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Reformas a la transparencia y al accountability de la política fiscal

institucionalidad y transparencia de la política fiscal y su administración financiera

5 Propuestas de reformas a la institucionalidad y transparencia de la institucionalidad fiscal y la administración financiera fiscal en Chile

5.2 Reformas a la transparencia y al accountability de la política fiscal

STEP 1: Theme

The reader might wish to give his adventure a name from the onset, if some theme is already held in mind. If not, it’s of no consequence unless you are planning to publish the adventure as a module. The option is given on the forms for those GMs who enjoy keeping track of “episodes” within their ongoing campaigns. The theme is simply what types of encounters will be most featured in the adventure. Self explanatory themes include exploration (several or all other themes are combined herein in addition to the basic problem solving needed to get through the area), action (combat with some role-playing likely), mystery (problem -solving with role-playing likely), drama (role-playing with some problem solving likely), espionage (problem -solving with some role-playing and combat likely), and horror (role- playing with some problem solving and combat possible). In fact, many adventures will include each of those themes. But forget about comedy and romance. It’s difficult enough preventing a game from becoming a comedy as it is, so why give it any more credence? And heck, if you want romance, just join a Live Action Role-Playing Game (LARP). But all jesting aside, good comedy is excruciatingly difficult to pull off. Just be careful not to mess it up, okay?

STEP 2: Choosing End, Intermediary, and Turning Points So, now we have Story-Hooks (for PCs), Obstacle/Tasks, end- points, and plot junctures. To simplify matters, all of these functions and elements of the plot can be considered either turn- ing-points, intermediary points, or endpoints within the story- latent. Intermediary encounters move the plot along but exist between turning-points and/or endpoints. Turning-points and endpoints are types of climactic moments. The first type consists of scenes in ascending order of intensity, while the second type includes critical moments of plot resolution, victory, or defeat. Together, these types are within the broad category of “story goals”.

Thus, an endpoint is a “capstone” in the story (see Story Ele- ments, in Book Four), signaling the end of a single story arc; the final resolution of the original, inciting incident. Turning points can be major and minor, and might include the completion of a required tasks (obstacles: task), momentous background events (milieu events), or the resolution of lesser conflicts.

By this stage the GM probably knows what Story-Hooks will be used, ; but not necessarily how the plot ought to be resolved. So, the first thing to do is choose the primary endpoint of the story latent; and, then, match that to the first inciting incident of the adventure, which could be either a Story-Hook or an “unbound trigger” (see Book Four, Story Functions for definition of triggers). Simply put, a single plotline or story-arc occurs between inciting incident and its associated endpoint. The GM must decide whether his adventure will consist of (A) a single, narrow plotline, (B) a “campaign plotline”, or (C) several subplots within a broader plotline. A campaign adventure subsumes two or more “Acts,” cumulatively a single story-arc, each act connected in theme to the inciting incident. A single plotline adventure can be simple or complicated, incorporating many turning-points, or none at all. Then again, an adventure can feature several minor subplots. But most adventures work just fine with a a single adventure hook and associated endpoint. The GM should limit himself to a reasonable number of acts or subplots, for the sake of ease. At first, try considering only a primary, secondary, and tertiary adventure objective, adding another only when one of the original three is fulfilled. Use the list below, in Step 3. Incidentally, these endpoints mirror the list of short-term goals (objectives) for NPCs in Book Three. It’s helpful for the NPCs to share one or more short-term goals with the PCs, thereby making encounters more probable. Ultimately, the Story-Hook is the main clue for players that there is adven- ture to be had. And, if the players have their characters run away (those rat bastards!), the GM can find ways to have the NPCs clash with them anyway.

STEP 3: Story Goals

Below are detailed the most common goals found in a plotline, listed with examples of compatible Story-Hooks (although any can be used with a little ingenuity), and most probable themes. Skills and abilities useful to the completion of each goal are suggested, where warranted. Lastly, every goal can be made prerequisite to the completion of another (thus making them into objectives), linked in a series of tasks until reaching the final achievement. Each goal has listed other objectives that might be used in connection with it. However, the word “pre-

requisite” does not imply inflexibility in the plot. As always, ingenuity should be rewardede. And if one objective is cleverly sidestepped, that’s fine. Goals can be associated with background events past, present and future to whatever degree desired by the GM, just as with NPCs. In any case, goals linked with political and civil strife, disasters, social upheaval, war, and cataclysm should not be difficult to imagine.

Attain knowledge Hooks: any Theme: Mystery

This goal implies knowledge hard won. It relates to erudite- ness, so much information gathering or study will be required. The knowledge must be obscure or esoteric, but might be lost information related to any profession or craft. Only the greatest of sages and experts (NPCs only) will have access to such knowl- edge. D20 or LA game skills related to the needed knowledge can aid in finding clues (+2 or +10% synergy bonus), leading the PCs in the right direction. This knowledge might be prerequisite to completing the following goals: Prevent cataclysm, Prevent disaster, Prevent event, Prevent revelation, Prevent Strife, Prevent war

Attain truth Hooks: any

Theme: Mystery, Action

Attainment of truth can be a goal involving suspense or mystery. Implied here is “truth” apart from erudite- ness; that is, the exposal of lies and misinformation. Related D20 skills are: Decipher Script (the truth some- times is in old documents), Diplomacy (people who are liked are more apt to find the truth), Disguise (attain truth by infiltration), Forgery (to get into places where truth can be found), Gather Information (the universal failsafe skill), Intimidate, Sense Motive, Spot (for vis- ible clues). Related LA game Abilities: Any Hhealth- based (mental). This knowledge might be prerequisite to completing the following goals: Avenge (event, person, or place), Discover identity, Discover problem (can’t know the real problem without the truth, right?), Find (item, artifact, person, or place), Prevent truth. Avenge person, place, or event

Hooks: Friend In Need, Sudden Attack Theme: Action

A friend or place dear to the hearts of an ally or one of the PCs has been attacked, desecrated or violated. Such an act must be avenged, most would agree. D20 skills useful to the task include Bluff (infiltration), Dis- guise (to infiltration), Escape Artist, Forgery (infiltra- tion), Gather information, Intimidate, Sense Motivate. Potentially,any LA game Aability can be utilized for such a task. This vengeance might be prerequisite to completing the following goals: Conquer locale, Repair reputation, Rescue locale, Solve predicament.

Conceal identity

Hooks: Friend In Need, Mistaken Identity Theme: Action, Mystery, Espionage

To go incognito is a must, at least temporarily, whether required of the adventurers or one of their allies. D20 skills useful to the task include Bluff (avoid detection), Disguise (avoid detection), Forgery (change identity), Sense Motivate. Related LA game Aabilities: Evaluation, Pretense, Scrutiny, Stealth, Ticks, Urbane. This concealment might be prerequisite to com- pleting the following goals: Attain truth, Avenge (wrongdoing), Escape place, Learn facts, Prevent truth, Repair reputation, Solve problem.

Conquer locale

Hooks: Patronal Mandate, Calamitous Threat Theme: Action

A place must be cleared of danger or opposition, down to the last man or beast. Then it must either be occupied, destroyed, or rebuilt. D20 skills useful to the task include anything related to combat and tactics. Related LA game Abilities: Any Pprecision- based (combat and evasion). Victory might be prerequisite to completing the following goals: Destroy item or artifact, Destroy Knowledge, Escape Place, Prevent event, Prevent truth.

Defeat creature(s) Hooks: any

Theme: Action, Horror

A NPC or monster has risen as an enemy and must be subdued or killed. Skills and abilities related to combat obviously are helpful. The defeat of a target creature might be prerequisite to completing the following goals: Destroy (item, knowledge, identity), Retrieve item or artifact.

Destroy item or artifact

Hooks: Dream Message, Enigmatic Stranger, Legends and Rumors, Patronal Mandate

Theme: Action

Some magical, divine, or psionic item or artifact poses a danger to the heroes, their home, or their allies. Clearly, tThis threat must be eliminated. Useful D20 skills include: Appraise (to detect decoys), Craft (to create decoys), Decipher Script (to read ancient treasure maps), Disable Device (or else get blown up), Escape Artist (when the item itself can entrap), Knowledge (arcane or divine), Spellcraft (to identify magical hazards). Useful LA game Aabilities include: Alchemia, Arcana, Evalua- tion, Mechanics, Psychogenic (to deal with psionic devices), as well as other schools of Thaumaturgy (Enchantment), Geourgy, and Theurgy. Destroying the item may be prerequisite to com- pleting the following goals: Escape Place, Rescue (creature or locale).

Destroy knowledge

Hooks: Dream Message, Enigmatic Stranger, Legends and Rumors, Patronal Mandate, NPC Grudge, Vengeful Foe Theme: Action, Espionage

Some magical, divine, or psionic lore poses a danger to the heroes, their home, or their allies. The threat, typically consisting of someone who carries such knowledge and cannot be trusted, must be eliminated. Usually, such an entity is a sage of evil alignment who possesses knowledge that he threatens to employ, under the right conditions. Useful D20 skills include: Decipher Script, Forgery, Gather Info, Sense Motive (will the person pos- sessing the knowledge use it?), Sleight of Hand (to steal and destroy material knowledge). Clearly, spells that discern the truth would be helpful. Useful LA game Aabilities include: Any Health-based (mental), or Precision-based (for tricks and stealth). Destroying the knowledge may be prerequisite to completing the following goals: Conceal identity, Defeat Creature, Prevent Truth, Repair Reputation (if knowledge is evidence), Solve pre- dicament.

Discover identity

Hooks: Enigmatic Stranger, Friend in Need, Legends and Rumors, Mistaken Identify, Sudden Attack

Theme: Action, Mystery, Espionage

The identity of some creature must be discovered. Either ter- rible events have been associated with this mystery figure, or is a legendary figure, the key to treasure, etc. Useful D20 skills include: Gather Info, Sense Motivate. The best magic spells are those for ferreting out somebody who hides. Useful LA game Aabilities include: Arcana, Evaluation, Learning, Pretense,

Scrutiny, Stealth, Tricks, Urbane. Discovering the identity of this creature is prerequisite to completing the following goals: Avenge (murdered ally or friend), Defeat Creature, Prevent Truth, Repair Reputation (if mystery person framed the PCs).

Escape Place

Hooks: None, or Calamitous Threat Theme: Action, Drama

The PCs have been imprisoned, held hostage, or the locale is doomed by some looming disaster or cataclysmic event. But there are guardians at the gates of freedom, ; enemies who would see the PCs dead, or wish the populace to remain doomed. The escape might be required of the PCs alone, or the heroes could be expected to help the innocent evade harm. Useful D20 Skills: Balance (for escaping form precarious places), Disable Device (for bypassing traps), Disguise, Escape Artist, Handle Animal (for stealing mounts), Hide, Jump (to freedeom!), Listen (for guards), Move Silently, Open Lock, Ride, Search (for keys), Sense Motive (for bribes), Sleight of Hand (for palming keys or other objects), Survival, Swim, Tumble, Use Magic Device, Use Rope. Useful LA game Abilities: Creativity, Divination, Enchantment, Evaluation, Geourgy, Luck, Mechanics, Min- strelsy, Pantology, Planning, Pretense, Psychogenic, Sorcery, Scrutiny, Stealing, Stealth, Swashbuckling, Theurgy, Tricks, Unarmed Combat, Waylaying, Weapons. Escaping the locale could be prerequisite to doing just about anything, including sleeping.

Explore place

Hooks: Lejends and Rumors Theme: Mystery

The PCs must explore, survey and map a place for themselves or their patron. Such exploration is necessary to prevent the party from going astray, and finding themselves lost in places where food and other resources are scarce. The place could consist of catacombs, caves, ruins, mines, islands, labyrinths, necropo- lises, trackless wilderness, or similar locations. The goal of the expedition might be determine whether a viable threat exists , and/or whether rumors and legends of the place are accurate. Useful D20 Skills: Balance, Climb, Disable Device, Escape Artist, Jump, Listen, Ride, Search, Spot, Survival, Swim. Use LA game Abilities: Hunt, Mechanics, Metallurgy, Nomadic, Panprobability, Pantology, Ranging, Rustic, Savagery, Urbane, Waterfaring. Exploring a place might be prerequisite to the fol- lowing goals: Find (person, item), Attain knowledge, Learn facts, Solve Riddle, etc.

Find item or artifact Hooks: Lejends and Rumors Theme: Mystery

It’s imperative that some item or artifact be found. It could be something used to avert disaster or cataclysm, or a symbolic item that has the power to calm social or political strife. Or, it could be one piece of a shattered item that must be restored. Useful D20 Skills include: Appraise, Knowledge (any sort relevant to the item), Search. Useful LA game Abilities include: Commerce, Creativity, Divination, Evaluation, Learning, Luck, Mechanics,

Metallurgy, Pantology, Planning, Scrutiny, Stealing, Tricks. Find- ing the item might be prerequisite to the following goals: Defeat creature, Destroy item, Conquer locale, Repair item, Retrieve item, Solve predicament.

Find person Hooks: any Theme: Mystery

A known and, as far as is known, living person is missing and must be located. He or she holds some important item, fact, or expertise that is required before the final goal can be attained. Useful D20 skills include: Diplomacy (to win friends of those who may be protecting their whereabouts), Disguise (to fool those who protect the persons whereabouts), Forgery (to seem official when inquiring), Gather Info, Intimidate (when the person knows the person’s whereabouts but is stubborn), Sense Motive, Spot (if the person just happens to run by...). Useful LA game Abilities include: Evaluation, Scrutiny. Find the person might be prerequisite to the following goals: Attain truth or knowledge, Avenge (find and kill the person), Defeat creature (find person to subdue or kill), Learn facts (codes, passwords, or formulae), Retrieve item (in his possession), Solve riddle (to which he has the answer).

Find place Hooks: any Theme: Mystery

There is a place containing a person, thing, knowledge, or force which must be found and utilized. But, alas, it’s location is unknown. This place could be anywhere: Hallowed and unhal- lowed ground, fountains of youth, the River Styx, hidden mage towards, lost caves, forgotten ruins, and unmapped places of yore. Useful D20 skills include: Knowledge (history, arcane, ancient history, etcetera), Gather Info, Travel, and related skills. Useful LA game Abilities include: Evaluation, Hunt, Luck, Ranging, Waterfaring. Finding the place might be prerequisite to the following goals: Attain Knowledge or truth, Conquer Locale, Destroy item, Explore Place, Prevent Event, Rescue Locale, Retrieve Item.

Hinder creature(s) Hooks: any

Theme: Action, Espionage

A NPC or monster must be hindered, or delayed, before it reaches it’s goal, whatever that might be. The measures required to hinder the antagonist are extremely variable. It’s evident that one cannot thwart a dragon or mage in the same fashion as a knight or rogue. Methods include: roadblocks of might or magic; threats or blackmail; mind-controlling magicks; containment or imprisonment; implicating the creature in a crime; or diversion- ary tactics. Indeed, there exists a fine line between hindrance and aggression. Useful D20 Skills: Diplomacy, Intimidate, Sense Motive. Useful LA game Abilities: Evaluation, Luck, Planning, Pretense, Scrutiny, Tricks, Urbane, Waylaying. This goal may be prerequisite to the goals of: Defeat creature (by preventing help from arriving), Escape place (by keeping the guards at bay), Prevent event (by hindering the probably catalyst), Prevent Truth (by silencing the NPC), etc.

Learn fact(s) Hooks: any

Theme: Mystery, Espionage, Drama

A fact must be known before progress is possible. Here, “fact” is used in the singular, and refers to a piece of information, a code, a formula, specific incantation, password, or something of that ilk. Such a fact can serve as an answer, or a clue, depending on the complexity of the problem. This is different from attain- ment of general knowledge or truth: To inquire with reference to past events, or verify facts surrounding current events deals, rather with the attainment of truth or knowledge. D20 skills useful in discerning facts: Decipher Script, Forgery (to detect a forgery), Gather Info (for what is information but a collection of facts?), relevant Knowledge, Craft, or Profession (grants +2 on roll to find a clue), Sense Motive (to discern lies). Useful LA game Abilities: Evaluation, Learning, Pretense, Scrutiny, or any ability related to the circumstances. This goal may be prereq- uisite to the goals of: Attain Knowledge, Attain Truth, Avenge (to discern the culprit), Destroy item (to figure out command words or steps), Discover identity (who dunnit?), Escape Place (find weak points in defenses), Find something or someone (facts as clues or answers to location), Prevent event, Prevent truth (can’t prevent the truth if you don’t have the facts!), Repair item (facts of what’s needed), Repair reputation (facts for an alibi), Retrieve item (passwords, codes, etc, to bypass defenses), Solve predica- ment (facts for debate or upon which to act), Solve riddle (always nice to have the answers in advance).

Prevent event

Hooks: Anonymous Plea, Calamitous Threat, Dream Message, Enigmatic Stranger, Friend in Need

Theme: any (Disaster, Strife & Upheaval, War, Cataclysm) The heroes have been warned that something terrible is about to happen. Possible events include civil war, riots and uprisings, a meteor strike (that can be a tricky one to stop!), an invading army, or the End of the World (see Book One, Milieu events to choose). They learned of the threat via any number of means, including, perchance: An ally or patron telling them of some calamitous threat; a dream; a mysterious, black cloaked harbin- ger of doom. They must figure out what must be done to prevent the event. This goal probablye requires completing many dif- ficult tasks. Useful D20 Skills: any. Useful LA game Abilities: any. The completion of this event might be prerequisite to: Repair reputation, Avenge (something or someone), Attain truth or knowledge.

Prevent truth

Hooks: Anonymous Plea, Dream Message, Enigmatic Stranger, Friend in Need, Patronal Mandate

Theme: Drama, Action

For whatever reason, the truth of a past event cannot be revealed, or the lives and repute of allies, loved ones, family members, or patrons would be placed into jeopardy. But there are those who know the truth and are determined to relate it to those who would bring about the ruination of the PCs. Opportu- nities for moral dilemmas abound with such a goal (see Book Four, Obstacles: predicaments). Useful D20 Skills: Bluff, Diplo- macy, Forgery, Hide (if all else fails...), Intimidate, Sense Motive.

Useful LA game Abilities: Evaluation, Luck, Minstrelsy (bards are great at lying), Pretense, Scrutiny, Stealing (if the enemy has material evidence), Tricks (to help with stealing), Waylaying (lacking finesse maybe, but...). This goal might be prerequisite to: Conceal identity, Escape place, Hinder creature, Repair repu- tation, Solve predicament.

Repair item or artifact

Hooks: Calamitous Threat, Legends and Rumors, Patronal Man- date

Theme: any

An item or artifact of great significance is shattered, broken, or not working for some strange reason. Because adventurers typically don’t fix people’s wagons or repair windmills, the item must be something pertinent to their overall quest; if not, itself, the object of their mission. such a repair might be a simple goal, given the right skills or spells, and assuming no obstacles; as long as the PCs know where the item is, and how to fix it. Usually, however, some obscure fact, spell or another lost item is required before a repair can be affected. Useful D20 Skills: Craft (related to item), Disable Device (sometimes the item is