Notes For GMs

Sometimes there are things that need to be addressed specifically to GMs without involving the players. This is the page for that. Eventually I'll collect it all together and put it in as part of the REKT Corebook (as opposed to the REKT Player Handbook).

Resurrection Tech

Needs to be handled with care. Few other game systems provide methods of easy, reliable resurrection. Those that do tend to be extremely forgiving. REKT is not forgiving. Resurrection tech will probably not be mentioned in the player handbook as a result, and will be something decided per-GM, per-campaign, and perhaps even per-mission.

If resurrection tech is included, then while it is "in play", you as a GM will need to throw exceptionally dangerous challenges at your characters, in order to keep the universe believable. While previously the normal method of death may have been getting stabbed in the chest or shot in the back, it would be a good idea to consider more regularly executing more "brutal" kills, including (but not limited to):

  • Headshot-killing characters
  • Violent brain-splattering explosions
  • More aggressive enemies
  • Ship ramming

And so on.

The players need to understand that the ability to be resurrected is not a given - it is a blessing when it happens, and they should not expect it. Rather, they should expect permadeath and be happy if the dice are kind enough to let them live another mission.

Custom species

Players should absolutely not be allowed to make custom species under any circumstances. These things have "cascade effects" throughout the REKT universe, and the player and GM will not always see eye to eye. Introducing new minor species for your campaign is all right, and there's even a cheatsheet you can use to design species that are "balanced" with the rest of the universe. ((I'll upload that later.))

Rule Zero

It is 100% fine to keep and toss whatever rules, story elements, universe lore, or anything else that you, the GM, see fit - at any time. The important thing is that both you and your players have fun. If they are having fun, then you're playing REKT the right way. Nothing else matters.

Ten Missions

((Outdated, inexperienced concept. Needs to be revised. It is purely a lie they tell REKT recruits to give them hope. It could be longer, or shorter, depending on corporate interests.))

Skipping

Sometimes it may be beneficial to not play things out in a play-by-play fashion, particularly combat and rushing through convoluted architectural mazes. When necessary it's all right (if the players would have more fun this way) to "condense" time into "scenes" rather than individual moments, and then do a roll per scene - or handle the rolls in the scene as you wish. The GM takes the part of the storyteller and explains to the players what their characters do at each point in time. In a tabletop setting, the players should also be free to "un-condense" whenever they wish as well. The goal is to keep gameplay from becoming tedious.

Making the players comfortable

IABG

IABG, short for "It's A Big Galaxy", is a short phrase that represents REKT's storytelling ideology.

The Milky Way contains somewhere around 250 billion stars. That's more stars than there are humans - at least until the year 2965. Subtract 70% of those to represent uninteresting red dwarf stars, and then assume each remaining system will be, on average similar to our own star system - 4 solid planets, 5 moons that are Moon-sized or bigger - and that brings you to 675,000,000,000 nice-sized worlds. In essence, it's a big galaxy. Anything could happen. If you want a player character to have grown up on a planet where there was a civil war, then sure. That's probably a thing, somewhere. Aliens and humans living in harmony? Sure, you bet - somewhere out there, it's probably happened.

What this phrase is not is an excuse for players to use to try to foist their own storyline on all the other players, or mess with the GM's campaign. It's a tool for the GM to use as a lampshade so as to suspend disbelief, and not a tool for the players to use to justify things that the GM might not otherwise accept.