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    Death

    Posts : 53
    Join date : 2015-05-28

    How To Play

    Post by Death on Fri May 29, 2015 4:19 pm

    How to Play
    The play of the Tir Na Nog game unfolds
    according to this basic pattern.
    1. The DM describes the environment. The DM
    tells the players where their adventurers are and what’s
    around them, presenting the basic scope of options that
    present themselves (how many doors lead out of a room,
    what’s on a table, who’s in the tavern, and so on).[This is mostly for Dungeons]
    2. The players describe what they want to do. Sometimes
    one player speaks for the whole party, saying,
    “We’ll take the east door,” for example. Other times,
    different adventurers do different things: one adventurer
    might search a treasure chest while a second examines
    an esoteric symbol engraved on a wall and a third keeps
    watch for monsters. The players don’t need to take
    turns, but the DM listens to every player and decides
    how to resolve those actions.
    Sometimes, resolving a task is easy. If an adventurer
    wants to walk across a room and open a door, the DM
    might just say that the door opens and describe what
    lies beyond. But the door might be locked, the floor
    might hide a deadly trap, or some other circumstance
    might make it challenging for an adventurer to complete
    a task. In those cases, the DM decides what happens,
    often relying on the roll of a die to determine the results
    of an action.
    3. The DM narrates the results of the adventurers’
    actions. Describing the results often leads to another
    decision point, which brings the flow of the game right
    back to step 1.

    This pattern holds whether the adventurers are cautiously
    exploring a ruin, talking to a devious prince, or
    locked in mortal combat against a mighty dragon. In
    certain situations, particularly combat, the action is
    more structured and the players (and DM) do take turns
    choosing and resolving actions. But most of the time,
    play is fluid and flexible, adapting to the circumstances
    of the adventure.

    Often the action of an adventure takes place in the
    imagination o f the players and DM, relying on the DM’s
    verbal descriptions to set the scene. Some DMs like to
    use music, art, or recorded sound effects to help set the
    mood, and many players and DMs alike adopt different
    voices for the various adventurers, monsters, and other
    characters they play in the game.


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