Design

Simple and Elegant

Freedom

Unbalanced

The Three Words

transformation, passion, and ???

Numerology

In case you haven't noticed it, the numbers 3 and 7 appear over and over again. They're both very prominent in fairy tales and folklore - 3 wishes, 7 dwarves, and so on - and they definitely add to the overall aesthetic of Crux. There are 7 colors (that 8th color, Fate, isn't actually a color but a marker), the default for most things is 3 motes, and so on.

An added feature is that they've helped to keep things simple. Instead of glomming on huge lists of things (equipment, traits, etc.) , I've tried to reduce them to lists of 3 or 7 things. That's not always possible, in which case, just for the hell of it, I tried to keep things in multiples like 9, 14, or the perfect combination, 21 (3x7). And even then, I couldn't make it always work out that way (the 5 levels of base difficulty, or the various Traits used to define items, feits, and other complex Aspects). But it's still a theme, and important because it reminds you, subconsciously perhaps, of the mythic sources behind the inspirations, and thus the game itself.

"Guide" vs. "GM"

Why call the person who runs the game the Guide, and not the GM? Well, I could make some sort of statement about how the M (for Master) of the GM implies and leads to all sorts of things about the interpersonal hierarchy between the players (and the Guide/GM is a player) and how they're structured. But it's really much more simple than that: there is a long tradition of coming up with your own name, and I'm just participating in that tradition. It may be the Storyteller in the World of Darkness, Sholari in Jorune, Narrator in a handful of games, but for Crux, I chose Guide. So there.

"You" vs. "The Character"

There's been much discussion about players as characters as players and where the line between the two lies. As far as I'm concerned, there is no clear-cut boundary. If a character does something, it says some eloquent things about the player and how they see the world, whether on purpose or not. A player who would take the chance that their character would die just to save an innocent is drastically different from the player who would let the innocent die without any concern whatsoever. I'm not making any judgements on the players or on the choices made, but instead I'm trying to highlight that players are mirrored in their characters, no matter how subtly that may be.

So, having characters that transform, that become something greater than they (or their players) first imagined, is likely to have a similar effect in reverse. Subtly and eloquently, the changes a character goes through informs the player about their own potentiality. A character killing the troll says something about the player, and the character who suddenly discovers that they can heal the troll instead of killing it subtly educates the players, telling them something about the world.

To this end, I use "you" and "your character" fairly interchangeably.

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