If you are new to this game, or new to roleplaying games in general, the following chapter can assist you in understanding some of the core rules used throughout a typical adventure. To play this game properly, you will need between 4-6 players, including a designated Guide. Hands of Ether is best played in person, in an environment free of distractions. Guides can use the rules throughout this manual to assist them in preparing their setting and story, but must also rely on their own skills of improvisation and imagination to flesh out the details of their fantasy landscape. To create your own Adventurer’s identity and determine their abilities, follow the instructions in the Character Creation section of this manual. Together, they form a party of Adventurers - a group of characters who work together to overcome challenges, go on quests, and tell their own story within the greater narrative.Įach Adventurer is unique and individual. The Adventurers are the main characters of the story. They tell the Adventurers what they are tasting, smelling, hearing, and feeling.Įach player other than the Guide takes on the role of an Adventurer, which they design themselves. The Guide creates and narrates the atmosphere and details of the game’s world, such as its culture, residents, and dangers. In addition to maintaining the game’s rules, the Guide also acts as the driving force behind the game’s setting and story. The Guide is also responsible for determining the consequences of the Adventurer’s actions. The Guide presents situations within the world that can be experienced and resolved by the Adventurers. The Guide acts as the interpreter and judge of the game’s rules. The game has two types of players: the Guide, and the Adventurers. The game uses a combination of dice rolls, improvisational storytelling, and pen-and- paper rules to simulate a tale of sword and sorcery. Hands of Ether is an imagination-fueled fantasy game filled with anomalous magic, savage battles, and harrowing quests. Embrace and expand on other’s ideas, and collaborate with them. Listen: Listen closely to what sort of intents and aims the other players are trying to bring into the story. Respect each other, and don’t be afraid to take a break if things get heated. Be honest to yourself, the game, and your fellow players.īe Kind: This game works best when played with an open mind and an open heart. Lying about rolls, stealing the spotlight, or attempting to be coy or cunning as player instead of as a character will only bring shame and grief in the end. Regardless of the other written rules strewn throughout this tome, these three principles are integral to having fun with this game - which is the true goal of it.īe Honest: This game and its story falters only when a player attempts to shape it into a competition. For this ritual to work, each of the storytellers around the table must ‘be on the same page’. It is important, despite the high and sometimes volatile emotions the stories may bring out in you, to follow three principles during the playing of this game. When you play this game, you are taking part in the most ancient sort of ritual - a primordial, pure thing. We share them between each other in the moments we feel most human and wild - on winter nights, or huddled away from the rain. People live for stories - we build little ones in our minds, and nurture them into values and tenets. This manual is a tool used to forge stories. Better yet, go buy it off of Amazon! Enjoy the game! If you like this game at all, go download the PDF from Palespine. Welcome to the hands of ether docs! I, Aidan, put these together but it wouldn't have been possible without
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