Tuesday, 23 February 2010

Seer Advice (1)

    This is a Post about Aura seeing, and RPG.

    You'll have to practice seeing Aura before beeing able to use this advice.

    I tell you this is not a Post about Aura in general, and it's for a Master whose abilities are a bit more than rolling the die.

    First, you'll need much practice.

    When you're Mastering, you don't have the time to see and investigate all Aura shades. RPG is fast, and decisions are made all the time. So, you'll need to practice offgame as much as you can, before you can see Aura for just a moment. That's the goal, here.

    Players don't need to know you're reading them.

    It's fast, remember.

    All you need is a moment in which you could otherwise need to "guess" what are the Player's emotions, and psychic state.

    It's nothing about guesswork, here.

    Don't bother remembering all traditional collour meanings, because it's no use for a game.

    You just need fastly focus on the Aura, to have a Reading.

    If you do this, you'll be able to define collour meanings with time and use, but I tell you this fast reading can't show a deep reading. What you need is a Deep Green, when Player's obviuouly Deep Thinking. It's all about creativity, here, because it's a creative game. You'll probably never see a Red, because the Players are not at a situation where they'd see danger or otherwise be angry to hell.

    Pink just means the Player's enjoying the Piece.

    Pale yellow is no good, and the Player's possibly too tired, and|or maybe a bit sick.

    Well, Strong Yellow is good. It's sometime called Golden, but forget the spiritual meanings of these collours.

    Again, it's a game.

    If you see a Graffiti, the Player's possibly closed into the situation, and on the contrary it's good, but you'll probably need to give him advices on the game.

    Deep Green is the most wanted collour.

    It means reason, and creativity, and that's when you focus on the solutions (not the problems).

    I've never seen a Deep Blue.

    Well, but if you comes to an Orange it's probably the best time of the game, a climax, of course, for that Player.

    Brown and Violet are too rare collours to mention.

    You won't have the time to think much about the collours you're seeing.

    In fact, as it's a game, you'll have to figure out what Fiction is doing at that moment, to identify the correct emotion and psychic state. This you'll have to practice offgame, because it's a skill you'll need to practice to make it fast.

    With time you'll probably be able to identify everything.

    Well, you may not be a Seer.

    In this case, try to practice seeing that which is transparent and is around everything.

    Seeing Aura is a skill that comes from this perception.

    Now, to help your Reading.

    Orange means emotion, creativity and attention, but it also means pride and vanity (take care, if that's the case).

    Pink means joy and friendship, and that normal because you're all friends.

    Deep Blue, Brown and Violet are too rare to give exemples. You'll probably see these in moments of frustration, and|or deception.

    Yellow means activity, the Player's probably trying to find out what to do inside game.

    Well, Golden is rare too, but Pale Yellow means shyness, and you'll probably see it in that Player who doesn't take much action, so you have to detect in which way this Player enjoys playing RPG.

    Deep Green is good, as it means patience, reason and empathy, deep thinking, but it can also means uncertainty or even suspense.

    As you See, you'll have to find out the meaning by the moment.

    All can be good, or not.

    Hope this might help you with your skills, but only practice with Fast Reading will show you how to use Aura to analyze your Players and take the best move.

    Remember here, that everything moves, and the next collour is important too.

    Don't disturb everyone's fun just because you know what's happening inside everyone's emotion and|or psychic state, ok?

    Everyone's here to have fun.

    That's all.

    I hope you're enjoying your stay here at the Blog.

    And Stay Plugged.

Nekron Essentials (Conlang Grammar)


Today's (RPG) World Map of Akkoya

Sunday, 7 February 2010

How to use Tarot on RPG (1)

    Halloi (Helo), Be welcome, and again, to the Action Tale.

    How to use Tarot in your Story

    First of all, you have to think you're not predicting anything. It's for a game, for a Story. You'll have to adapt your Reading, because it's not an Oracle.

    Well, it is, but if you read the Tarot, or if you're a Runemaster and use Runes, it's all the same, you'll need to focus on your Story. The reading is not for guiding someone into his|her life, but to focus the Character into that Story.

    So, the essential motif of a Reading for RPG is the Story in itself.

    What I noticed in my practices is that the Oracle doesn't know the difference between Person and Character.

    If you focus at a normal Reading, you'll mix Real Life and Fiction at the same.

    I noticed that it can be used to predict something on Real Life, but that was far from my intentions, that were to understand how to use the Oracle to implement the Storyline, Plot and also to make various series of Profecies into the Story.

    You can try out Runes too, as I did. It's all the same.

    Only that Runes are more dificult to interpret, and you'll need to focus more on read what's the need of that moment in time.

    Have never tried I Ching, but I believe the same situation will happen.

    At my Tables, I use rules for Tarot.

    First, I don't read future, or well, not Player's future. That diverge off from the Story. I try to think about what that moment inside game needs, and the relation of that with a Character's situation and needs. Then, I read the card as to ever introduce a new "Flavour" for that moment, or Character. You'll have to put appart the meaning of the card, and think of what that meaning would be for the Story.

    Remember that the Reading is for your Story.

    Doing so, you have the Plot to help you. And all you planned for the Story, events, moments, scenes, big scenes, emotion, oposition, expectations of success, climax, conclusions (that still depends on Player's actions, don't forget it), vilain's interference, luck, and everything else you want and plan for the piece you're Mastering for your friends.

    I have one other rule, also.

    At any moment, and once in a session, one Player can choose to abandon the die roll and take a Tarot card.

    It's more of an ultimate option.

    When you take a card, it happens that you're in a moment that you can loose control of your Story, because it's like crossroads.

    If you take the Reading as an Oracle, you'll involve Real Life.

    Don't do it.

    You must take this crossroad situation and adapt into the Plot, or you'll loose control.

    Well, good luck with your Experience.

    Ah, anyway, you can transform every Reading into a Dream, also, and that's an excelent way of using Tarot in RPG.

    Make sure you take notes on your reading, if that's important for the adventure.

    It's terrible if you need to ask for player's memory and give experience points only for good memory, but that helps anyway.

    Use the Universal Symbolism of the Cards

    Read the cards with your Story, Plot and Event on your mind. Don't read the future. Read the meaning of those symbols, and adapt in the form of narrative.

    Narrative is your best friend.

    The Secret exists, and Magic needs you.

    Good luck.

Hope you have fun with your Story, your Tarot Plot Generating experience...

    ... and Stay Plugged.