Mano a Mano:Tools: Difference between revisions
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==Tools== | ==Tools== | ||
The simplest Mano a Mano games can be played with nothing but ordinary six-sided dice, paper, pens or pencils. Printed [[Mano a Mano:Character Sheet|Character Sheets]] speed up character creation | The simplest Mano a Mano games can be played with nothing but ordinary six-sided dice, paper, pens or pencils. Printed [[Mano a Mano:Character Sheet|Character Sheets]] speed up character creation. Beans, coins or dice with 10 or more sides can be used as damage counters. A hex mat and markers can show each character's direction and location during combat action. We prefer to use a 1/50 scale hex mat with 2 centimeter spacing. (Each 2 centimeter space represents 1 meter.) | ||
You will also need information about the game you are playing. Templates, Occupations, Ability and Equipment Lists are needed to create characters. An adventure refereed by a GM will have more information, such as NPCs, maps and story information. (See [[Mano a Mano:Game Design|Game Design]]) | You will also need information about the game you are playing. Templates, Occupations, Ability and Equipment Lists are needed to create characters. An adventure refereed by a GM will have more information, such as NPCs, maps and story information. (See [[Mano a Mano:Game Design|Game Design]]) |
Revision as of 19:54, 29 June 2007
Tools
The simplest Mano a Mano games can be played with nothing but ordinary six-sided dice, paper, pens or pencils. Printed Character Sheets speed up character creation. Beans, coins or dice with 10 or more sides can be used as damage counters. A hex mat and markers can show each character's direction and location during combat action. We prefer to use a 1/50 scale hex mat with 2 centimeter spacing. (Each 2 centimeter space represents 1 meter.)
You will also need information about the game you are playing. Templates, Occupations, Ability and Equipment Lists are needed to create characters. An adventure refereed by a GM will have more information, such as NPCs, maps and story information. (See Game Design)