Logic - Index
Game Mechanics, Rules, and Gameplay
The core of the game is shared storytelling. We are here to be ourselves or anyone we want to be.
Rule #1: Within Reason
The entire game is built inside the "Within Reason” system. The definitions, as best as we can write them, are all within reason. Balance and scaling is our goal, but sometimes, something is broken. It is up to your table’s discretion to determine what is within reason. If something is breaking the game, the Story Guide can always break it right back.
Major Mechanics
The Developer & Story Guide’s Notes
I found it easy to get lost in “The Story Overrules the Rules,” and the “Rule of Cool” during the early years of my role of The Story Guide. It works well when you are locked in long term friendly groups. After all this time what has become most important is following the rules as they are to the best of my understanding. The dice are king, fail forward, and sometimes tragic moments happen.
Thoughts on Combat
MIV is designed to move swiftly from one turn to the next with freedom in mind.
We strive to create a balanced system with strong scaling with an emphasis on effect over numbers without excess variable checks. One roll per Action is our biggest cut down attempt, it won’t be true for everything. We also have a goal in mind towards functional realism with armor and equipment. While actions, effects, and magical wonderful items breaks this realism intentionally, this is a fantasy & sci-fi setting, we do what we can to make our mundane elements make sense.
Oration
We work with the design of descriptive storytelling. If our characters are applying the mechanics of their actions and effects but have a totally different tone of flavor in mind. They hit their variable check and it does exactly what the action or effect description says it does, within reason, while staying grounded on mechanical function. We cut out the need in many cases to verify success and failure with the Story Guide.
Bringing the world alive, watching it change, and beholding the wonderful storytelling with the subplots we love shouldn’t be buried in nearly 40% of all words spoken as interactions at the table being “Does it hit?” and “No that misses." There are still some points where a little pass/fail on the random needs some back and forth, especially in play cases where there are not already mechanical options for a specific scene or situation.