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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE LIST ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DISCLAIMER: This is a summary/compilation of certain game elements covered in the "How to Enjoy Stories"

chapter of the "Summer" section of the GSS pdf file, and doesn't necessarily cover *every* last thing. There are definitely bits and pieces missing here and there. As such, it should be noted that this is NOT designed to replace said chapter. Instead, it is intended to: a) consolidate information relevant to the various elements, and b) quickly convey key concepts so that when you read the chapter, you can actually follow along. ****** Connections ****** ARE: Your relationships and bonds of friendship or closeness to others. >>Types ("Contents"): * These are: Like, Affection, Protection, Trust, Family, Admiration, Rivalry, Respect, Love, Acceptance * "Like" can only be as high as 2. "Love" must be at least 2. --Breaking either of the above limits requires that the nature of the Connection be changed. * "Acceptance" is for the Town and local gods only. * Custom Types are possible, with GM approval. * Connections must always be based on some kind of positive relationship. ARE USED TO: >>Determine how many points of Wonder and Feelings you receive per scene. * See "Wonder" and "Feelings" entries for how this is determined. >>Obtain Memories and Threads: * This happens at the end of each Story. * See the "Memories" and "Threads" entries for more details. ARE OBTAINED VIA: >>Start of story: * Each story starts off with everyone having an automatic Connection to and from the Town: -- From the Town, to you: Strength:2, Type: Acceptance -- From you, to the Town: Strength:2, Type: (unspecified) * There are also automatic Connections formed between henge, depending on the number of players. -- 3 players: You have Connections of Strengh:2 to other henge. -- 4-5 players: You have Connections of Strength:1 to other henge. ** The value of these starting Connections may be affected by Threads (discussed in "Threads"). * There may or may not be other pre-set Connections determined by the GM. >>Impression Checks: * Made during a Scene when meeting a new person for the first time -- This only occurs if both parties want to form a Connection. 1. Choose the attribute that defines the type of Connection you wish to form. With Henge: Admiration, Respect With Animal: Affection, Trust With Adult: Admiration, Rivalry With Child: Protection, Affection 2. Make the check. -- A result of 4 gives the Connection Strength:1, while a result of 8 gives it Strength:2. 3. Note: If both characters use the same attribute, and your result < theirs, Type is automatically "Like". 4. Threads may be used to increase the Strength of these Connections (discussed in "Threads"). >>Spending Dreams * The strength of your existing Connections may be increased by spending Dream points. * Specifics are covered in the "Dreams" entry.

[NOTES] >>Town Connection (either side of the List): * Does NOT count towards accumulation of Memories or Threads * If increased, is NOT reset at the end of a story. >>Changing Connection type/contents: * May be done (with GM approval) if you feel the nature of the Connection from you to someone else has changed enough to warrant it. * This may only be done between Scenes. >>Type/Contents definitions: * These may be found in the PDF (p.55). ****** Wonder ****** IS: What you represent to others, as a person and as a mystical being. IS USED TO: >>Activate henge powers. >>Pay transformation costs * Only from animal to human; the reverse is free. [see Notes] >>Momentarily overcome a Weakness [see Notes] IS OBTAINED VIA: >>Connections: * At scene start, receive x Wonder, where x = total of all connections FROM you TO others. -- In other words, the total number of blocks on the left half of the Connections List. * Note: if both sides of a Connection are at Strength:5, you receive 10 points of Wonder (and Feelings). [NOTES] >>Transformation: * Transformation costs can be split any way between Feelings and Wonder. >>Overcoming a Weakness: * This is can be done once per instance of a weakness to be overcome, and lasts 1 action. * Doing so costs 6 points, split any way between Feelings and Wonder. >>Rollover: * Unspent Wonder DOES carry over between Scenes. * Unspent Wonder DOES NOT carry over between Stories. ****** Feelings ****** ARE: The emotions and perceptions of others, as they pertain to you. ARE USED TO: >>Boost (or lower!) the results of an attribute check. >>Pay transformation costs * Only from animal to human; the reverse is free. [see Notes] >>Momentarily overcome a Weakness. [see Notes] ARE OBTAINED VIA: >>Connections: * At scene start, receive y Feelings, where y = total of all connections TO you FROM others. -- In other words, the total number of blocks on the right half of the Connections List. * Note: if both sides of a Connection are at Strength:5, you receive 10 points of Feelings (and Wonder).

[NOTES] >>Transformation: * Transformation costs can be split any way between Feelings and Wonder. >>Overcoming a Weakness: * This is can be done once per instance of a weakness to be overcome, and lasts 1 action. * Doing so costs 6 points, split any way between Feelings and Wonder. >>Rollover: * Unspent Feelings DO carry over between Scenes. * Unspent Feelings DO NOT carry over between Stories. ****** Dreams ****** ARE: A way of rewarding other characters for actions or dialogue that you enjoyed or approved of. (Even the GM's characters!) ARE USED TO: >>Increase Connection strength: * You may spend Dreams to increase the strength of a Connection FROM you TO someone else. * Costs: - L1: 5 Dreams (0 with Impression Check) - L2: 5 Dreams (0 with Impression Check) - L3: 5 Dreams - L4: 8 Dreams - L5: 12 Dreams * Connection strength is increased one level at a time -- Although you can move it multiple levels if you have the required amount of Dreams. * You may only strengthen a Connection with someone who appeared in the last Scene. * This should/can only be done between--not during--Scenes. ARE OBTAINED VIA: >>Other Players: * The criteria for what constitutes an awardable action, as listed in the PDF, are things that you: - enjoyed - felt helped/healed - found appealing - thought were neat -thought were cute * 1 Dream may be awarded at a time. * Because they are used to form Connections, Dreams are awarded to characters, not players. -- (Since one person may be in charge of multiple characters, as in the case of the GM) * Dreams should not be given or withheld out of pity, spite, or 'because it's what everyone else is doing.' -- Instead, award Dreams based on your own feelings. [NOTES] >>TRACK THIS STUFF: * Obviously, all of these values mentioned thus far should be tracked by players and regularly updated. -- However, the PDF makes a special point of urging people to do so for Dreams. Take note. >>Rollover: * Unspent Dream DO carry over between Scenes. * Unspent Dreams DO NOT carry over between Stories. Use 'em or lose 'em! ****** Memories ****** ARE: Precious thoughts and recollections of others that give you strength and resolve. ARE USED TO: >>Pay a Feelings or Wonder cost * A point of Memories may be used to substitute for a point of Feelings or Wonder. * As many Memories as you wish may be used this way at once. * They do NOT return at the beginning of a Scene; these are one-time-use points.

ARE OBTAINED VIA: >>Connections (end of Story): * At the Story's end, gain z Memories, where z = total strength values of your Connections to others. -- (Except for the one from you to the Town, of course). [NOTES] >>Rollover: * Unspent Memories DO carry over between both Scenes AND Stories. ****** Threads ****** ARE: Recollections of the relationships you've had with others in days past. ARE USED TO: >>Create stronger connections with a previously encountered person. * If you meet someone in a new Story that: a) you had met in a previous one, and b) you have a Thread from you to them, ...then you may use that Thread to increase the Strength of the new Connection by 1. * This may be applied to the automatic Connections between your fellow henge and Impression Checks. * More than one Thread may be used this way (if you have multiple Threads to that person). * Using a Thread this way uses up that Thread for good. -- However, new threads will be created at the end of the Story. Read on for further details. ARE OBTAINED VIA: >>Converting Connections (end of Story): * Connections both from and to you are turned into Threads at the end of a Story. * IMPORTANT NOTE: Connections and Threads are almost the same thing, with one exception: -- Threads have no indication of Strength; they simply represent a link from one person to another. * Make a list of all the Threads created from Connections, showing who it was from and who it was to. --Threads maintain the same Type/Contents as the Connection they were made from. Show this as well. * ...However, if the Connection had Strength:5 on both sides, both parties receive two Threads for it. --These Threads are not required to be of the same Type as the Connection they were created from. [NOTES] * Connections to and from the Town are NOT converted into Threads.

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