This segment I think you’re missunderstanding. It never states that it reduces the resource cost by 1, it states that it reduces the Pushing level by 1. So…
I have a Skill at rote level 0.
To push it I need to spend 3 resources.
Then I improve, and my skill is now at rote level 1.
Now to push it I only need to spend 0 resources.
Is the correct way of using the rules.
As for your first post; Story writing, story telling and crafting Lore is the thing about being a GM I enjoy the most.
As a GM of 20 years; It is what drives my interest to run games, to create a vision of my world, and then let the players interact with it, creating a story on the run, but within the framework of my world and see how my players interact with it.
This comes back to me wanting to run campaigns that often is light-hearted and where doing silly things is allowed, without me denying them what tthey want. This does mean that I attract characters that is liable to “spew lore” and say that a vital npc has the secret nickname “Mr. McBootyTwerker” etc.
This is one of the reasons why I limit the amount of cooperation in creating the world etc. in this aspect. It also means that the players,not just the characters, get to experience exploring the world. They have no idea what to expect. I’ve been working on a segment for session 0 where coop creation of the background comes into play, that I’ve called “The Expeditioners summons”, where the players help out in preparing the expedition itself:
- Where does their financial backing come from? (Single benefactor, selfsupported, Guild etc.)
- What kind of biome are they exploring? (arctic, desert, jungle etc.)
- Is there an established base from before?
- How do they get there
Etc.
So there are coop elements in it, but not to the degree that for instance DW.
Important to note, that everything I’ve noted as working on here is NOT in the document linked up here, but is made in a document on a different google doc, so won’t show up until I’m happy about it, or ready for some feedback.