Channel Theory III: Detail Channels

The last set of channels used to describe a campaign style or preferences are the detail channels. These channels can involve anything that is included or excluded, important or unimportant. The use of these channels is to put a fine point on the description.

These channels are presented in the same fashion as all other channels. The importance and prevalence of the channel are indicated using both numeric and text descriptors, and a short phrase provides further information about the channel.

The channels involved in this layer of description are entirely up to the person doing the describing. No required channels exist, nor even suggested channels. All of the channels presented hereafter serve solely as examples that have appeared in actual descriptions using this system. Theyıve been grouped together in loose categories for convenience only.

The channel names only are provided. The reason for this is that no attempt has been made to this point to consider each of these in turn and hone both the channel name and the definition of what the channel involves. It is expected that such a polishing of channel names and descriptions will happen naturally during use.

Character Issues

Fidelity to Character:
Depth of Characterization:
Tolerance for Annoying Characters:
Personality mechanics:
Social skill mechanics:
Group character creation:
Character advancement:
PC conflict:
Silly or annoying characters:
Restrictions on character morality:
Character downtime:
Depth of characterization:
Penalties for replacement PCs:

Setting Issues

Fidelity to Setting:
Development of setting in play: .
Depth of Setting:
Historical accuracy:
Creative names for setting elements:

Mechanics Issues

Mechanics Complexity
Weight of mechanics:
Frequency of mechanical resolution:
Fudging:
House rules:
Game elements:
Lethality:

Play Procedures


Player narration of resolutions:
Player initiative:
Detailed description of combat:
Do-overs

Other Issues

Combat:
Firewalling:
Abstraction:
New players and guests:
Player absence:
Player freedom of action:
Player maturity/tolerance:
Teamwork:
Improvisation:
Problem-solving:
Story direction:
Resource management:
Rules lawyering:
Social interaction:
Tactical skill:
Powergaming:

Copyright 2003 Larry D. Hols. All rights reserved.