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	<id>https://inky.org/wiki/wiki/index.php?action=history&amp;feed=atom&amp;title=Itinerant_Princes_Picaro</id>
	<title>Itinerant Princes Picaro - Revision history</title>
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	<updated>2026-05-08T22:27:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Princes_Picaro&amp;diff=4401&amp;oldid=prev</id>
		<title>Inky: Created page with &quot;=Overview= Basically same deal as before, merged with Picaro (aka the Conan game), merged with the No-grid Roguelike concept. Also looking at KoL and Echo Bazaar. Thus: Player...&quot;</title>
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		<updated>2018-11-26T00:03:07Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=Overview= Basically same deal as before, merged with Picaro (aka the Conan game), merged with the No-grid Roguelike concept. Also looking at KoL and Echo Bazaar. Thus: Player...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Overview=&lt;br /&gt;
Basically same deal as before, merged with Picaro (aka the Conan game), merged with the No-grid Roguelike concept. Also looking at KoL and Echo Bazaar. Thus: Players have a character in the gameworld who wanders around and gets into adventures. A lot of the emphasis is on careers (ie, what you&amp;#039;re doing right now and switching between them) and organizations (a big part of advancement is advancing your org as well as yourself - you can hit a skill cap pretty easily and being The Best At Fighting doesn&amp;#039;t necessarily let you accomplish much - or switching to new orgs).&lt;br /&gt;
&lt;br /&gt;
=Different Play Modes=&lt;br /&gt;
* Solo play: You run your character by the usual rules. When your turn ends you get another turn. Eventually your character dies from old age or in battle. Perhaps there&amp;#039;s a high score board!&lt;br /&gt;
* Group play: Multiple players each run a character. Characters can interact with the same game-world entities but not directly with each other. Turns last N (configurable) days. At the end of each turn, players are prompted to have their character write a letter to another player&amp;#039;s character to let them know how stuff is going (there&amp;#039;s some reward for doing this).&lt;br /&gt;
* GM-plotted play: There&amp;#039;s a GM, who don&amp;#039;t run a character. There are various GM intrusion places in the game, like there&amp;#039;s some slider for what % of treasure is randomly generated vs determined (determined stuff is either preset, or it&amp;#039;s explicitly &amp;quot;wait for the GM to tell you what this is&amp;quot;. The GM has some menu of mechanical stuff they can do along with the message - give/destroy stuff, give/remove ranks, career change, teleport player, create NPC, etc.&lt;br /&gt;
* GM-less plotted play: Same deal, but no separate GM - GM resolution stuff gets handed to other players, who answer in less explicit terms maybe (&amp;quot;what will be the long-term effects of this move?&amp;quot; &amp;quot;Jealousy&amp;quot;)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
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