Question & Answer Rules

- 2 mins read

People like basic rules, so BIND should have basic rules (I thought). It didn’t quite work out that way. ‘Basic isn’t easy to define’, and not worth the time arguing about. But the game has developed a better split: necessary, and requested rules.

The little booklets has five sections: actions, combat, travel, weight, and magic. Every game will have those elements, because Fenestra’s magic, and things are heavy, and the players will have to go somewhere because the fantasy genre means travel.

A couple more rules come at the start of each adventure module, but only what’s necessary. The Goblin Hole introduces rules for marching underground, hypoxia and eating really weird mushrooms, because when the players find their characters trapped, the Judge will have to know those things.

This set of rules remains small, but the Core Rules don’t have to remain small, because they serve as the answers to questions.

What exactly does this Speed Attribute cover?

Do you craft rope with Crafts, or Seafaring?

What if you have the higher ground in a fight? Can you pick up a goblin and throw it?

Can we write the note in code, so the courier won’t read it?

The rule-bloated trio of BIND-books can now sit quietly, waiting to help clarify without becoming a terrifying barrier to anyone’s game.