Creating a Narrative.json 5.8 KB

12345678910111213141516171819202122232425262728293031323334353637
  1. {
  2. "breadcrumbs": [
  3. "Chapter 1: Introduction",
  4. "Basics of Play"
  5. ],
  6. "breadcrumbs_spa": [],
  7. "category": "rules",
  8. "exclude_from_search": false,
  9. "id": "rules-10",
  10. "markdown": "<title level=\"1\" right=\"Rules\">[Creating a Narrative](/Rules.aspx?ID=10)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your character’s chance of success is determined by their abilities, the choices you make, and the roll of the dice.\n\n The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters’ actions, and events. For example, the GM might announce that the characters’ hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play.\n\n A single narrative—including the setup, plot, and conclusion—is called an **adventure**. A series of adventures creates an even larger narrative, called a **campaign**. An adventure might take several sessions to complete, whereas a campaign might take months or even years!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The World as a Participant</title>\r\n\r\nAside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways. Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story.\r\n</aside>",
  11. "name": "Creating a Narrative",
  12. "next_link": {
  13. "label": "Playing the Game",
  14. "url": "/Rules.aspx?ID=11"
  15. },
  16. "previous_link": {
  17. "label": "Defining Characters",
  18. "url": "/Rules.aspx?ID=9"
  19. },
  20. "rarity": "common",
  21. "release_date": "2019-08-01",
  22. "resistance": {},
  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Basics of Play\r\n</additional-info>",
  24. "source": [
  25. "Core Rulebook"
  26. ],
  27. "source_raw": [
  28. "Core Rulebook pg. 9"
  29. ],
  30. "source_category": "Rulebooks",
  31. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>",
  32. "speed": {},
  33. "text": " Creating a Narrative Source Core Rulebook pg. 9 4.0 Characters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your character’s chance of success is determined by their abilities, the choices you make, and the roll of the dice. The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters’ actions, and events. For example, the GM might announce that the characters’ hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play. A single narrative—including the setup, plot, and conclusion—is called an adventure . A series of adventures creates an even larger narrative, called a campaign . An adventure might take several sessions to complete, whereas a campaign might take months or even years! The World as a Participant Aside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways. Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story. ",
  34. "type": "Rules",
  35. "url": "/Rules.aspx?ID=10",
  36. "weakness": {}
  37. }