Originally just a working title, the game began in a much more traditional fashion, hacking together some old house rules of mine with some new ideas we had for giving players the ability to help the GM define the world as they played. 123 FOREWARD UNIVERSALIS ACKNOWLEDGEMENTS & CREDITS Ralph Mazza & Mike Holmes PUBLISHED BY Ramshead Publishing Copyright Ralph Mazza 2001, 2002, 2006, 2011 INTERIOR ART David Hedgecock The GRAPHIC DESIGN & LAYOUT Matt Snyder COVER IMAGE Jari Tuovinen EDITORS Andrew Morris Ben Pope Ruth Shaffer PDF MIRABILIARIUS Jeffrey Fuller ISBN-10: 0-976 ISBN-13: 978-0-976 UNIVERSALIS WEBSITE 4 3 ACKNOWLEDGMENTS & CREDITS ACKNOWLEDGMENTS & C REDITS FOREWARD TO THE PDF EDITION UNIVERSALIS I 4 t was late 2000 when Mike Holmes and I began work on the game that would become Universalis. ![]() ![]() 57 Injuring, Damaging, and Eliminating Components. 19 Chapter 3: Scene Framing & Game Flow.22 Framing Scenes. 7 Setting Up the Game.11 Chapter 2: Establishing the Tenets. ![]() UNIVERSALIS IS: The game where every player is the Game Master The game where players can create and populate the world as they desire-as they play The game where everything that happens, happens because a player wanted it to happen The game where suspense comes from the actions of other players, not from a random roll The game whose plot evolves as you play with no random tables, rail-roading, or scenario books The game which requires absolutely no set up or preparation time The game where it doesn’t matter if all of the players show up on time or at all Begin play with only sheets of blank paper, pencils, ten-sided dice, tokens, and plenty of imagination ALL THE RULES YOU NEED CAN BE FOUND WITHIN THESE PAGES TABLE OF CONTENTS UNIVERSALIS Acknowledgements and Credits.
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