You did a phenomenal job structuring this video in an insightful way! It’s wonderful you guys added the safety tools to have a respectful understanding for everyone - I look forward to more! - Thank you 🙏
As a GM, how well do you feel does the game handle groups that would like to focus on more interpersonal or adventurous issues instead of combat? Like, a group consisting of a baker who wants to become world famous, a scheming but frail lighteyes and the apprentice of a smith. I'm not sure such a crew would go out adventuring and if they would, fights and battles would probably be their very last choice. Would the rules (ie the goals and however they interact with the core belief) enable me to craft fun social-focused adventures for them? Or should I prepare them on a more D&D-like kind of party-adventure?
It handles that kind of adventure very well. The rules for non-combat scenes were a major point of emphasis, something we think you'll see in the official hardcover adventures. In the Stonewalkers adventure, some combat is likely but most can be avoided or circumvented by a group that prefers a thinky/talky approach. Four out of the six heroic paths (Agent, Envoy, Leader, and Scholar) are more about non-combat scenes than combat scenes.
I really really would love to back it, but the system is too crunchy/complicated for me. I just wish the rules were simpler. But the Kickstarter is doing amazing, great job y'all! 😊
Honestly, I find it’s always easier to made house-rules that simplify and minimize existing rules, than to try to add extra rules or intricacies without messing the balance. And a lot of the rules here seem to be “and if you want to get detailed with it you could…” which is lovely
i like it, i want to run a campaign where the events of Elantris never happened and the planet Sel doesn't exist. my players will like the idea. it doesn't affect so much what happens in Roshar or Scadrial, but little by little it will be noticed how the world is different when we get to the worlds of the Worldhopper book. like meeting Tress and other motives to rescue you-know-who.
The World Guides contain everything you need to understand the world and tell exciting stories. The Cosmere also happens to have what might be the best fan wiki of all time, the Coppermind. If you ever find yourself wondering "how does this work?" on Roshar or Scadrial, you can visit it our friends there (at coppermind.net) and find detailed wiki pages on every topic. When it comes to GM support, the Cosmere is as well supported as some of the oldest RPG campaign settings!
Thanks for these tips, it was awesome having you DM for us at Gencon. Adam going murderhobo in his first combat was hilarious.
So glad this is built into the guide alongside all other DM instructions
You did a phenomenal job structuring this video in an insightful way! It’s wonderful you guys added the safety tools to have a respectful understanding for everyone - I look forward to more! - Thank you 🙏
As a GM, how well do you feel does the game handle groups that would like to focus on more interpersonal or adventurous issues instead of combat? Like, a group consisting of a baker who wants to become world famous, a scheming but frail lighteyes and the apprentice of a smith.
I'm not sure such a crew would go out adventuring and if they would, fights and battles would probably be their very last choice. Would the rules (ie the goals and however they interact with the core belief) enable me to craft fun social-focused adventures for them? Or should I prepare them on a more D&D-like kind of party-adventure?
It handles that kind of adventure very well. The rules for non-combat scenes were a major point of emphasis, something we think you'll see in the official hardcover adventures. In the Stonewalkers adventure, some combat is likely but most can be avoided or circumvented by a group that prefers a thinky/talky approach. Four out of the six heroic paths (Agent, Envoy, Leader, and Scholar) are more about non-combat scenes than combat scenes.
@@BrotherwiseGames thank you! Sounds great
Sooo very excited :)
Safety tools are wonderful thing that only get a bad rep from either toxic groups or because it was not used corretly
I really really would love to back it, but the system is too crunchy/complicated for me. I just wish the rules were simpler. But the Kickstarter is doing amazing, great job y'all! 😊
Honestly, I find it’s always easier to made house-rules that simplify and minimize existing rules, than to try to add extra rules or intricacies without messing the balance. And a lot of the rules here seem to be “and if you want to get detailed with it you could…” which is lovely
i like it, i want to run a campaign where the events of Elantris never happened and the planet Sel doesn't exist. my players will like the idea. it doesn't affect so much what happens in Roshar or Scadrial, but little by little it will be noticed how the world is different when we get to the worlds of the Worldhopper book. like meeting Tress and other motives to rescue you-know-who.
YES! We love tools and tips for creating safe, empowering, and compassionate fun for players and GMs alike
Thoughts on a GM who has not read the books?
The World Guides contain everything you need to understand the world and tell exciting stories. The Cosmere also happens to have what might be the best fan wiki of all time, the Coppermind. If you ever find yourself wondering "how does this work?" on Roshar or Scadrial, you can visit it our friends there (at coppermind.net) and find detailed wiki pages on every topic. When it comes to GM support, the Cosmere is as well supported as some of the oldest RPG campaign settings!