The FAQ
Every builder eventually asks these questions. Here are the answers, straight from the SnakeMaster.
Q: Where does SAOP fit into the Forge's Big Model?
A: SAOP is a Simulationist RPG, since it is meant to simulate the feeling of being trapped with a bunch of snakes. Also, Simulationism may not actually exist, and you might not exist for long either if you're trapped with a bunch of snakes.
Q: Since the odds of getting assaulted by snakes stay more or less constant, why rate people's traits at all?
A: Because people like rolling handfuls of dice. Also, traits act as a damage meter that depletes over time. Of course, if you're asking this question while a game is going on, the SM has the right to throw snakes at you.
Q: Are there any plans to add more antagonists?
A: See Making It Your Own.
Q: The game doesn't have any mechanics for scaling difficulty / player-vs-player interaction / fall damage / my favorite thing.
A: Of course it doesn't! How hard do you want this to be? There are motherfucking snakes everywhere.
Q: Can I add a new trait?
A: No. Five is the number. A sixth trait is a sixth die pool, a sixth damage meter, and a sixth thing to track — and tracking things is how you die in this game. If you want more texture, put it in the Stories, not the sheet.
Q: What if my players want to fight the snakes?
A: Let them. Fighting the snakes is a Guts roll. Winning the fight is not the game. The game is surviving the clock with your Story intact.
Q: Do you think they deserved to die?
A: Yes, they deserved to die, and I hope they burn in hell!