Woah!
1 Basics
2 Mechanics
2.1 Basic Mechanic
2.2 Consequences
2.3 Tests
2.3.1 Displays
2.3.2 Contests
2.3.3 Meta Notes
2.4 Lead Statistics
2.4.1 Attributes
2.4.2 Hit Boxes
2.4.3 Tags
2.5 Modifiers
2.6 Lead Creation
2.7 Actions
2.8 Combat
3 Flavor
3.1 Settings
3.2 Characters
3.3 Campaigns
3.4 Stories
4 Player Advice
4.1 Roleplaying Tips
4.2 Characters
4.3 Consequences
4.4 Actions
5 Gamemaster Advice
5.1 Campaigns
5.2 Stories
6 Resources
7 Acknowledgments

Woah!

Jay McCarthy <jay.mccarthy@gmail.com>

This document describes Woah!, the tabletop role-playing game I play with my kids and friends. It is deliberately described in an abstract way, because we apply it to different scenarios and settings as our taste changes. It attempts to have strategic thinking, with lots of creativity in general.

    1 Basics

    2 Mechanics

      2.1 Basic Mechanic

      2.2 Consequences

      2.3 Tests

        2.3.1 Displays

        2.3.2 Contests

        2.3.3 Meta Notes

      2.4 Lead Statistics

        2.4.1 Attributes

        2.4.2 Hit Boxes

        2.4.3 Tags

      2.5 Modifiers

      2.6 Lead Creation

      2.7 Actions

      2.8 Combat

    3 Flavor

      3.1 Settings

      3.2 Characters

      3.3 Campaigns

      3.4 Stories

    4 Player Advice

      4.1 Roleplaying Tips

      4.2 Characters

      4.3 Consequences

      4.4 Actions

    5 Gamemaster Advice

      5.1 Campaigns

      5.2 Stories

    6 Resources

    7 Acknowledgments

1 Basics

This is a game wherein a group of players (the play group) collaboratively tell a story (called the fiction) using mechanical rules to adjudicate creative disputes and direct the story in an unexpected direction.

This document refers to the story as the fiction. In this game, the fiction is the most important part. It is the place where the action and fun takes place. The play group should try to be true to the fiction at all times and keep it on the front of their minds. The world of fiction is called the flavor and all aspects of the fiction that are not directly mechanical are referred to as flavor.

The mechanical rules are the particular rules of the game having to do with numbers, cards, statistics, and so on. They exist to adjudicate disputes between members of the play group, such as when one player wants the hero to save the damsel and another player wants the damsel to have already defeated the monster. They also exist to introduce unexpected happenings in the story, so that the play group can discover what happens in the fiction through play.

A play group is a gamemaster and multiple leads controlled by players. A lead is an important character in the fiction controlled by a human player. The gamemaster (or GM) controls the rest of the universe and adjudicates between leads.

2 Mechanics

This section explains the mechanical rules.

By re-drawing when there is only one card left, this allows leads to strategically save high cards for important circumstances.

The play group has a deck of normal playing cards, called the deck.The deck is divided into two partitions: the draw pile and the discard pile. At the start of a play session, the discard pile is empty and each lead is dealt a hand of five cards from the draw pile. After a lead uses a card, the card is put in the discard pile. Once the lead’s hand contains fewer than two cards, they draw cards from the draw pile until they have five cards in their hand, reshuffling the discard pile when the draw pile is exhausted.

The suit of the cards is relevant in play. Each suit corresponds to an attribute and has an opposed suit based on the opposed attribute.

2.1 Basic Mechanic

The basic mechanic is for a lead to describe their action. If the action could be done by any normal person in the circumstances, then no test is needed. However, if some special circumstance or special ability is required, the player makes a test. The result of a test is a consequence.

2.2 Consequences

A consequence is either success, partial, or failure.

On a success, the action is successful and the player controls the story for a little bit, narrating the results of their successful action. (Occasionally it is more appropriate for the gamemaster to narrate.)

On a partial, the main result is accomplished but there are some negative results, collaboratively determined by the gamemaster and player. Often it is best for the gamemaster to give a few options, let the player decide which ones happen, and then narrate.

On a failure, the gamemaster chooses and narrates the negative results.

In general, results should always flow from the fiction. The story is most interesting when the leads don’t get their way exactly. So, on a success, the gamemaster should look for a way to give the player a hard choice of two good things out of three possibilities, while on a partial success, they can only choose one.

There are no strict rules for what consequences are. The only principle is that: on a success, you get what you want with only soft consequences; on a partial, you get most of what you want with maybe a hard consequence; and on a failure, you don’t get what you want and experience hard consequences.

2.3 Tests

Each test is associated with an attribute corresponding to the kind of action that is being performed, and that action’s suit is called the test suit.

There are two variants of tests: displays, for when one lead is involved, and contests, for when multiple leads compete.

2.3.1 Displays

In a display, the lead selects a card from their hand and uses it. The GM selects the next card from the draw pile. Each card is inspected after incorporating all applicable modifiers.

If the lead’s card is a Face card AND is greater than or equal to the GM’s card, then the display is a success.

If the lead’s card is a Face card XOR is greater than or equal to the GM’s card, then the display is a partial.

Otherwise, the display is a failure.

Example: Jean is researching the toxin sample discovered in the body of the victim and plays a Eight, the GM draws a Seven, so he learns that it is extra-terrestrial in origin, but destroys the sample in the process.

Example: Elizabeth attacks the screen ogre with her scathing wit and plays a King, the GM draws a King, so Elizabeth shatters the ogre and continues the day victorious.

2.3.2 Contests

In a contest, there are n participants which are all leads. Each participant selects a card from their hand to use and place face down in front them. (No card should be revealed until all leads have selected a card.) The cards are revealed and then ordered after incorporating all applicable modifiers. The player of the unique highest card has a success. The player of the unique lowest card has a failure. The players of all cards in the middle have a partial.

A contest involving two participants never has a partial result for either.

Example: Pete, Chloe, and Lana—all leadsrace across the room to grab the fallen meteor rock. Pete chooses a Jack, Chloe chooses a Queen, and Lana plays the Seven. Chloe reaches the rock first, Pete gets across the room but not in time, while Lana’s jacket is stuck on the cappuccino machine and it is tumbling towards her.

2.3.3 Meta Notes

Optional Note: If you leave the Joker in the deck, then whenever it is drawn, make it a catastrophic, scene-changing failure.

Strategic Note: Leads know which cards have already been played and which have not, so they have a fuzzy estimate of what cards they may go up against. Similarly, they have an idea of where their strengths and weakness lay, so they can decide how much to commit to each action. Given the bias towards Face cards, they can ensure some kind of success when it counts.

Gamemastering Note: The gamemaster never directly opposes the players strategically, because non-leads always have their card randomly chosen.

2.4 Lead Statistics

Each lead has a few mechanical concepts associated with them: attributes, hit boxes, and tags.

2.4.1 Attributes

A lead has four attributes, which are each associated with a suit in the deck as well as various actions and qualities. Each attribute has an opposed attribute and an opposed suit.

Attribute

  

Suit

  

Actions and Qualities

  

Opposed Attribute

  

Opposed Suit

Toughness

  

Clubs

  

Strength, Vitality, Constitution, Bend, Absorb, Pry, Throw, Hack, Slash, Flex, Endure, Break, Bust, Jump, Climb, Swim, Chug, Sprint, Crush, Push, Pull, Lift, Carry, Hard, Athletics, Survival, etc.

  

Intellect

  

Diamonds

Agility

  

Spades

  

Dexterity, Finesse, Escape, Elude, Deflect, Shoot, Skewer, Dodge, Parry, Balance, Tumble, Roll, Flip, Dance, Weave, Catch, Pick, Disarm, Stun, Tie, Awareness, Stealth, etc.

  

Spirit

  

Hearts

Intellect

  

Diamonds

  

Intelligence, Insight, Study, Solve, Riddle, Cast, Think, Remember, Ponder, Deduce, Reason, Decipher, Invent, Search, Convince, Debate, Hypothesize, Heal, Deception, Lore, etc.

  

Toughness

  

Clubs

Spirit

  

Hearts

  

Wisdom, Charisma, Disrupt, Channel, Commune, Sense, Pray, Motivate, Appeal, Empathize, Persuade, Convince, Intimidate, Intuit, Order, Command, Provoke, Seduce, Manipulate, Barter, Sanity, Leadership, etc.

  

Agility

  

Spades

A lead has an attribute modifier associated with each attribute, which is a number between -2 and +2.

2.4.2 Hit Boxes

A lead has a certain number of hit boxes, representing their ability to deal with adversity.

When a lead fails to avoid adversity, then they fill in one hit box with a negative tag related to the particular circumstance. The tag should be written inside the box and must be dealt with before it may be removed.

If all hit boxes are filled in, then the character is “down” and the direction of the adventure or campaign should change to address the problem.

Example: Tom blasts the crystal with his laser vision, but the heat blast bounces off, hitting him in the eye, and blinding him. Tom writes “blind” in one of his hit boxes.

Example: Oscar opens the chest to reveal a viewing portal into the Unseen Darkness where he sees The Undying One. The sight corrupts Oscar’s psyche and he writes “neurotic” in one of his hit boxes.

In principle, hit boxes are not mechanically necessary because the tags themselves are the in-fiction consequences of failure to deal with adversity, but they are a useful abstraction to benchmark failure.

2.4.3 Tags

A tag is a statement, quality, resource, or attribute about a lead that separates them from normal people of the world they live in. Every lead has a list of tags.

For example, a tag might be “Can cast fire magic” or “Expert computer hacker”. In the modern world, a tag would not be “Has a cell phone” or “Knows about germs”, but these things might be tags in a fantasy world.

Because tags are free-form statements, they can be positive, neutral, negative, or any combination, depending on the circumstances. Avoid very vague tags and try to be specific.

Tags can be permanent, temporary, fleeting, disposal, etc, depending on the particular details of the fiction and setting.

In general, tags change what a lead can do and how well they can do it. For example, in a story about soldiers, having a rifle is likely not to be a tag, but “Lost his rifle” might be a tag, with the effect of disallowing the lead to fire. For example, in a story about Greek myths, being a demigod is a tag, but speaking Greek is not. For example, in a fantasy story about dungeons and delves, having a sword might not be a tag but “Has the mystical blade Vorpalice” is a tag.

Tags should have both mechanical and flavor significance. They should influence how successful leads are, what they can do, and what their goals, desires, and passions are.

Periodically throughout play, new tags should be given by the gamemaster. They should be positive and negative consequences for individual actions, as well as a result of pivotal story moments.

2.5 Modifiers

When a lead faces a test and plays a card, they incorporate a variety of modifiers to the value of the card.

First, they incorporate the test suit of the action. If the suit of the card played matches the test suit, then a +1 modifier is applied. If the suit of the card played matches the opposed suit of the test suit, then a -1 modifier is applied.

Example: Alexa tries to sneak past the guards on her way into the mansion. She plays a Ten of Spades, so it is equivalent to a Jack of Spades, because Spades is the test suit of sneaking. Thus, a partial is guaranteed, because she plays a Face card.

Second, they incorporate the attribute modifier of the action.

Example: Stewart tries to decipher the ancient writing. He plays a Queen of Clubs, but it is considerate as a Ten of Clubs, because it is in the opposed suit and he has a -1 attribute modifier for Intellect. Thus, his is not guaranteed a partial.

Third, they incorporate any applicable tags. A tag may imply that an action is easier or harder for the lead. If it is easier, then a +1 modifier is applied. If it is harder, then a -1 modifier is applied.

Example: Elizabeth tries to commune with the ghost of The Jackal. She plays a Queen, but because she possesses the tag, “Speaker for the dead”, it is as though she played a King and her success is guaranteed.

2.6 Lead Creation

When you create a lead, you should start by defining the flavor of the character. Then, select the following mechanical details:

  1. Attribute modifiers Choose a modifier for each attribute. They should total to +0 for a low-power story, +1 for a high-power story, and +2 for an epic story.

  2. Hit boxes — Choose a number between 2 and 4. A normal person would have 1, but leads are typically exceptional, so a weaker lead still has 2. Someone truly sturdy has 4.

  3. Tags Choose a few tags, focusing mainly on positive or generally descriptive ones. Add one or two negative tags. You should have one or two for your archetype and background, one or two for a special quality, and one or two for any special resources.

Example: Sally Summers is the Zombie Slayer, a mythical role filled each generation by one teenage girl in all the world. She fights with the enchanted whip, Lightbringer, and has a mystical connection to the spirits of past Slayers. Her attribute modifiers are +1 Toughness, +0 Agility, +0 Intellect, and +0 Spirit. She has 3 hit boxes. Her initial tags are, “The Zombie Slayer”, “Possesses Lightbringer”, “High school girl”, “Prideful”, and “Mystic knowledge from past lives”.

Variant Note: The hit box suggestion above is tuned for representing short-term adversity, like damage and fighting spirit. If instead you wish to represent long-term adversity, like general health and mental wellness, you will want to tweak the scale. You want to have both kinds of hit boxes, although normally long-term adversity shows up in the form of tags.

2.7 Actions

There are no strict rules for actions. In general, describe the activity in the fiction, then apply the Basic Mechanic and think critically about what attribute is appropriate and what tags apply.

The consequences of tests may have mechanical impacts. In particular, it is common that a consequence is to gain or lose a tag or to fill-in a hit box.

Example: Sarai fails to convince the border guards of her identity, so her supplies are stolen and she is forced back into the wilderness. She adds the “Basic goods stolen” tag. (She did not have “Possesses basic goods” before because this can be assumed. The unique circumstance is missing these things.) Later, when she visits a frontier town and works for the tavern, she removes this tag because she is back on her feet.

Example: Joffrey fires a flurry of arrows at the approaching vampire horde, but fails miserably. He adds the tag, “No more arrows”, and thus can no longer use his long bow.

Inside of single scenes and stories, it should be common to introduce and remove tags for all of the leads.

2.8 Combat

There is no need to treat combat encounters and combat actions differently than other scenes and actions. However, if your play group wants something slightly more mechanical, use the ideas in this section.

Initiative. At the beginning of a combat scenario, have each lead use a card that represents their readiness for the fight and (potentially) draw cards for non-lead participants. The relative ranking of the cards will determine the order in which subsequent actions take place.

Preparation. Use the Initiative card as a constant modifier throughout the battle: Add it to all cards that are used.

Range. As an in between point to a purely verbal battleground and the highly detailed miniature-oriented play of a board game, use an abstracted battleground with abstract areas like, Close Quarters, Behind, Flanking, The Fray, In The Distance etc. Use actions to move from one to another. Make it impossible to use actions on targets in distant areas. Give a -1 modifier for using actions in adjacent areas.

3 Flavor

This section gives advice on choosing the flavor of the fiction. There are no strict rules here, so just be inspired and have fun. The entire play group should discuss these points together.

We divide our discuss into four sections:
  1. Settings The world in which the fiction takes place.

  2. Characters The lead characters of the fiction.

  3. Campaigns The overall narrative of the entire fiction that stretches across all of the occasions the play group meets.

  4. Stories The narratives of each individual session of play.

Advice: I recommend thinking about the flavor in this order, but it is not strictly necessary. I normally start a new play group with a discussion of what kind world they want to play in. Then, we talk about who the stars of the story (leads) are. Next, we think about the overall kind of story we want to create. Then I start thinking about what each of the component stories will be.

3.1 Settings

I normally start by picking an existing work of fiction that I want to start from and going from there. Other times, I like to answer a serious of questions that describe the contours of the world.

Style. What style of world is it? Fantastic. Silly. Gritty. Realistic. Optimistic. Pessimistic. Mythic.

Period. When does the fiction take place? Jurassic. Modern. Old West. Futuristic. Medieval. Dark Ages. Bronze Age. Mythic. Iron Age. Space-Age. Age of Sail. Cold War.

Special Qualities. What are some special things about the world? Super Heroes. Post-apocalypse. Dystopia. Magic. Time-travel. Zombies. Dinosaurs. Vampires. Aliens. Monsters. Points-of-Light. Talking Animals.

Scale. What is the scale of the world that the fiction takes place in? Small town. City. High school. Colony Ship. Planet. Continent. Country. Galaxy.

Genres. Does the fiction fit an existing genre? High fantasy. Comic fantasy. Contemporary fantasy. Spiritual fantasy. Bug hunt. Space opera. Weird. Horror. Pulp. Slasher. Baroque. Supernatural. Ghost stories. Mystery. Espionage. War. Western. Martial Arts. Egyptian. Ancient Greece. Weird West. Space 1889. Weird War III. The Dark Elder Gods. The Dark Continent.

3.2 Characters

The most important part of the fiction is the characters and the setting just exists to place them on a canvas. When coming up with characters, think about a few different things:

Archetype. What story archetype do they fulfill? The Chosen One. The Outsider. The White Knight. The Dark Prince.

Background. Where do they come from? A small town. The royal family. The best school. An orphan. From another place.

Code. What standards to they uphold as a guiding force in their life? Uphold the law. Never lie. Family. Duty. Honor. Survival of the fittest. Loyalty. Always pays their debts.

Motivation. What motivates their actions in the story? What do they quest for? Revenge. Glory. Honor. Duty. An ancient artifact. Family. Love.

Job. What is their job? Police officer. Scientist. Soldier. Cook. Researcher. Librarian. Adviser. Diplomat. Trader. Guard. Knight. Retail.

Training. What special training do they have? Weapons. Science. Magic. Computers. Research. Geography. Animals.

3.3 Campaigns

Once you know the world that you are in, you should determine the whole story of the fiction. I like to think of the campaign as a season of a TV show. Here are some ideas:

War. There is a war that has started or will start and the leads need to do something to stop it, win it, turn the tables, etc.

Exploration. The world is much bigger than the leads realized and they are driven to explore it and see the undiscovered country.

Quest for the. There is some important artifact in the world that must be found, acquired, used, or brought to safety. Do they know where it is? Do they know what it is?

Hero’s Journey. The leads must leave comfort and undergo trials before they return.

The Big Bad on the Horizon. There is a big bad on the horizon that must be prepared for and stopped.

3.4 Stories

Your campaign is made of many stories. It works well to plan a few key moments and the kinds of things that need to happen, then let the fiction lead some place interesting. If the campaign is a season of a TV show, then each story is an episode. Most episodes will be self-contained, but push the greater arc of the story too. Think about having “specials” that incorporate interesting and different styles as you go.

4 Player Advice

4.1 Roleplaying Tips

Have focus and keep to the point of the moment of narration. Be concise and let others play.

Respect the other leads and don’t alter their behavior significantly from their established patterns.

Stay consistent with the setting, campaign, and established parts of the story. Occasionally a ret-con or plot-twist is appropriate.

Use a timer sometimes to make a moment tense and give the leads only a short time to react.

Whenever you draw a Joker, have something unexpected happen!

You can play without a gamemaster by collaboratively filling their role: any time you feel the need for a gamemaster, have the person to the left of the lead in focus act as one temporarily. If you remember to share the spotlight and respect each other, then it should go smoothly. The major downside is that there will not be secretly planned plot twists... or will there?

4.2 Characters

Use what other roleplaying games call “classes” to inspire your characters. Here’s a huge number of ideas:

Acrobat

  

Adorable Wild Child

  

Adventurer

  

Ancient Machine

Android

  

Angel

  

Angsty Shadow Warrior

  

Animist

Arcanist

  

Archer

  

Artificer

  

Assassin

Astrologian

  

Atlantean

  

Augur

  

Avenger

Bandit

  

Barbarian

  

Bard

  

Battle Babe

Battle Priest

  

Battlemaster

  

Beastmaster

  

Beguiler

Berserker

  

Big Bruiser

  

Bishop

  

Black Belt

Black Mage

  

Blood Mage

  

Blue Mage

  

Brainer

Brigand

  

Brutal Captain

  

Brute

  

Cannoneer

Captain Charisma

  

Catmancer

  

Changeling

  

Charioteer

Charismatic Warrior

  

Charlatan

  

Charming Champion

  

Charming Knave

Charred

  

Chemist

  

Chopper

  

Chosen One

Chosen Seer

  

Chosen Visitor

  

City Thief

  

Clever Swordsman

Clever Treasure Hunter

  

Clock Mage

  

Clockpunk

  

Commando

Conjurer

  

Conniving Thief

  

Cursed Knight

  

Cyborg

Dancer

  

Dark Knight

  

Dark Blade

  

Dashing Hero

Daughter of the Earth

  

Defender

  

Detective

  

Devout Acolyte

Dragon Master

  

Dragoon

  

Drider

  

Driver

Duelist

  

Dumb Fighter

  

Dwarf

  

Elementalist

Elf

  

Errant Occultist

  

Explosive Mage

  

Fae

Fearless Leader

  

Fencer

  

Feral Weirdo

  

Flintlock

Fool

  

Forgotten Child

  

Fragile Rock Star

  

Freelancer

Future Warlord

  

Gallant

  

Gambler

  

Geomancer

Ghost

  

Giant

  

Gifted Dilettante

  

Gladiator

Goof-off

  

Guardian Angel

  

Gunlugger

  

Gunner

Gunslinger

  

Half Dragon

  

Halfling

  

Hardholder

Hawkeye

  

Healer

  

Heir to Legend

  

High-born

Hocus

  

Holy Warrior

  

Holy Dancer

  

Holy Invoker

Illusionist

  

Impostor

  

Inquistor

  

Inventor

Investigator

  

Invoker

  

Jack of All Trades

  

Juggler

Karate Fighter

  

Knight

  

Knight-at-heart

  

Kung Fu Warrior

Lady

  

Legendary Hero

  

Little Monster

  

Low-born

Machinist

  

Mad Oracle

  

Mad Preacher

  

Mad Warlord

Mage

  

Magic Knight

  

Magical Girl

  

Magician's Apprentice

Magitek Knight

  

Magus

  

Marksman

  

Martial Artist

Masked Man

  

Master Tactician

  

Mastermind

  

McGyver

Medic

  

Mentalist

  

Mentor

  

Merchant

Merchant Prince

  

Metamorph

  

Mime

  

Mimic

Monk

  

Monster

  

Moogle Knight

  

Musician

Mystic

  

Mystic Knight

  

Mystic Maniac

  

Necromancer

Ninja

  

Noble Druid

  

Noble's Daughter

  

Novice Templar

Nutjob Cleric

  

Ogre

  

Onion Knight

  

Operator

Oracle

  

Orator

  

Orc

  

Ordinary Kid in Fantasy World

Outrider

  

Overlord

  

Patissier

  

Peaceful Monk

Performer

  

Pilgrim

  

Pilot

  

Pirate

Plucky Hero

  

Prissy Minstrel

  

Professor

  

Psion

Punk

  

Puppetmaster

  

Pure Sacrifice

  

Pure Divinity

Ranger

  

Ravager

  

Red Mage

  

Reformed Bully

Rogue

  

Ronin

  

Rune Caster

  

Saboteur

Sacred Machine

  

Sage

  

Salve-Maker

  

Samurai

Scholar

  

Scientist

  

Scribe

  

Seamstress

Seer

  

Self-Taught Mage

  

Sentinel

  

Sexy Dynamite

Sexy Sorceress

  

Shadow

  

Shadow Assassin

  

Shaman

Shape-shifter

  

Shiny Paladin

  

Skinner

  

Sky Pirate

Slayer

  

Slimy Cutpurse

  

Sneaky Mage

  

Sniper

Soldier

  

Sorceress

  

Spell Fencer

  

Spellslinger

Spiritmaster

  

Spy

  

Squire

  

Star Mage

Storyteller

  

Striker

  

Summoner

  

Swordmaster

Synergist

  

Techie

  

Thief

  

Time Mage

Trickster

  

Troubled Princess

  

Tweaky Shaman

  

Umbral Warrior Mage

Unrelenting Bard

  

Unrelenting Good

  

Untested Thief

  

Useless Bard

Vagabond

  

Valkyrie

  

Vampire

  

Vampire Killer

Vampire Killer

  

Veteran

  

Viking

  

Village Hero

Wanderer

  

War Diva

  

Warden

  

Warlock

Warlord

  

Warrior

  

Weapon Expert

  

White Mage

Wildling

  

Willful Scion

  

Witch

  

Wizard

Woodsman

  

Would-be Knight

  

  

Use these tropes to come up with your character concept, as well as your initial set of tags. You can also think about unique items and attributes as another axis of tags. Here are some ideas:

Ace

  

Ambidexterous

  

Attractive

  

Brave

Commune with Spirits

  

Divine Visions

  

Earth Gadget

  

Fire Breath

Flight

  

Future Tech

  

Great Store of Wealth

  

Has a Guardian Angel

Haunted

  

Healing Touch

  

Hunted

  

Item out of Time

Knowledge out of Time

  

Legendary Sword

  

Linguist

  

Lucky

Magical Horse

  

Magical Little Friend

  

Magical Sense

  

Mysterious Power

Noble

  

Oblivious to Manipulation

  

Ridiculously Old

  

Ridiculously Strong

Royal Privilege

  

Seedy Connections

  

Speak to Animals

  

Special Insight

Squad of Retainers

  

Sword of Pure Darkness

  

Unique Cybersuit

  

Vanish into another Dimension

A further way to create interesting characters is to connect them to each other and other people out in the world. Here are some ideas:

A dark power is after them and only you know

  

A dark power sent you to them

If you don't steal it, someone will come after you

  

They accidentally summoned you

They are convinced you stole something from them

  

They are actually your parent

They are destined to sacrifice you

  

They are in great danger

They are wrong and need to know it

  

They are your biggest fan

They are your rival

  

They are your sworn protector

They brought you out of the darkness

  

They constantly undermine you

They fear you will interfere with their plans

  

They have a crush on you

They have a magical artifact that affects you

  

They helped you do something shady once

They killed your family member

  

They know about your true destiny, but you don't

They need your guidance

  

They owe you for saving their life

They served you in the last war

  

They showed up on Earth and are responsible for what happened to you

They took something from you

  

They want you to cast the final ritual

They welcomed you when you came here for the first time

  

They were apprenticed with you, but weren't as good as you

What you believe is wrong

  

You accidentally blew something up important to them

You are siblings

  

You are hopelessly in love with them

You are obsessed with them

  

You are secretly buddies but publicly enemies

You had to find them to save the world

  

You have a dark secret that even you don't know

You know the legend of their past or future

  

You know you must protect them

You must acquire it at all costs

  

You need it to fulfill your destiny

You protected them when they were stranded

  

You trained together

You were commanded to do something you don't want

  

You were friends as kids

You were lovers

  

You were set up with them, but…

You were supposed to receive it, but it was denied

  

You've been through thick and thin together

Your holy quest is to find it

  

Your parents asked them to take care of you

Another way to think about your character is the dramatic situation they find themselves in. This can define the character, a story, or even the whole campaign.

Abduction

  

Adultery

Ambition

  

An Enemy Loved

Comedy

  

Conflict with a God

Crime Pursued by Vengeance

  

Crimes of Love

Daring Enterprise

  

Deliverance

Disaster

  

Discovery of the Dishonor of a Loved One

Enmity of Kin

  

Erroneous Judgment

Falling Prey to Misfortune

  

Fatal Imprudence

Involuntary Crimes of Love

  

Loss of Loved Ones

Madness

  

Mistaken Jealousy

Murderous Adultery

  

Necessity of Sacrificing Loved Ones

Obstacles to Love

  

Obtaining

Overcoming the Monster

  

Pursuit

Rags to Riches

  

Rebirth

Recovery of a Lost One

  

Remorse

Returners

  

Revolt

Rivalry of Kin

  

Rivalry of Superior vs Inferior

Sacrifice for Passion

  

Self-Sacrifice for Kin

Self-Sacrifice for an Ideal

  

Slayer of Kin Unrecognized

Supplication

  

The Enigma

The Quest

  

Tragedy

Vengeance Taken for Kin Upon Kin

  

Voyage and Return

4.3 Consequences

The gamemaster should try to use failure to spin new ideas into the story. Don’t just have the obvious thing go wrong, but do something new:

Add a complication

  

Capture someone

  

Provide a clue

Reintroduce an old foe with a new face

  

Reveal future trouble

  

Reveal some lore

Take something away

  

Tempt them

  

Withhold, ruin, or replace something they have

4.4 Actions

When leads take actions, it is more interesting to give the player hard choices for how to put their consequences into the fiction. Here are some templates for different kinds of actions:

Action

  

Fail

  

Partial

  

Success

Buy Stuff

  

You don't get what you want or can't afford it after you take it and there's retribution.

  

Choose 2 from the list of options: (1) You lose a resource related tag or gain a poverty related tag. (2) There is a problem with what you got. (3) You drew unwanted attention.

  

Choose 1 from the list of options: (1) You lose a resource related tag or gain a poverty related tag. (2) There is a problem with what you got. (3) You drew unwanted attention.

Defy Danger

  

Fail and face adversity.

  

You're standing, but in trouble.

  

You're safe.

Help

  

You hinder them.

  

Choose 1 from the list of options: (1) There are unwanted consequences of the help. (2) You expose yourself to danger.

  

You help them.

Kick Butt

  

Fail and be put into danger.

  

Choose 1 from the list of options: (1) Put them in danger. (2) Deal damage (3) Gain the upper hand.

  

Choose 2 from the list of options: (1) Put them in danger. (2) Deal damage (3) Gain the upper hand.

Resist Temptation

  

Indulge

  

Contain yourself, but everyone see's what's going on.

  

You manage to resist and keep it quiet.

Ritual

  

Choose 2 from the list of options: (1) You face adversity. (2) There’s a dangerous side-effect (3) It does something humiliating. (4) You get a negative tag.

  

Choose 1 result from each list.

  

Choose 2 from the list of options: (1) You manage to do it without getting hurt. (2) The effect is as expected. (3) A valuable resource is not consumed.

Run Away

  

Choose 2 from the list of options: (1) Leave something behind. (2) Get caught. (3) Your escape was noticed. (4) Your escape is temporary.

  

Choose 1 from the list of options: (1) Leave something behind. (2) Get caught. (3) Your escape was noticed. (4) Your escape is temporary.

  

Get away

Spout Lore

  

Choose 1 from the list of options: (1) Your understanding is subtly wrong in a dangerous way. (2) Your understanding is obviously wrong in an embarrassing way.

  

Some details elude you.

  

You know what's going on.

Steal

  

You are caught.

  

Choose 1 from the list of options: (1) You take what you wanted. (2) They didn’t see you do it. (3) You keep them from coming back for it. (4) You seriously deter them.

  

Choose 2 from the list of options: (1) You take what you wanted. (2) They didn’t see you do it. (3) You keep them from coming back for it. (4) You seriously deter them.

Trick

  

They realize what you're doing and are hostile.

  

Choose 1 from the list of options: (1) They don’t do quite what you wanted. (2) After they do it, they know they’ve been tricked.

  

They are suckered.

5 Gamemaster Advice

5.1 Campaigns

Before you start playing, set up the broad outlines of the campaign and the story beats that you will hit. Follow a Three-act structure and model it after a classic narrative structure like the Hero’s journey / Monomyth. Punctuate the acts with the reception of an important new tag for each character that drastically changes their capabilities. Put a few McGuffins on their path that will determine the difficulty of the ordeal, if they fall into the Big Bad’s hands.

Here’s an example structure to apply based on Christopher Vogler’s interpretation of the Hero’s journey / Monomyth:

Act

  

Stage

  

Description

  

Mechanics

  

Sessions

Departure

  

The Ordinary World

  

The hero is seen in their everyday life.

  

  

0.25

  

The Call to Adventure

  

The initiating incident of the story.

  

Preview the final threat in some way. Take something important away.

  

0.25

  

Refusal of the Call

  

The hero experiences some hesitation to answer the call.

  

Perhaps have something innocuous be a McGuffin for later.

  

0.25

  

Meeting with the Mentor and Receiving Supernatural Aid

  

The hero gains the supplies, knowledge, and confidence needed to commence the adventure.

  

Give a significant tag from The Mentor who may reappear.

  

0.25

  

Crossing the First Threshold to the Special World into the Belly of the Whale

  

The hero commits wholeheartedly to the adventure.

  

Face the Threshold Guardian and receive a minor tag.

  

1.00

Initiation

  

The Road of Trials: Tests, Allies and Enemies

  

The hero explores the special world, faces trial, and makes friends and enemies.

  

This stage could last a long time. Provide a few minor tags as rewards and maybe a McGuffin.

  

3.00

  

Meeting with the Goddess and Approach to the Innermost Cave

  

The hero nears the center of the story and the special world

  

Require a McGuffin to find the center and proceed.

  

1.50

  

The Atonement and Ordeal

  

The hero faces the greatest challenge yet and experiences death and rebirth.

  

All of the McGuffins come into play.

  

1.50

  

The Ultimate Boon and Reward

  

The hero experiences the consequences of surviving death.

  

Receive a major tag.

  

0.50

Return

  

The Road Back

  

The hero returns to the ordinary world or continues to an ultimate destination.

  

Mirror the Road of Trials, but with greater strength. Provide a few minor tags as rewards.

  

1.50

  

The Resurrection

  

The hero experiences a final moment of death and rebirth so they are pure when they reenter the ordinary world.

  

  

0.50

  

Return with the Elixir

  

The hero returns with something to improve the ordinary world

  

  

0.50

5.2 Stories

Within each session of play or story, create a Three-act structure within the episode. Within an episode, give out temporary resources or clues that will be used within the story, but are not relevant for the campaign. Finish the story with a tag as a reward or punishment and potentially a McGuffin being handed out.

Act

  

Stage

  

Description

  

Mechanics

Setup

  

Exposition

  

Connect this story to the last story and place it in the campaign.

  

  

Dynamic Incident

  

Something happens to shock the leads out of safety.

  

The threat will be faced with but cannot be defeated. Success will give a clue, but not defeat.

  

Turning Point

  

The leads realize why the threat could not be defeated.

  

This is another opportunity to find a clue without the threat involved.

Confrontation

  

Rising Action

  

The situation worsens as attempts to solve the threat fail or another twist is revealed.

  

There is a realization that another clue is necessary.

  

Development

  

The leads develop in some way that prepares them for the climax.

  

The keystone clue is received, or not.

Resolution

  

Climax

  

The threat is finally faced and defeated.

  

The clues are finally consumed and disposed of.

  

Falling Action

  

The consequences of success are understood and dealt with.

  

The tag for the reward or punishment is given and the episode is reconnected with the campaign.

6 Resources

Here are some downloadable files for helping organize your campaign.

7 Acknowledgments

The ideas in this document are inspired by many other great RPGs: