SETUP

Decide on what kind of story you want to tell. When and where does it take place? Who are the main characters and what will they be doing? Why and how are their pursuing their particular goals? Take ideas from your favorite fictional universe or create your own.

Choose someone to be the Guide. The Guide moderates the game rules, describes and controls the environment and inhabitants of the game world, and narrates the outcome of actions. Other players create and play the part of a Player Character (PC). These are the main characters of the story.



PLAYING THE GUIDE




PLAYING A PC




CREATING A PC

Give them a Name.

Give them 3 current and maximum Resolve.

Give them 3 starting Tags: broad traits (strong, charming, observant), skills (linguistics, blacksmithing, firearms), or single-effect powers (laser eyes, Magic Missle, telepathy).

Give them up to 10 Items: mundane tools (rope, flashlight, journal), consumables (9mm magazines, rations, currency), tools of the trade (broadsword, wrench, first aid kit), and personal belongings (family pendant, stuffed bear, lucky dice).

PCs can carry a reasonable amount of Items. More than one heavy or bulky Item may impede them. Note the location of dropped or stored Items. Items may be gained, lost, broken or stolen.

Make sure all initial Tags and Items make sense for the PC and the story. All supernatural Tags and Items must have a cost, drawback, or limitation (Magic Missile: consumes one ruby; Laser Eyes: causes blindness for 5 minutes; Speak With Animals: only under moonlight).

Players may also graudally give PCs 3 Tags and 10 Items as play progresses over the first few sessions rather than deciding beforehand.

Give the PC a Description, including their background, motivations and goals, appearance, personality, quirks or mannerisms, and connections to other characters or factions. Draw a picture or create a voice for them if desired.



GAMEPLAY

The Guide describes the environment and inhabitants of the game world, makes things happen around or to the PCs, and prompts them to act or react. Other players ask clarifying questions, make plans, and then describe what their PCs say and do to achieve their objectives.

There are no turns - act in any order. The Guide may make the environment or its inhabitants take actions whenever they like, and ask the PCs to respond. However, the Guide may not harm or hinder the PCs without giving them a chance to respond (a pit trap opens up under your feet, what do you do?; the bad guys start to run away, what do you do?)

The Guide decides the outcome of the PCs' actions, describes how the situation changes, and prompts the other players again. Use common sense to decide the outcome of most actions.

PCs have access to all common knowlege and are experts at anything related to their Tags. Hidden or obscure knowledge must be discovered by taking appropriate actions in the game. If a PC looks for something in a reasonable way, they find it, unless it is hidden in a way that would require very specific actions.

When a PC acts, ask the following questions:



ROLLING DICE

When a PC acts or reacts under pressure due to time, opposition, or risks, roll two six-sided dice and total them.


If the result is 9 or more, the action succeeds. If not, choose a failure option:

There is no outright failure; the action always moved forward. PCs may Exhaust a Tag, if they declared it, to reroll the dice. Exhausted Tags may not be declared again until the PC Rests.

For immersion, the Guide narrates the outcome of PCs' actions. If the group prefers collaborative storytelling, the PC's player or someone else can narrate the outcome instead.

For group actions, elect a PC to lead the effort. They act with Advantage, but the entire group suffers the consequences of failure.



CONDITIONS

Conditions are temporary effects that help or hinder PCs. They may cause or prevent risks and dice rolls (that broken leg makes this normally simple jump risky, roll to see if you can make it; the flight spell gets you over the wall easily). They also grant Advantage or Disadvantage to rolls when relevant. The Guide describes what ends Conditions (invisibilty potion: 10 minutes; broken arm: medical attention; curse of lycanthropy: swim in Mirror Lake under a full moon).



REST & ADVANCEMENT

A Rest is an extended period of downtime, recovery, and practice. It can last from several days up to several months. When PCs Rest:

During Rest, the Guide may also advance relevant plots and faction agendas.

If the PCs have overcome or survived a major ordeal since their last Rest, choose one Advancement:

A Tag may also become Mastered; confer with the Guide to create a long-term goal or ordeal that culminates in mastery (Linguistics: find and translate the ancient Book of the Rosette; Swordfighting: defeat all 12 Blade Masters; Hacking: infiltrate the Gibson mainframe and cause worldwide chaos). Mastered Tags give +3 on rolls.

New Tags may also be gained in other ways at the Guide's discretion. New Items, allies, knowledge, and renown must be gained by taking appropriate actions in the story.



OTHER RULES

Dice of Fate: to leave something completely to chance, roll two dice and take the total. 6 or less: setback or worse outcome; 7-9: as expected, average outcome; 10 or more: windfall, great outcome.

Long-term goals: for long-term projects (building a boat, learning a language, improving aim), confer with the Guide on the requirements (time, resources, actions). Narrate progress toward the goal during Rest or any other appropriate time. Decide outcome actions and roll dice as needed. When the requirements are met, the goal is achieved.

Death: decide as a group if PCs can be removed from the story (death, exile, insanity) due to story events or failed actions. PCs can also exit the story voluntarily at any time; just describe it.

PVP: when PCs compete against each other, everyone rolls dice. The highest result gets what they want. Reroll ties.

Absence: when a player is absent, their PC takes a background role. They cannot act or be targeted directly, but they earn Advancement and experience story events and consequences as normal.

Agency: only a PC's player may dictate what they do, say, think, and feel, unless consent is explicitly given to another.



NOTES

Game intro, inspirations, author info, acknowledgements, guide and pc tips, random tables, story modules, etc. Stay tuned!



BE NICE AND HAVE FUN.

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