How To Play Gates of Krystalia Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m the game master for an upcoming session using the rules for a tabletop roleplaying game called Gates of Krystalia. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Gates of Krystalia game at home. My only level of expertise here is that I read the rule book, so, I possibly could and probably have gotten some of the following things wrong. But that’s okay, let’s begin. I’ll organize this how to play guide into sections. Game category Generic test Four hero abilities Competency tests ASMD instead of PEMDAS Combat encounters Fleeing Passing your turn Healing Dying Conditions Weapons Trauma and madness Corruption Coins Objects Carrying capacity Potions and gadgets Building a character Game category. Gates of Krystalia is a table top role playing game that is themed around the isekai anime genre. Isekai stories involve a person from our world being suddenly transported, transmigrated, dying and reincarnating, being summoned, or otherwise ending up in a magical world. Some of the most famous examples are So I’m A Spider So What?, Re: Zero Starting Life In Another World, and My Next Life As A Villainess All Routes Lead To Doom. There are also not yet animated manga, manwha, webtoons etc, such as The Greatest Estate Developer and Concubine Walkthough. You might notice some references to the isekai genre in these character abilities. Mechanically, Gates of Krystalia is a playing card based game, which is a bit different than twenty sided dice based games such as Dungeons and Dragons, and ten sided dice based games such as Call of Cthulhu. For combat and non-combat tests in Gates of Krystalia, players draw a card and add bonuses from their character sheets to that card’s number. They can also match the suit of the card to their ability to deal even more damage. Generic Test. Any time you want your character to do something, you will perform a test. The Game Master, call the D-E-U-X with a katakana phonetic guide of Dough, so, the Deux, will say a Difficulty Value, DV, for the action you’re trying to do. The Deux may add a bonus or subtract a penalty for your action. Players will have a deck of cards, which is called the Vital Energy, VE, deck. It’s a standard 52 card spades clubs hearts diamonds deck of cards, minus Jokers. Two through ten counts as their numeric value. Jacks are eleven, Queens are twelve, Kings are thirteen, and an Ace is both fourteen and a special perfect bonus for not only the person who draws it but also the whole party of players. Flip and look at the first card. If the number on the card you flipped, plus the bonus or minus the penalty, exceeds the difficulty value decided by the Deux, then you succeed at what you’re trying to do. If the number on the card you flipped, plus the bonus or minus the penalty, meets or is below the difficulty value decided by the Deux, then you failed at what you were trying to do. A small note from me is that most games let you succeed when you meet the set difficulty number. In Gates of Krystalia, you must be higher than the number to succeed. The phrase “meet it to beat it” does not apply here. Place the card you flipped and looked at into a face down pile in a different physical location in front of yourself called the fatigue zone. A small note from me is that this is different than most games where the discard pile is face up so you don’t get confused with your draw pile. The fatigue zone is face down. Don’t get your face down fatigue zone cards confused with the face down vital energy deck you’re drawing from. I might slightly loosely pile fatigued cards instead of neatly stacking them in a deck so I don’t get them confused with my vital energy deck. Heroes have four abilities: charisma represented by the heart card suit, agility represented by the diamond card suit, intelligence represented by spades, and toughness represented by clubs. Charisma, hearts, is for persuading non player characters and your artistic performances. Example social competency tests are convincing a merchant to lower their price, deceiving an enemy to get them to tell you crucial information, and charming your love interest. Agility, diamonds, is for avoiding traps, performing acrobatics, and sneaking stealthily. Example athletic competency tests are stealing an object without anyone noticing, disarming a mechanical trap, and moving silently through shadows. Intelligence, spades, is for solving puzzles, finding clues, and creating potions. Example intellectual competency tests are recognizing an ancient symbol and deciphering a text. Toughness, clubs, is for physical strength and enduring adverse ...
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