rewards associated with that goal. But when you achieve a goal you eliminate rewards or goals from the opposing principle. Sometimes two of your own principles may conflict, or your might find that others in your band are aligned with opposing principles.

Axes

Conflict.jpg
Choose two competing principles from the list of six. If you can't find two that work you'll either need to adjust your character or ask to have the game adjusted to use different axes. This keeps your character invested in and contributing to the overall themes of the game. You can't select both principles within a single axis, they are in direct competition. That also means you'll be somewhat ambivalent towards one of the three axes, choose which carefully. It's okay to select a principle that opposes another player's choice, over time one of you will lose a principle completely and replace it with something else.

Goals

Each principle lists two goals, and if anyone in the band is aligned with the principle then those goals are active for the entire band. Accomplishing these goals earns AP (and recovers wits) just like any other goal. The numbers next to goals don't indicate extra value, but are meant as a gauge of increasing difficulty. You can achieve the goals in any order. When you achieve a goal tied to a principle, you also earn a reward (see below). However, earning these goals impacts the goals of the opposing principle. If anyone has already earned a reward from the opposing goal, the highest one is lost. If nobody has earned rewards, then one of the remaining goals for that principle is eliminated from the band. If all three goals are eliminated so is the principle, anyone who was aligned with it must select a new principle in its place. If you earn a goal that has been eliminated you don't get the normal credit, but the goal is restored and affects opposing goals and rewards normally. After it has been restored you gain normal rewards for earning it again.

Shiyan Conflicts

  • Empire vs Justice
  • Honor vs Feeling
  • Glory vs Loyalty

Empire: The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the Empire saves many more lives than it crushes.
1dot1.gif Goal: (Empire) Quell a rebellion.
1dot2.gif Goal: (Empire) Save the Emperor's life.

Justice: The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.
1dot1.gif Goal: (Justice) Punish a criminal who is beyond the law.
1dot2.gif Goal: (Justice) Bring down a corrupt organization.

Honor: You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.
1dot1.gif Goal: (Honor) Enforce a rule you disagree with.
1dot2.gif Goal: (Honor) Sacrifice yourself or a loved one to duty.

Feeling: You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.
1dot1.gif Goal: (Feeling) Start a new romance.
1dot2.gif Goal: (Feeling) Break a rule so thoroughly that society eliminates it.

Glory: You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.
1dot1.gif Goal: (Glory) Learn a secret mastery.
1dot2.gif Goal: (Glory) Become the undisputed world champion.

Loyalty: The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to organizations.
1dot1.gif Goal: (Loyalty) Kill an opponent to avenge a fallen friend.
1dot2.gif Goal: (Loyalty) Complete a union.

Rewards

The two principles you select for your character are tied to rewards. Each offers two assets, a tier 1 and a tier 2. When you earn your first goal for a principle (regardless of which one) you gain the tier 1 asset. When you earn the other you gain the tier 2 asset. You get access to the asset by your next respite. You may choose exactly what the asset rewards are, but you may not choose the same reward twice. You may upgrade an existing asset, or choose a lower tier asset for a higher tier slot. Each career concept lists default suggestions.
1dot1.gif __________________ (tier 1 asset)
1dot2.gif __________________ (tier 2 asset)


Reputation

Having any circles in a loyalty grants you a reputation. The reputation is specific to the principles you have circles in, and associated to your impression. Denizens with the same principles will tend to trust and accept you, especially after your identity has been confirmed. Denizens with opposing principles on the other hand will tend to doubt and hinder you.

Dilemmas

Significant choices can affect your rewards without changing your goals. These dilemmas usually have significant affects on the game, and when tied to a principle grant you a reward as though you earned one of the three goals. However dilemmas may also cut the other way, and cost you rewards without affecting your available goals. These choices escalate, so you have to make larger gestures affecting more people or with deeper consequences to get further rewards. However you can always lose rewards for acting against the principle, even in minor ways. These effects are always a choice. Before the effect, the referee must tell you that your choice will cost or gain you rewards, and make it clear that there will be significant and lasting effects to the game world depending on what you choose.

Changing Principles

You may change your ideals during play. If you have gained no rewards in an ideal (or any gained have been eliminated) and you would achieve a goal in another principle then you may eliminate the old principle and add the new one in its place. You don't gain a reward for that goal, it merely allows the switch. You select new rewards which must be different from the old principle's rewards.

Playing to Principles

Your principles can be a guideline for your character's behavior, but they also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the principles change to match the character. The rewards are a tangible and mechanical way of making your decisions matter within the game. The referee will specifically make the quickest and easiest path to completing your principle goals questionable and fraught with tragic consequences, so be wary of always choosing based on one principle.

See Also


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