Editing
Break
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Breaks== This is where it gets interesting. This is the core of the game. Breaks are like drama points, action points, and all those other things, turned up to 11. Breaks do what they say on the tin. Break stuff. See the rules in the previous section? Spend a Break, you can break them. Want to roll 2d6? Go for it. Want to change the DC? Fine. Say you're doing it, toss in your Break, and describe it in an awesome way. For larger and more difficult impossible shit, you might need to spend multiple Breaks. As long as you've got the requisite Breaks, it's cool. Assuming your GM's an awesome dude/chick (and they should be, for running this game), it'll be cool. Breaks aren't just for mechanics either. A steel door is in your way? Break. It's down. A tall obstacle in your path? Break. Holy shit, you're fucking Superman. You're going to die? Break. Oh shit, you're Jesus/John McClane. ===Earning Breaks=== You start the game with one Break. Your Lucky Break. The Break which causes the cracks which you'll keep breaking open as time goes on. Because, with that one Break, you earn more Breaks. Cue exponential growth and crazyness. In some games, they'll be awesome points, gained by doing awesome things, spent to do more awesome things. In others, they could come in at specific times, or through specific actions or types of actions. You could earn two Breaks every time you spend one, but they only come in after the current scene. An optional rule would be scaling Breaks. Basically, at the start of a scene, everyone drops to one, and has to build up again, simple stuff before the crazyawesome stuff. It works with certain tropes better than others, so do what you think is best. (This can be broken too.) And, as everyone knows, the more damaged something gets, the easier it is for it to get further damaged. Basically, the more Breaks you use, the more Breaks you should get. You should never be left with none, and you shouldn't be left with few for too long. ['''Note:''' For people wanting to tone down the general level of ''what the fuck crazy'', you might want to set a theme or structure for Breaks. However, the basic system is not going to, since it's pretty easy to work out on your own and if we made one, it wouldn't work as well as one a group came up with on their own. Oh, and by the way, these themes? Yeah, they can get broken too.] ['''Note for GMs:''' In Break, you are not in control. That's one of the first things that will be broken. You can't really say no, and you can't really stop them. They will Break you. So, stop trying. Go with the flow, and break some things of your own. Break down your archetypes, break down your clichés, break down your plots. Break out, and have fun.]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information