2d6+ (ToG Overhaul) - 2) Characters and Crews
2d6+ (ToG Overhaul) - 2) Characters and Crews
2d6+ (ToG Overhaul) - 2) Characters and Crews
Player Principles
»≫ Time is fluid
Agenda, Principles, »≫ Riches are worth risks
»≫ Flow don’t plan
»≫ Be a fan of the story
& Contributions »≫ Ask questions and use the answers
Your principles are your guides. If you aren’t
This section provides procedures and rules for sure how to react or where to go next, fall back
whoever takes on the role of a player or a GM. on these principles.
It does not provide advice on how to play or
improv; there are many resources to fill those Time is fluid. The game embraces a non-linear
needs. Instead, this details more about your and unmeasured form of time. Some raids will
“role” in the game. If you become stuck or your ask you to fall into memories of past trials;
mind goes blank while playing, these can help during scores you may flashback to a scene
guide you back to actions that fit the game. before this adventure, when you prepared for
future problems; you may slow down to detail a they feel in their presence. Describing your
scene blow by blow, or use a cinematic montage internal reaction or perspective can spark a
to summarize a long sea voyage. If you find response from others players, and allow you to
yourself stalled, ask: should I skip forward? contribute even if you feel unsure of how you
Flashback? Slow or speed time? Think of want to act immediately.
time like a cinematic movie: manipulate the
focus to highlight the most interesting parts. Declare your intent. Play is based on goals, so
it’s important to describe your intent with your
Riches are worth risks. The life of a corsair is actions. If the GM describes a prickly guard
about making bold moves for big pay off. blocking your way, don’t just say you charm
Someone proposes a dangerous but incredible them: say what you want to accomplish. Do you
idea? Embrace it! want to distract? Soften their attitude? Gain
information? Suggesting your intent can
Flow don’t plan. Try to focus on momentum in give you a focus for your actions and help the
the story, not preparation. Discuss a plan just GM know how to introduce relevant
enough to create the vault you need to leap into complications if the roll isn’t a heroic success.
action. If someone throws out a plausible idea, It is also a good way to clarify how you want to
try and build on it rather than block it. (Within act if you feel lost: what does your character
your comfort level, of course.) want from this moment?
Be a fan of the story. Tides is about the stories Enter the storm. Find the tension or conflict in
you make as an ensemble cast. It’s important to the scene and jump into the middle! Your
know what your character wants and to pursue characters don’t stand on the sidelines, they dive
it, but be willing to put a pause on your towards opportunity.
individual goals for the sake of an interesting
story. Sometimes conflict or not getting what
you want is more interesting than insisting on
success or optimal measures.