Step 1: Read the Rulebook
While not absolutely necessary, reading the Rulebook will help you
familiarize yourself with the game. No one (not even the
Developers!) knows the entire rulebook by heart, but having a
general knowledge of the rulebook is invaluable. Most important to
you are:
- The Safety section. Safety is critically important to the game.
- Anything to do with your race, class or deity. Some
combinations have more to know than others.
- Effects, Deliveries, and Defenses - Knowing the basics of each
will help you adjust to combat. Many people print out this chart and
keep it with them just in case they need to reference something.
- Life, Death and After. Knowing how your hit points and armor
works is critical to know, particularly in combat.
When reading the rulebook, keep in mind that it is written with the
intent of covering as many possible (even if unlikely) situations as
it can.
Step 2: Create a character
Knowing what you want to play before you come to a game helps
speed up your character creation, and allows you to think things
over more before the Debriefing team asks you a billion questions
about what you want to play. Having a character concept in mind is
good even if you don't know specifics.
Some basic concepts:
Race: A character's Race determines certain aptitudes,
personalities, and how the character looks (to an extent). Each race
has certain advantages and disadvantages associated with it, but
almost all of these can be overcome somehow. Generally characters
(including NPCs) react more favorably to a member of their own
race than other races, and some races openly engage in warfare
against others. Race has minimal effect on skills or combat, but
plays a huge role in determining how other characters react to you.
Class: A character's Class determines a character's Hit Points and
what skills are available to him at what cost. Almost all skills can
be purchased by members of any class, although they cost more
Skill Points to classes that specialize in other areas. A Fighter can
learn magic, but has to pay many more points for each Spell Tag
than a Mage. A character's Class does NOT mean anything from an
in-game standpoint - Someone in the "Fighter" class can still have
any in-game profession they choose (even scholar or sage); Class is
specifically an out-of-play mechanic to determine stats.
Religion: Religion in Scions is possibly the most important
roleplay dynamic in the game. Some quests and roleplay
opportunities are only available to followers of certain deities, and
other characters may be wary or outright hostile to members of
opposing religions. Due to the nature of the game, being an Atheist
is impossible (characters regularly interact with Gods and their
avatars) but characters who choose not to worship a specific God
are classified as Agnostic. Overall, each religion offers roughly
equal opportunities for quests, items and roleplay, but each has a
dramatically different style.
After you've chosen a race/class/deity combination, you have to
spend points on Skills. A character's skills define what the character
is good at, and also determines a great deal of their ability in
combat. Most characters start with 15 Skill Points, although in
certain cases they may start with more. Contact your chapter's
Debriefing Team if you're not sure how many you should have at
start. Skill Points increase as you play, and "spending" them doesn't
cause you to lose them; think of them more as "allocated" rather
than "spent". Most people opt to take a basic weapon skill
regardless of class, then specialize in their class's specialty skills for
the first few levels. Early on, specializing is wise in order to give
your character better survival odds, but like in real life as you
progress you will probably find that getting a wide variety of skills
will increase your options in most situations.
Once you've allocated your skill points, the last thing to factor is
your Hit Points (HP) and Armor Class (AC). Charts are available in
the Rulebook to help you with this, and your Debriefing Team will
help you check before you start playing.
Step 3: Check-In (Initial Debriefing)
Once you arrive at the game site, the first thing you should do is
find the Debriefing team and get yourself checked in. If you are
playing as a PC (Player Character), the Debriefing team will get
you set up with a character card (made much faster if you did Step
2) and check your weapons. You may also need to pay a game fee,
this varies by chapter but most chapters don't charge you for the
first time you play as a PC, and don't charge you ever as an NPC
unless they have site rental fees. If your character has Production
Skills (usually only Tinkers), you also use Debriefing to decide
what items you wish to make for that day.
Step 4: Briefing
In your first game (and frequently afterwards) you'll have guides
known as Scions that will tell you your basic mission objectives as
well as help guide you in different things. All characters start the
game in the "Waiting Room", an area in which all dimensions and
realities converge. Your character will get a chance to roleplay with
the Scion (represented by another Player known as an NPC) until
both of you feel that you're ready to actually take part in the
mission. This phase of the game is known as the "Briefing". In
some cases (especially during your first game) you will get briefed
alone, but in other cases you may be part of a larger group being
briefed at once. Note that while it is outside the main "game", the
Briefing period is considered In-Play and any words or actions
inside the "Waiting Room" may still be acted upon by both the
Scions and the other Characters.
Step 5: A Typical Mission
Once you've completed your briefing, you begin the main part of
the game. During the game, different opportunities and situations
will present themselves, and unlike other roleplaying games in a LARP instead of saying "I react by..." you actually perform the
action. If you are playing a thief and you want to sneak around an
ambush ahead of your party to surprise attack them, you actually
have to sneak around the ambush in real life.
Encounters in Scions are divided into three broad categories:
Roleplaying, Combat and Environment. Many encounters
(especially Combat) have components of all three. Roleplaying
encounters are usually presented to give the characters access to
information or items, or just simply to add color and realism to the
game world. Combat Encounters are predominately combatoriented,
and are usually the result of or cause Roleplaying
Encounters. Environment Encounters are anything that doesn't fit in
the other two categories, and usually includes things like traps,
barricades, obstacles and/or items to interact with.
As the game progresses, you may find yourself using or getting
items. These are represented by small pieces of paper (often
laminated) called Tags. The Tag will identify what the item is, and
if necessary provide additional information about the item. Note
that unless you have the appropriate skill, your character can't
necessarily identify the item even if the tag is presented. This is
most frequently noticed when dealing with Poisons; an unlabeled
poison vial will have a tag attached, but even if you know out-ofplay
what the tag represents you can't identify the poison without
the skill Use Poison or Poisonmaking. Unless it says so on the tag
(ie., "self identifies") the item is usually not identifiable without
some special skill. Some things, like weapons, are easily identified
(this is a sword) but if the weapon has any special enchantments or
enhancements those aren't identifiable by an untrained eye. A
weapon skill (such as One Handed Blade) allows you to identify
basic blacksmithed/tinkered enhancements on the weapon as well as
distinguish the rough quality of the weapon. All Production based
items may be identified by anyone with the relevant production
skill. All other items require a specialty skill in order to identify.
Most powerful magic items can only be identified through special
arcane rituals.
At the end of the game day, one of two things will happen to your
character (assuming you lived through the day) - you'll either be
taken back to the Waiting Room (if the mission was successful or if
it is impossible to complete by then) and talk to the Scions again or
you'll end the game at a point appropriate for the next game to pick
up. Most game days are self contained enough that adding and
subtracting players between games won't mess up the Plotline, but
it's best for both your character and your fellow players if the
characters who start off in a Plotline play every game through to the
end of the "mission". Most missions are designed around a 1-3
game arc, but some are part of larger storylines that may take
months or years to fully complete.
Step 6: Closing Debriefing
Closing Debriefing is a lot like opening Debriefing. Depending on
your chapter, you may do character adjustments (although most
chapters do this exclusively online), alter your character's inventory
(if the chapter allows you to "bank" items) and turn in any character
cards, tags or other supplies that belong to the Chapter.
Step 7: Between Games
Between Games it's a smart idea to visit the bulletin board in order
to keep current on late-breaking rules adjustments, chapter
announcements and other news. On Game Day mornings and
especially prior to bigger Events it's also a good idea to check in
case there is last minute information.
Once your character is inputted into the database, maintaining it can
be done online or through your Debriefing Team. When you visit a
game after your first, the Debriefing Team will have an envelope
with all your stats, tags and other information ready for you, so you
can be playing within minutes.
|