ALONe v4 March 2020
ALONe v4 March 2020
ALONe v4 March 2020
Special Thanks
The GameMaster’s Apprentice, without which ALONe would not work, was backed on Kickstarter by
more than 360 supporters. Without their help, The GameMaster’s Apprentice would never have been
more than a pet project in my own home games. Thanks so much!
The GameMaster’s Apprentice deck and documentation, and A Lonesome October Night, copyright 2014 & 2015,
owned by Larcenous Designs, LLC. Larcenous Designs, LLC, and associated marks are owned by Nathan
Rockwood. Graphic design and iconography by Max Johnson.
3 The Engine
Basic Principles of ALONe
Using the Engine
Answering Yes/No Questions - The Short Version
Answering Yes/No Questions - The Long Version
Bad Things that Happen and Consequences for Failure
Running Combat Encounters
Running Social Encounters
to move the story forward. ALONe does not require a Game Master or other players because
the GMA deck acts as a narrative engine in their place.
If you want to use ALONe as a replacement for the GM, but don’t feel like you need a
whole new role playing game (for example, if you are using a traditional system but playing it
solo, or if you are playing an entirely narrative, free-form game), then all you need is the
engine, and you can ignore the ALONe “game” sections of this document. After reading this
introductory chapter, you can skip to [[Chapter 3: The Engine]], read it, and then merely
reference the rest of ALONe as you see fit.
Vignettes are brief scenes that are narrated without mandatory random draws or the
chance of failure. A Vignette serves as a narrative shift or flashback that allows a change in the
story, including the justification of changing Descriptors mid-Beat; think of the flashback
revelation scenes in the TV show Leverage, or the Ocean’s 11 franchise of films. A Vignette
grants you many opportunities, but costs you a Revision Point to activate.
Downtime may occur between the Beats of the story, be it five minutes or five months.
During downtime, “business as usual” continues, and you don’t bother describing what
happens save in broad strokes, glossing over any content that does not include chance or
challenge or other interest to you. If the action gets more intense than “your broken leg heals”
or “your coupon expired,” you either need to move into the next Beat, or to engage in a
Vignette, as explained below.
Optionally, charts and tables (usually designed to include 10 rows, as will be explained
later on) can be used to manage the flow of your story, keeping track of NPCs, locations,
narrative threads, or anything with an arc or a set of possibilities you wish to draw from over
time. However, if you prefer to avoid such things, you can simply skip them, or you can write
your story down in the form of a narrative as you go, and just reference the earlier scenes
when you need to remember characters or details.
Similarly, Frameworks can be used to quickly create a living world with several
problems, both big and small, that will drive narrative change over time and encourage you to
interact with more than just one plot or quest-line. Alternatively, you could play a completely
free form game, or you could follow a pre-written adventure; the choice is yours.
The heart of the ALONe’s engine is the asking of questions, ranging from the
universally applicable (What happens next?) to the extremely specific (Is the rabid owlbear still
chasing me?) . Chapter 3: The Engine and the GMA deck instructions include suggestions for
answering almost any kind of question, so look there for more guidance, but the basic idea is:
Ask a question, draw a card, and use at least one of the many fields on the card to come up
with an answer. Any inspiration it provides is valid!
However, when engaging the mechanics of ALONe (rather than just seeking
inspiration), most of the questions you ask will be Yes/No questions. These questions should
be phrased reasonably, so that any answer you get would move the game forward in some
way.
To answer those Yes/No questions, you’ll look to the Likely Odds boxes (#2, in the
upper portion of the card). By themselves, they produce four possible answers that cover both
normal and ‘emphatic’ results: YES!/Yes/No/NO! Each category of Odds (Bad, Even and
Good) has a different distribution of those responses: 25%, 50%, and 75% chance of a
‘yes’-answer, respectively. While you can get more complicated about qualified answers, the
game will probably be most interesting if you assume any answer of Yes/No actually means
“Yes, but…” or “No, but…”, since YES!/NO! can already be interpreted to mean “Yes, and…”
or “No, and…”.
Additionally, to keep things from getting boring, when you draw for a Yes/No answer
you will often have a chance of triggering a Random Event, as described below.
The Difficulty Generator (#1, in the top left-hand corner of the card) shows a number
from 1-10, but the numbers are distributed on a bell curve. Because most Difficulty Generator
(DiffGen) results will be either 5 or 6, you can use this to suggest the relative difficulty of a
task, an NPC‘s attitude, an enemy ’s power level, or anything else that is likely to fall along a
spectrum with a weight towards the middle.
Tension, which ranges from 1-10, is part of game and Beat setup, and represents how
likely it is that something unexpected will happen. The higher the Tension, the higher the
chance that things take an interesting turn… so whenever you answer a Yes/No question, look
at the DiffGen result, too. If the number there (representing the Stability of this moment) is
less than the current Tension level, you get a Random Event!
If a Random Event is triggered (most often because the Stability of an answer was less
than the current Tension), you usually use the Random Event Generator (#6, a band across
the card, just below the Likely Odds, DiffGen, and Elemental Symbol fields), which consists of
three words. These are always, in order, a Verb, an Adjective, and a Noun. When a Random
Event is called for, draw two cards, and use the Verb from one and the Noun from the other; if
you need further inspiration, you can draw a third card and use the Adjective from it, but I
suggest just starting with a Verb/Noun combo.
Once you have your keywords, explain them into the story. For example,
“Destroy/Wealth” could mean that you discover you have had your identity stolen and your
accounts drained, or that you accidentally break a priceless artifact you were transporting or
trying to steal, for example; it all depends on context. See the GMA instructions for more
examples and suggestions!
Tag Symbols (#8 on the cards, the three circles in a band across the approximate
middle, not including the scatter die on the far right) are one of the other tools the cards offer
that provide a great deal of flexibility. There are ten possible symbols, and a unique
combination of them on each card, with all possible combinations represented. When you draw
for them, you draw only one card and use all three symbols on it, together.
The Tag Symbols can be used to make thematic suggestions, once you get used to
them--drawing a Skull, a Crown, and a Sword could suggest to me a wealthy, dying individual
who wants to take up one last fight, or that the hoard of loot contains a magic sword, an
enchanted piece of jewelry, and a poison-tipped trap for the unwary thief--but the Tag Symbols
are often used in conjunction with a table created for the situation. There are many examples
in the Appendices at the end of this book, so take a look there for some ideas.
This chapter covers these steps in detail, and then at the end offers some optional
suggestions for how to handle groups of PCs, more nuanced Descriptors, or an
“HP/Sanity/Health/etc” mechanic.
Once you’ve built a character using your rule set of choice, then follow the instructions
here and give them Descriptors and Revisions like normal. Perhaps the other system’s rules
cover basic skills, powers, and so forth, but you can then use the ALONe Descriptors to back
those qualities up with narrative punch. Descriptors can translate things like “Level 1 Thief” to
ROGUE’S GUILD INITIATE, or a high Stealth skill into MOVES LIKE A SHADOW. Or you
could use Descriptors to add qualities your other rule set doesn’t cover because they are too
nuanced, or outside the scope of the game, like being THE DAUGHTER OF THE GOD OF
THE SEA or a FORMER MEMBER OF THE TOWN GUARD.
Depending on the game you integrate into ALONe, it may have its own version of
Revision Points: some currency or resource that allow rerolls, extra actions, narrative control,
or similar things. Before you start play, decide: Do you keep Revision Points and these other
points completely separate? Replace one with the other? Allow crossover but track them
individually? None of these options are necessarily any better or worse than the others, so do
whatever makes the most sense for your situation.
For more on how these systems will interact, see the sidebar on [[Page XX, title/etc, in
chapter 4]].
Here are some examples; note that one of them involves having two PCs instead of just
one, which is fine! For more on playing a party or having NPC companions, and how that can
alter your setup, see [[the optional content on page XX]]:
character built with its mechanics). Depending on what you choose, make sure you give or buy
your character the gear they should start with.
You can also create and track other kinds of resources: morality, alignment, spiritual
essence, mana, or anything else that fits your game. Even your allies, personal status in a
group, and the security of your home might be considered resources!
For any resources you include, you’ll have to decide if they will be tracked numerically,
on a scale (“1000gp income”), or if they’ll be rated more descriptively (“Unlimited Wealth”).
These can have any narrative and mechanical effects that you deem sensible, but that’s why
you should consider what they are before you actually begin play.
For example, from the concepts listed above, here are some things each of them might
need:
● Vashon’s player, focusing on the fantasy setting, decides he’ll need to track his
status amongst nobles, mana, and important items like magical gear and
equipment. Because Vashon is a noble, the player decides that tracking
mundane equipment or small change would be a waste of time (Alternatively,
Vashon’s player could decide to build him a character sheet in their favorite
fantasy RPG, and then use its rules for magic and wealth, creating only a ‘Noble
Status’ resource in ALONe, to track Vashon’s social clout).
● Kaia and Laquinta’s player decides that the characters will need credit, criminal
records, and reputation (probably different reps with different groups) tracked, in
order to make it feel like a balancing act between preying on corporate greed and
getting squished by the implacable law.
● Sam’s player decides that gasoline, bullets, food, and water will be the
cornerstones of survival in the wasteland. If those run out, the quest for justice
will be over!
Unusual Resources
Just to jumpstart your imagination, here are some example resources you might want to
consider. Making game-specific resources can do much more to establish tone and the stakes
of Beats than you might think!
Lair: Superheroes, mad scientists, thieves, dragons, vampires… all sorts of interesting
people have Lairs! And you are an interesting person, so you, too, want a Lair! Lairs have a
rating from 0-10, and also have a set of Descriptors of their own. Normally, they start at rating
0, and are SECRET and STOCKED WITH GEAR, but are HIDDEN IN AN INCONVENIENT
PLACE and ONLY BIG ENOUGH FOR ONE PERSON to actually live there. For every
increase in rating, gain one positive (or lose one negative) Descriptor. What this costs or how it
might happen should be considered before play begins.
Terror: Terror is for horror games where you want to emulate the fact that your
character is more scared than you are. Terror starts at 1 (usually), and whenever something
happens that might make your character react badly and do something stupid, lose sanity, or
otherwise be terrified, you draw a Difficulty Generator result and compare to the current Terror.
If the DiffGen result is higher, you remain in control, but can feel the panic building and
increase your Terror by 1. If the DiffGen result is equal or lower, on the other hand, you panic!
Either just decide on something terrible you do (it could be merely a bad choice or panicked
reflex, or it could even be giving in to darker urges), or draw for a Random Event and interpret
it as something unfortunate you do in response to the terror. Because you let out the panic,
then reduce Terror by 1. Terror only resets to its lowest point if you achieve a major victory
over fear or take a significant, relaxing break (possibly in an asylum) from dealing with it.
Master’s Teachings: You are the apprentice, and start with 1-2 points in this resource
to represent what you have been taught so far. As you learn more, the resource increases.
You can spend the points here like a pool of Revision Points usable only for redraws on
relevant questions and activating Vignettes about your training. This expenditure does not
decrease your maximum, but the pool only refreshes when you either train with your master for
a significant time, or when you have a particularly successful meditation, etc.
BRILLIANT NET SKIMMER than the worlds have ever seen, and Laquita has
tracked down all the cybernetic augments she needs to be her sister’s
STREETBLADE BODYGUARD as they make a name for themselves in the
shady underbelly of The City.
● Sam had been a PRIVATE INVESTIGATOR when the world ended two years
ago. They’ve since found themselves thrust into the role of SHERIFF FOR A
SMALL COMMUNITY OF SURVIVORS, with all the duties and very few of the
benefits that such a position normally grants. Without much more backup than
LOYAL SIDEKICK/ARTIFICIALLY INTELLIGENT CAR Vlad the Imapala, it’s up
to Sam to bring justice to the wasteland.
Simple or complex?
Descriptors can be dirt-simple or rather complex, and neither version is better than the
other. Being a FAMOUS MOVIE STAR is both positive and negative in many ways,
representing the advantages and drawbacks it brings. But that might seem unfair, as in most
situations it might be the same as being FAMOUS, WEALTHY, and LIVING A CHILDHOOD
DREAM, while still being BOMBARDED BY PAPARAZZI. That would make it potentially the
same as four other Descriptors, or more!
But remember that ALONe is a solo (or friendly-group, collaborative-storytelling) game
for a reason, and how complex you make your Descriptors is entirely up to you. Combining
many powers makes a great deal of sense for games involving superheroes, godlike beings, or
other characters that are far-and-away different from the average person. In other situations,
highly specific descriptors may fit better. A noir detective game, a low-level fantasy story, or a
horror game featuring a hapless group of college students partying on an island, for example,
might benefit from Descriptors that are limited in scope, highlighting their lack of power and
room for growth.
If you find yourself wanting a crunchier system for complex Descriptors, see the optional
section at the end of this chapter, Nuanced Descriptors.
rivalries as they go, since while you know all of their motivations, they don’t necessarily know
each other so well.
Planning these things ahead of time becomes important so you can decide how to
spend your starting Revision Points. In most cases, just because you are controlling multiple
characters, that does not necessarily mean you need more RP--just that your party has to work
together.
If you want to play with a single PC who gathers friends and allies, these individuals
should probably be played as NPCs, though you might want to sometimes gain a Descriptor to
represent their loyalty and assistance (or even your drive to save them from peril because of
your obligations to them).
If you decide to play with a party of cooperating PCs, you can easily give them each
their complete backstories with as much detail as you wish, as long as you only give them
Descriptors you can afford.
However, if you feel that the PCs are too narratively weak this way, and especially if you
intend to inflict intra-party drama on them, it may be worth giving them each one bonus
Descriptor, the same way you would if they were random NPCs (since all mechanical game
elements are represented by Descriptors).
If you want to make NPCs a little more complicated--this is especially appropriate for
recurring characters like major antagonists or NPC companions, dependents, love interests, or
allies--create evolving Tag Symbol and Difficulty Generator ‘Personality’ tables for them as you
go. These can be used to randomize encounter-by-encounter actions for an NPC.
For example, a Personality table can be used to select combat maneuvers or use of
abilities, by putting their more common or repeatable abilities in the middle, and extreme-case
or rarely usable powers in the 1-2 or 9-10 slots. These can also be used to determine their
current moods in a similar fashion (so, for most classic anti-heroes, 2-9 could just say
“Brooding,” while 1 says “Sad” and 10 says “Disillusioned”). Drawing on the Tag Symbols
could be useful to combine elements together, so that three symbols can be interpreted to give
a free-form idea of what their action is (Moon suggesting they use their stealth skills, a Sword
meaning melee, and the Crown meaning fancy or flashy, for instance, could mean that they
cloak, teleport behind their opponent, and perform a complicated acrobatic strike just as they
appear).
As more facts come to light about the NPC, or their goals and powers evolve, just
update or add to the tables.
Multi-level Descriptors are simplest and easiest if they ‘level up’ by making you into a
better and better version of the same thing--turning SWORDSMAN into SWORDSMAN and
finally SWORDSMAN, for example, if you want to represent it with written formatting (or
SWORDSMAN (1), SWORDSMAN (2), and SWORDSMAN (3) if not). However, sometimes
they get more complicated, perhaps granting a broader range of powers rather than simply
stronger ones--or even incorporating a significant number of drawbacks that counteract their
advantages.
I find it helpful to have a set method for determining the cost of Descriptors that have
nuance or complication, since to me it feels more fair if I follow the same procedure every time.
Otherwise I have trouble deciding how to balance and price them, since comparing abstract
concepts with one another often gets tricky.
To solve this problem, ask the following questions when building a Descriptor, keeping
track of how many times you answer Yes:
Questions that Make Descriptors More Expensive:
○ Does this Descriptor add enhanced or new abilities that make some things easier
for you, or even allow you to do formerly impossible things?
○ Is this Descriptor going to be useful in a majority of situations, or otherwise be
helpful to you very often?
○ Is this Descriptor highly powerful or extremely rare in your world?
Questions that Make Descriptors Less Expensive:
○ Does this Descriptor detract from or remove abilities, making some things harder
or impossible?
○ Is this Descriptor going to interfere with a large number of situations, or otherwise
detriment you frequently?
○ Is this Descriptor unusually problematic or difficult to deal with in your world,
compared to the issues of most people?
For each “Yes” answer, add one level to (for the first three questions) or subtract one
level from (for the last three) your Descriptor. The Descriptor will cost two Revisions per level
(or one per, if it is only temporary), and for each level will count as one point in your favor when
adding up the player total on draws it influences.
If you don’t have enough Revisions, consider changing the Descriptor to include
drawbacks that reduce its price, or perhaps only add part of the Descriptor for now, enhancing
it further as you play!
Start with three counters, or three empty checkboxes; these represent how far from
Doom you are. Every time you gain a negative health, sanity, or other survival-related
consequence resulting in a Descriptor (even a temporary one), you lose a counter or check off
a box. You get the counter back or clear the box when you have successfully dealt with that
negative Descriptor, either by removing it or changing it to a less serious problem (perhaps by
turning a BROKEN ARM into LEFT ARM IN A CAST, for example; still bad, but not as bad).
If at any time you have 0 counters or clear boxes left, the Doom of Damocles befalls
you, or at least attempts to: You suffer a major, story-finale-inducing consequence, which is
more likely to be a terrible situation than a Descriptor. Like the Damocles of legend, who
suffered under the threat of a sword falling on him as long as he held the throne, the death or
other story-ending scene that plays out may not be directly related to the series of
consequences that led to you losing your counters, but it should be related to the story or your
character in a narratively satisfying way.
However, if you have any Revisions left, you can instantly spend one or more to either
buy off or change a negative Descriptor, freeing up a counter or check box. In these cases,
you are still menaced by the Doom! Explain (in either a Vignette, or through play in a Beat)
how you survived or avoided your fate (barely), and continue play, until the next time you drop
to 0 counters and are, again, faced with your Doom.
When playing with the Doom of Damocles rules, carefully consider what kinds of
negative results would trigger it in your game, and what the final Doom might be. Traditional
high-fantasy RPGs tend towards combat and physical death, but a crime drama or a heist
game might lend themselves to characters being arrested and imprisoned if they suffer a
Doom, and horror games sometimes end with madness, corruption, or loss of identity, which
can be brought about by many different kinds of shocks, surprises, or supernatural forces.
Also, if you want to increase your available Doom counters or checkboxes, I generally
recommend that you gain one checkbox per two Descriptors that somehow relate to being
tough, strong-willed, or a survivor, and to max it out at five checkboxes, unless you are playing
an especially grim-dark game.
Campaign Title: Qualified Answers?
Revision Rules: Revisions:
Tension Rules: Tension:
Genre Mods:
Concept:
(Write “This is a tale
about…” and
describe your
character and
situation!)
More Lasting
Descriptors
NPC/Resource…………….…………….....Details/Status NPC/Resource…………….…………….....Details/Status
3 The Engine
Basic Principles of ALONe
Whether you’re using the GameMaster’s Apprentice as an engine by itself, or as part of
ALONe’s structure, gameplay is governed by three basic principles.
when you draw a card to answer a question, you are meant to interpret the results, rather than
taking them completely at face value.
This also means that, sometimes, you might benefit from drawing a Random Event, a
Sensory Snippet, some Belongings, a Location, a Catalyst, or a Virtue and a Vice--or anything
else on the cards!--merely as inspiration for what should happen next, or for details in a scene
you’ve already begun.
So go ahead; draw from the Random Event generator just to shake things up, use the
Scatter Die to tell you which way the tracks lead, or even look at the Tag Symbols to decide
what the NPC’s hobbies are. See the GMA Instructions for many, many other ideas, and the
GMA Adventure Guides for genre-specific adventure generation advice… and just feel free to
draw a card at any time, look at any parts of it that feel interesting or useful, and then let your
imagination take over!
of risk. And when you use this engine to run your game, the risk comes from the results of
random card draws, making the occasionally redraw of something bad very appealing.
If you’re playing ALONe, you have a resource called Revision Points you can use
to activate limited redraws of cards and edits of the story. These let you control the way things
go in important ways without simply turning off the game and calling this a writing exercise.
Hopefully, that will be enough to keep the game interesting without making it too easy.
If you are using the GMA engine without the rest of ALONe, I suggest you come up with
a resource pool for similar minor edits. Some games may already include points or tokens or
other resources that let you reroll dice or take narrative control for a moment, and you could
simply decide to let these also allow redraws of cards. If not, I suggest you give yourself one
free redraw per session, and one additional redraw if you narrate in some penalty or negative
consequence that feels fair.
In the end, you are the one responsible for your own fun, so don’t play in a way that
ruins it!
Stability draws that are exactly equal to the Tension cause positive-leaning Random Events,
just to mix things up a bit more. If so, I suggest assuming that Random Events caused by a
lower Stability are all at least a bit detrimental.
Rising Tension
The Tension you set at the beginning of the game will rise (and fall) as you play,
according to the demands of the story. Here are three methods you can choose from (and
bounce between whenever you feel it helps the narrative).
1. Selected Per Scene. At the beginning of each scene (called a Beat, if you’re
using ALONe for more than the engine; for mechanical purposes here, the terms
‘Beat’ and ‘scene’ are interchangeable), select a number based on how likely
things are to go crazy in the upcoming play. A day of rest in a guarded temple
might be a 1 or a 2, while if anyone said "I have a bad feeling about this..." at the
end of the previous scene, the Tension gets ramped up to a 7 or an 8
automatically.
2. Scene-by-Scene Build. Starting with a 1 or 2 for the first Beat of a session, the
Tension increases at each scene break until you have more than one random
event in a given Beat. At that point, it decreases back down to its starting value.
This method makes it easy to start out 'safely' and keeps the rising level of chaos
in check (though you can reset the Tension less often to keep things at a frenetic
pace).
3. Draw-by-Draw Build. This is, in many ways, my favorite version. At the start of
the session, the Tension is 1. After each yes/no question you ask that fails to
trigger a random event, the Tension increases by 1; when a random event is
triggered (at most every 11 draws, almost certainly), the Tension drops back to 1.
This method may be the hardest to track mentally (if convenient, perhaps use a
d10 or paper and pencil to track the current Tension), but for me is the most
satisfying--it results in a fairly high number of random events, but if you give
yourself the freedom to let some of them be helpful or merely cosmetic (adding
flavor to the game, but not acting as disasters), then the high volume of them
keeps things interesting without destroying the plot.
terrible; emphatic YES!/NO! results have some extra oomph, being more or less the same as
“Yes, and.../No, and…”, which makes them more extreme.
the results into your story, and move on! There is often little point to complicating questions like
“What is the weather like today?” or “How did the ball game go last night?”
On the other hand, if the answer is less clear, or is fraught with peril, you’ll need to draw
a card… so then you move on to Step One.
asking to make things a little more interesting? Then make sure that you select odds that favor
the obvious answer. If there isn’t one, then use Even Odds, and keep the game moving!
Note that, if you are using another RPG system to handle game mechanics like skills or
abilities, then you will almost exclusively be using the GMA engine to answer narrative
questions. However, even if that is usually the case, you may sometimes find that your PC
wants to do something their character sheet doesn’t cover. If so, either just set the Odds
narratively to keep the game moving, or come back here and follow the instructions below, for
setting the Odds mechanically.
Mechanical: Finding the odds for mechanical questions, which generally mean the PC
is trying to do something and the question is about their skill, ability, or knowledge, is a little
more involved. First, you find the player total by adding up your helpful Descriptors (or any
beneficial character abilities, traits, knowledges, etc, if you aren’t using the full rules of
ALONe), plus up to two points if circumstances favor you.
Next, the difficulty total is created by adding up detrimental or opposing Descriptors,
remembering all NPCs or important game elements have at least one Descriptor to make up
their mechanical impact (or, again, any detrimental factors or opposing forces, if not using
Descriptors), plus up to two points if circumstances are against you. If you absolutely require a
randomized or baseline Difficulty, then draw a DiffGen result from the GMA deck and use that,
but I don’t suggest it with the full rules of ALONe.
Then, you compare the player and difficulty totals: If they are the same or within one
point of each other, you use Even Odds; if they differ by two or more, then you use the odds
that favor the side with the higher total.
When adding bonuses or penalties from circumstances, I suggest considering all
available circumstances at once and then simply adding a bonus to the side that gets the most
out of the situation. For example, if two people are fighting in the dark, during the rain, and
right after a flashbang grenade has gone off, add up everything together. The flashbang
grenade may have disoriented them both equally, so ignore it, and the rain is also causing
problems for both of them. But if one of them can see in the dark, they can ignore that
problem! The one with dark vision gets +1 (or their enemy gets -1).
be bad, it should never immediately make the game so un-fun that you want to quit; and while
a victory of any kind should be helpful, it probably won’t be any fun if you end the game by
achieving complete success too easily.
Of course, the exact nature of Narrative Causality in your game will be drastically
altered by the genre you play. If you are playing a typical fantasy game, you should probably
threaten your character’s life with mortal peril--but only rarely will they actually be close to
death. On the other hand, if you are playing a horror game, you probably went into it looking
for more danger (both mental and physical), and so asking questions that might lead to death
is much more common. And in neither case would it make sense or be much fun to start the
game off by asking, “Can I defeat the bad guy?”
But whatever the genre, while Narrative Causality might make things hard for your
character sometimes, it will generally fight against completely destroying them and ruining the
story—at least, before it has achieved an appropriate finale!
Creating a Consequence
Even if you know what kinds of bad things are likely to happen, you still might want to
randomize the severity of the problem. Draw for a Difficulty Generator result, with higher
numbers representing a more severe consequence. A two might indicate a brief, purely
narrative issue, like being knocked prone or dropping a weapon; a five could result in a more
serious issue or a temporary Descriptor, like being stunned for a few moments or gaining a
SPRAINED WRIST; a ten could leave you permanently BLIND IN ONE EYE or SEEING
THINGS THAT AREN’T THERE.
In a situation where there are no clear results for failure, use the Tag Symbol table
below for some details. You can draw a card and consult this table either as a scene begins, to
inspire you to include elements or foreshadowing of the appropriate dangers, or when
something bad is happening but you don’t yet have a plan for the actual results. Consider the
symbols you draw in the context you currently have, and see what they suggest! You can also
draw a DiffGen result to suggest severity, if that helps.
If you prefer to add a more quantifiable level of danger, similar to ‘HP’ in a traditional
RPG, on top of these narrative consequences, check out the [[The Doom of Damocles on page
XX].
Sun Loss of opportunity (fired, job offered to someone else, bounty caught by
another)
Target Loss of motivation (home destroyed while away fighting for it, the goal
becomes worthless)
Crown Loss of authority (status lost, rank stripped, humiliated in front of troops)
Some fights will be over before they begin, if one side is clearly going to win for
narrative reasons; this saves a lot of unnecessary dice rolling, and allows you to focus on the
consequences of the conflict. Instead of asking who wins or loses, ask about the results or the
things that worry you about the dangers involved.
Closely-matched conflicts might boil down to the minutiae other games use dice to
solve: Does my punch land? Does my arrow find its mark? If that sounds boring, then I would
suggest instead that you break the fight into stages, ask what happens during each stage or
how well each tactic you try works out, and then narrate in the results before moving on to the
next stage. This allows consequences like injuries to influence the outcome.
Larger combats might be best played out in terms of individual engagements, asking the
deck for answers to questions about defeating one foe or group at a time. Other moments of
action might be broken down into second-by-second play as you attempt to dodge through
traffic to save a child, or could be abstracted to how clever your tactics are in the giant battle
between massive opposing armies.
Whatever is going on in your game, remember that the story drives it; combat, intrigue,
romance, stealth… it’s all the same in ALONe. Ask a question, draw a card, and interpret the
results.
So what does that look like in practice? Here are some guidelines I follow.
Tactical Battles
If you are using ALONe to run a game that already has more detailed combat rules,
you’ll be using the narrative engine from the GMA decks to decide what decisions NPCs make,
whether any surprises interfere (traps, circumstances, new people showing up, or other
Random Events), and to keep the fight dynamic.
Generally, it should be pretty clear what actions an enemy will take in battle; they will
use their strongest abilities in the most advantageous ways possible. As a result, unless there
is a reason they might not, don’t bother asking things like “Does the Minotaur attack?”
Instead, use the cards to provide a little personality, if you want, and to decide things
like who the enemy targets (if there isn’t a reason they go for the logical target, or if that isn’t
clear), whether they come up with any unusual tactics or surprise attacks, and how they
respond to changing circumstances (like offers of surrender, breaking morale, the death of
their leader, and so on).
and use them to decide what questions make sense: “Does knocking the shelf over trap them
underneath it?” or “I fight defensively and look for an opening; do I find one before they wear
me down?”
If you get a “No” response, that doesn’t necessarily mean you lose the fight; just narrate
in the changing circumstances. In general, I try to speed things up by assuming that someone
(PC or NPC) gets a negative consequence after almost every question is asked or action is
taken. Then, with those consequences piling up, it becomes clear pretty quickly who is winning
the fight.
Of course, the respective power levels of the combatants will determine what sorts of
questions are reasonable to ask. If you’re facing off against a demigod, you should probably
not be asking if you killed it. A high-power character exterminating giant rats, on the other
hand, might just ask how long it takes, or if they caught any nasty diseases while doing it!
Large-Scale Battles
Whether you are playing as a single PC or narrating the actions of a party or army
against a large opposing force, I recommend abstracting out another level or two when dealing
with big groups. Ask questions about the overall tides of battle (“Are our forces more powerful
than theirs? Did our flanking strike disrupt their battle lines?”), and use those general results to
pick out one or two small scenes to focus in on.
For example, in a sci-fi game about military conflict, your battle cruiser and your fighter
squadrons are squaring off against an implacable foe and their more numerous, but less
powerful, robotic craft. While the big capital ships turn to bring their main guns around, you
might focus on the CIC where one PC (or NPC ally) has to calculate a firing solution fast
enough to hit the enemy. Then, out in the cloud of rapidly moving fighters, one of the NPC
pilots panics and is about to break formation; can your PC radio them and bring them back in
line by calming them down? Could the techs in your own ECM room hack them to stop a
disaster? Or will you have to shoot them down to prevent a mass desertion and chaos in the
attack wing?
Depending on the results of those small scenes, change the outcome of the battle.
Perhaps if you ‘win’ two out of three scenes, you win the overall engagement; or perhaps every
scene you ‘win’ gives you a bonus when calculating the Odds for the question, “Do we win the
battle?”
anything involving NPCs very quickly: “I explain my quest and ask if they can direct me to the
Mountain of Doom. They can? Great! I leave.”
Sometimes, rather than zeroing in on the critical plot information, it can be fun to
engage in conversation and see what you can learn beyond the basics. Whether you are
spending time getting to know random locals in a cantina, listening in to a galactic senator’s
holo-calls, or being accosted by strangers who might have questions to ask you, this section
should help you come up with something the NPCs might say.
Note: Step Zero in all cases is to determine what you already know about this NPC, and
then skip the steps to randomize that information as they come up. This guide was written to
assume you have no plans at all and are using a brand-new unformed NPC, so you can go
from scratch.
Next, if you approached the NPC and are asking questions, refer to the options here. I
begin with some commonly-asked questions, but towards the end provide a few examples of
genre-specific ideas, just to show you how you might want to tweak these or make your own
response templates to handle your game’s needs!
In all cases, the PC(s) may need to roll or draw against the NPC’s conversational ability
or deception skills to determine if they think the character is telling the truth.
1 Moon They made up a ‘local legend’ and now a mob is hunting for it.
0 Wand Bardic knowledge fail; they drank from the wrong magic spring, pissed off a
local deity, etc.
1 Moon There was someone they They missed a key event, or didn’t see
didn’t see clearly. something specific happen.
2 Sun They remember a specific They recall a specific, tiny detail, like a smell or
individual. a sound or a feeling.
3 Sword They remember a weapon, There was blood and gore, possibly theirs.
like a knife or claws.
5 Target They finger someone they They confirm a suspicion or likely event.
dislike as a suspect.
6 Tower They remember someone The location was important to the event.
local.
7 Crown They remember someone Authority was abused or failed to provide help.
with status.
9 Skull They finger a known They were almost killed, or they found a body.
criminal/dangerous person.
Alternatively, if the NPC approached you (or you are listening in to an NPC-to-NPC
conversation), here are some options for generating things the NPC says or asks.
Some examples:
Prison/Intact/Move: The NPC says that the local jail has been broken out of, and asks
the PCs to go help the guards escort the remaining prisoners to a more secure, intact prison.
Student/Famous/Improve: The NPC is clearly proud of their reputation, and offers to
teach the PCs a thing or two--in exchange for payment, of course.
Servant/Deceptive/Trick: The NPC claims to be the servant of a noble lord, and says the
PCs have been summoned to an audience; if they will kindly follow the NPC down this alley
over here, where there surely isn’t a group of thugs waiting in ambush…
Belief/Painful/Refresh: The NPC is discussing how they used to question their deity
after they lost a loved one, but they have had their faith restored.
Network/Orderly/Guide: The NPC is attempting to explain (perhaps to friends or
underlings, if the PCs are listening in) how to properly run a network of informants or
subordinates; perhaps they are criticising someone else’s strategies for the same.
1 Moon To steal from or trick the PCs. Lying, deception, or dancing around the topic.
6 Tower To get the PCs to return Suggesting a place to explore, avoid, or stay.
somewhere or undo
something they did.
7 Crown To elevate their own status. Begging and grovelling, or appealing to their
ego.
Recording of Play
As I play a game of ALONe, I write up what happens in the form of a story. I also record
questions, draws, and results as notes in the text. In case you want to do the same, and
otherwise just to make it easier to read my examples of actual play, here are the basic
guidelines I follow.
Generally, I write a stream of consciousness narration, interrupting action with specific
questions I ask the deck. Then, inside parentheses or square brackets, I note down the result
by using B, E, or G for (respectively) the Bad, Even, or Good Odds, and I write Y!/Y/N/N! for
the results. I record any other pertinent information as well, such as Random Events, numbers
from dice rolls, sensory results, or even character information I generate for new characters. I
then close the parentheses and continue with the story, working in the draw results.
When asking Yes/No questions specifically, I tend to record the odds, the result, the
current Tension versus the Stability from the card, any Random Event keywords if one was
generated, and the new Tension if it changed as a result. That might look like this: (Even
Odds:No, Tension 4 vs Stability 6, Tension=old Tension+1=5), or, to save time, like this: (E:N,
T4vsS6, T=5).
For example, look at this section of play:
“Am I able to spot any likely marks to pickpocket? (E:Y, T4vS3, RE: Ponder Haven,
T=1) Yes, but it looks like the rich man I’ve spotted is considering leaving the marketplace via
one of the carriages, so I’ll have to act very quickly...”
This would indicate that Even Odds resulted in a Yes, the Stability was less than the
current Tension and so a Random Event was triggered, the Random Event draws resulted in
the Ponder Haven Verb/Noun combo, and then the Tension dropped to 1. Combining that
information together then led to the result after the parentheses.
Similarly, “Are there any gamers in the audience? Maybe 1d10 of them? (G:Y!) There
are 15, and even some game designers!” shows an emphatic YES! resulting in a higher
number of gamers being present than the 1d10 roll could have resulted in. Also, the player
apparently decided that the emphasis on YES! doesn’t just add numbers but also makes things
more interesting by adding game designers into the mix.
Of course, recording the mechanical data is not truly necessary to play. Even if you
write down your adventure, you can simply write it as a narrative, or in bullet-note format. I do it
the way I do so I can reference specific responses down the road. If you don’t feel the need to
do the same, then all you need to do is keep track of the information on your Game Sheet!
skill in persuasion or charm to tell you if you succeed or not, but then use ALONe to tell you
exactly what you learn from, gain from, or change about a person with that success (or even,
to begin with, what kind of person they are)! And it continues from there: other system to try
and pick a pocket, ALONe for what was in the pocket; ALONe for the personality and
motivation of an NPC, the other system for their power levels; et cetera.
Revisions in Detail
Revisions represent your current level of power to alter the story. They exist to give you
some narrative control, and their availability is limited in order to push you into avenues of plot
and character development you would not have explored with the at-will story rewrites of pure
fiction.
Revision Uses
Revisions have four primary uses.
Redraw: Spend one Revision to supplement any draw from the GameMaster’s
Apprentice deck with two more cards; pick your favorite from amongst them. In a Random
Event, for example, you would draw the usual two (or three, if including an Adjective) cards,
and then decide if you want to spend a Revision. If you do, you would draw two more cards;
you could then replace any one of the Random Event cards with either one of the new draws,
or stick with your original cards.
Minor Edit: Spend one Revision to remove a Descriptor, or to change it slightly, or to
gain a temporary Descriptor. See Descriptors in Detail for more information!
Major Edit: Spend two Revisions to drastically alter or gain a lasting Descriptor. See
Descriptors in Detail for more information!
Vignette: If you want to change part of the story without playing it out (or after the fact,
through flashbacks that are “more accurate” or show “new perspective”), you can spend a
Revision and activate a Vignette. Check out Vignettes in Detail for more information!
Gaining Revisions
Of course, before you spend them, you need to have them. How often you earn
Revisions beyond your starting allotment of five will make a huge difference to your gameplay.
Below are the two primary options, which can be used together or separately, depending on
the nature of your game!
Per Session: Gain one to three new Revisions automatically at the start of play,
depending on how much time you think the session will last and/or how narratively dense and
dramatic it will be.
Per Chapter: When major plot points happen (completed quests, the end of an act, a
major discovery is made, etc), reward them with one to three Revisions, depending on how
long the ‘chapter’ was, and how dangerous or difficult it was to complete.
In games intended to have significant power creep or to emulate “leveling up” in more
traditional RPGs, combine both methods. If you play for long sessions and have few clear
narrative breaks, perhaps you should only use ‘per session’ rewards. On the other hand, if you
sit down to play for very short sessions with high frequency, you may want to grant Revisions
solely on a ‘per chapter’ basis.
Also, carefully consider how many Revisions to gain at a time. Large rewards can be
fine, but keep in mind your relative power: if everything you do is epic in scope just because
you happen to be playing a minor godling, then perhaps those feats aren’t actually worthy of
three Revisions for you, in this particular game.
Descriptors in Detail
Descriptors for Locations, Objects, and NPCs
All mechanical effects happen through Descriptors, so a basic assumption of ALONe is
that every important NPC, location, or other game element has at least one Descriptor
attached to them. The key is, of course, that concept of importance; you don’t need to create a
Descriptor for every tree, large meal, or side-character you introduce. But if something is
significant enough to influence the outcome of a contest, then it has a Descriptor, whether you
bother to write it down or not!
When creating an NPC, use their basic description to grant them their Descriptor (at
least, their primary Descriptor; they could have more than one, if you decide it’s important or
gameplay introduces more, but the default is one). Bob the DRUNKEN TOWN GUARD is not
that great at guarding things, but is at least unlikely to actually assist a criminally minded PC;
Serena the SCOUNDREL PILOT can both fly, and also pretend that a parsec is a unit of time
to see if the backwater yokels begging for a ride know enough about spacecraft to notice when
she overcharges them. When the player character opposes an NPC, that NPC’s Descriptor(s)
will make it harder or easier to overcome them, the same way that the PC’s Descriptors will
influence the odds.
And the same is true of locations, objects of importance, and so on. When a question is
being answered or a contest is going on, any relevant Descriptors come into play. It won’t be
very safe to hang out in a bar that’s known to be a WRETCHED HIVE OF SCUM AND
VILLAINY, but it will also be easier to find a criminal contact there. A HEALING POTION will
provide different benefits, when drunk, than THE BARON’S BEST WINE would (the former
might be used to restore health or combat illness and poison, while the latter will grant you the
temporary Descriptor THE BARON’S BEST DRUNK).
If this feels excessive, remember that just because everything important in ALONe is
(mechanically speaking) made up of Descriptors, that doesn’t mean you need to write them
down or even consider them most of the time. Effectively, this is just a reminder that when
calculating how likely (or unlikely) something is, factors other than the PC themselves may be
in play.
How does this interact with the limited number of Descriptors you get to create for your
PC(s)? If, in your character concept or moment-by-moment play, you just so happen to
mention important places, people, or things that should have their own Descriptors, you can
assume they do. The only time you have to pay for Descriptors is when they are meant
primarily to provide your PC(s) with bonuses, or when you are blatantly changing something in
order to suit your desires. If you want the PC to have a large group of followers, for example,
you may have to settle for having A GROUP OF FOLLOWERS for one Descriptor, and
DRAYA, MY LIEUTENANT for a second. If they all follow you into battle, they would just count
as two Descriptors, even if that’s a group of 20 people. You could then turn more and more of
them into named, important NPCs as you buy more Descriptors later.
Temporary or Lasting?
So far, most of the Descriptors mentioned in examples are assumed to be permanent
traits for characters or other game elements; these are called lasting Descriptors. However,
Descriptors can also be temporary.
Whether you buy them at the start of the game or during play (when justified by the plot,
random card draws, or Vignettes), lasting Descriptors cost two Revisions. Temporary
descriptors, such as FEELING EMOTIONALLY FRAGILE RIGHT NOW or HIGH ON
CAFFEINE, cost only one Revision. If a temporary Descriptor becomes lasting, just spend one
more Revision.
Judging what justifies a Descriptor, and whether it should be temporary or lasting, is up
to you. Sometimes, being extremely happy is just narrative flavor, but if it becomes a
Descriptor and you add EXCITED TO HAVE SURVIVED THAT CAR CRASH to your character
sheet, that costs a Revision. If the effect will go away naturally at the end of the Beat (or very
soon, in general), then it is temporary; if it will hang around until circumstances change it, it
should be lasting.
Why would anyone buy a temporary Descriptor, when they will inevitably go away?
Well, there are times when you might find it both narratively satisfying and mechanically
convenient, since it is cheaper, after all. However, they mostly exist to account for negative
consequences that fade over time--see [[both Removing Descriptors, below, and Bad Things
that Happen and Consequences for Failure in Chapter 3]].
Gaining Descriptors
Normally, gaining a new Descriptor requires some kind of justification in the story
(though that is highly flexible) and also costs you one or two Revisions (depending on whether
it is temporary or lasting). The amount of in-game justification should depend on the nature of
the Descriptor; if you can easily explain how the change occurs, then simply do so. Otherwise,
it may require some work or even questing on your part first, or at least the creation of a
Vignette (which costs a Revision all by itself, but then allows you completely free reign to
explain what happens).
But what about negative Descriptors, like wounds or complications that make your life
harder? Well, all Descriptors are mechanically the same, in that they can help or hinder you,
but it’s obvious that some Descriptors would be almost universally bad, and not something you
would usually want to spend Revisions on. You are most likely to gain one of these as a
consequence of something bad happening to you, which is often the result of a question, card
draw, or roll that doesn’t go your way.
Removing Descriptors
Temporary Descriptors only last a brief time, either based on a common sense
assessment of their duration, or until the end of the current Beat. When they go away, they are
simply removed and that’s that.
Lasting Descriptors, on the other hand, remain until they are removed by you or by a
random event beyond your control, such as a card draw, a circumstance of the plot, or
something like that which makes the loss of the Descriptor a necessary part of the story. If this
happens, the Descriptor is removed and you’ll have to buy it back for more Revisions when
appropriate (if you want to).
If you want to voluntarily remove a Descriptor (either lasting or temporary), spend one
Revision and explain how the change happens. Keep in mind that (especially if they were
lasting Descriptors) they may require some in-game action or resource on the part of the
character, or a Vignette, to explain away.
Beats in Detail
In ALONe, each major scene is called a Beat--as in, the “beats of a story.” Each Beat
must contribute to the story in some significant way, or it isn’t a Beat, just more Downtime. Just
as in any good tale, a well-written Beat usually puts some kind of stakes at risk and forces you,
the protagonist, to work out what happens to them.
Stakes, in general, are things you could gain, lose, or change as a result of the Beat,
and they are somehow ‘at risk,’ even if that just means they could change in an unpredictable
way. Knowing the stakes of a situation can make gameplay much more exciting, and also
much easier to move forward.
Starting a Beat
As each Beat begins, consider what it is really about: what is at stake here? What is
your goal? With that in mind, all the other questions—like where you go, what you do, who you
meet, and what dangers might befall you—should be easier to answer.
Coming up with stakes will hopefully be easy, too. If you are playing a thief trying to
survive the mean streets of steampunk London, then your stakes might be about making
enough money to feed yourself for a day, evading the city watch while tailing a mark, or finding
a way to keep yourself safe from the rustlung that afflicts all the poor urchins in your district, for
example.
But if you have trouble, here’s one option for randomly generating Beat content and
stakes. Even if you are following the ongoing thread of a plot, you might consider randomizing
ideas for the content and stakes of each Beat, sparking your imagination in new directions.
The table here can be used with a d10, the Difficulty Generator, or the Tag Symbols,
depending on your preference. It contains examples for scene elements to incorporate into the
Beat, and also the stakes that might be in play as a result.
If having random stakes helps your game, consider making the randomly selected
stakes mandatory, but allowing a Revision to be spent for a redraw (as usual, draw two extra
cards, and then select your favorite from your three options).
6 Tower Fortification, home, resources. Your livelihood, your safety, another’s safety.
7 Crown Nobility, divinity, destiny. Your status, your power, your faith.
Ending a Beat
A Beat will usually end when the stakes are resolved, even if that resolution is “I wasn’t
able to do X, so Y happened instead.” This isn’t a failure, and it doesn’t end the game! What it
does is move the game along so you don’t remain stuck on one plot point, trying to solve it
mechanically. Instead, regardless of what happened to the stakes in the current Beat, you
should consider one of two things now.
If what happens next is more or less common-sense-based narration (“It takes us three
days to rest up enough to head back to the city, a journey of two weeks, pulling the dead
dragon on a cart behind us and telling stories of how we killed it to pay our way at the inns…”),
then you move into Downtime.
On the other hand, if there are obviously still serious problems to resolve or new
questions that you must answer (“I escape the prison, with the guards and hounds only a few
minutes behind me! Now what?!”), you are moving directly into the next Beat!
Vignettes in Detail
Vignettes serve as a way to justify entirely narrative changes to the story, without
providing unlimited opportunities to do so. The activation cost of one Revision is in addition to
the Revision cost of changing any Descriptors you choose to alter, but even so, this might
seem to raise the question: Why not use a Vignette to beat every single challenge?
You can, provided you have enough Revisions (though that is unlikely), and here’s the
thing: There’s nothing wrong with that. If you are playing a farmer’s son, and suddenly want to
become the Goddess of Vengeance, a Vignette can make that happen. Congrats; you’re
playing a very different sort of story, with new challenges and goals! If, on the other hand, you
are in a climactic confrontation, and you want to earn a victory, rather than simply writing it…
well, there’s nothing wrong with skipping a Vignette and forging ahead along the more difficult
path! Essentially, Vignettes let you decide when you want to write the story, as opposed to
when you want to play the game.
Vignettes also serve other purposes. Sometimes, Random Events (or other random
information) you draw won’t fit into the immediate story, but will make logical sense as events
that are far from the current scene, in space and/or time. These are then played out in a
Vignette. If this happens, you may trigger a Vignette in order to help you explain the event;
these forced Vignettes don’t cost you Revisions to activate, but they can still result in you
gaining Descriptors if you spend Revisions accordingly.
shield polarity, recalibrating your weapons, inventing an entirely new theory of matter-phasing,
or something like that.
Any Coming of Age Tale: Once, after suffering a setback (Random Event, simple
failure, or a narrated plot point that seemed logically unavoidable) that might reasonably
provide the impetus to achieve a new level of inner strength or drive, one free Vignette AND
one Revision’s worth of a Descriptor, as long as your content is an epic training montage.
Bonus Revision if you can set it to the tune of Mulan’s “Be a Man!”
Downtime in Detail
Downtime is literally intended to be glossed over, and so for most games will not really
need much more explanation than the brief version in Chapter 1. However, there are times
when you might want to use Downtime as a more active part of your game, and the rules here
are a starting point for that.
Downtime Actions
Most of Downtime is a narration of the obvious, unavoidable, and generally boring
things that aren’t worth playing out, or which you have decided are simply part of what
happens in your story’s setting but which are outside your character’s control (the start of a
war, a meteor strike, etc). If you want to make character-driven changes or engage in activity,
you either trigger a Vignette or you start the next beat.
But it is also possible that your character might have something they want to do that
makes sense during downtime. Researching the cure to a specific ancient curse, learning a
new language, traveling across the sea, spending time socializing at the local bar every week
in order to build up friendships and contacts, or anything else that takes significant chunks of
time could be fair game.
If you feel your game would benefit from it, make a list of possible Downtime Actions,
and give them each a cost of 1, 2, or 3 Downtime points, charging more for actions that take
more time or dedication. At the beginning of Downtime, you have 1 Downtime point to spend,
and can gain more by spending 1 Revision per point. During the Downtime, spend these points
on the Downtime Actions you want and narrate the results into the story (though if the
Downtime is too short to allow a given action, then keep that in mind and pick something else,
this time). Sometimes, Downtime Actions might be the only logical way to justify a new
Descriptor or extremely significant narrative changes, like getting a promotion in your day job,
etc.
Also, if your game is going to be focusing on changes that happen in Downtime (like a
dragon hiding with their hoard for hundreds of years at a time, or a mage who might spend
years researching a single spell), consider aligning your Downtime Actions’ costs and effects
carefully based on the specific amount of time they take, and then raising the base number of
Downtime Points per session to match the amount of time available. One point might represent
one week, month, year, or whatever time scale works for you! This can make the game feel
more like a simulation, if that is what you want.
things like that, consider how spending significant amounts of time on boring things might
advance (or maintain, if they are constantly degrading) those resources.
If it seems reasonable, build those things into your Downtime Actions table. This works
best when there is the likelihood that you will have to make tough choices between the things
you have to worry about, but it can also just be used as a way to let these kinds of
advancement play out over time.
1 Spend time carousing at Find a relatively secure, if Find a job that isn’t
the local inn to earn a lacking in quality, source completely impossible, and
small reputation bonus in of… sustenance. which likely won’t get you
town. killed.
1 Earn a little extra coin by Secure your haven against Poke around on the ‘net to
doing odd jobs with intrusion by mapping out find information about your
relatively low danger. the safest, most hidden employer and their target.
ways in and out.
2 Track down rumors to Groom a single, obsessive Map out a run thoroughly,
find the location of a cultist/follower to work as in advance, giving you
dragon with a particularly a minion for you, allowing more preparation and an
valuable hoard. you to take them as a easier time on it.
Descriptor.
2 Practice every day at the Make nice with the local Recover from implant
local temple, earning power players so that you surgery, letting you take a
your novitiate robes. know who not to offend, new Descriptor related to
letting you buy a relevant some kind of installed
Descriptor or increase mods.
your status resource.
Ideally, any such tables will look like the ones below, if only because of the huge
number of possible uses they can be put to: You can roll a d10 on them for a random result,
you can use the Difficulty Generator to get a bell-curved result if you want to weight the
probability towards the middle, and you can pull a card and look at the Tag Symbols if you
want a group of three elements to weave together (which, thanks to the math involved, means
that they become a table of 120 possible results, even though you only had to write down 10
things)!
Using charts like this can help you find internal consistency even in a free-form,
narrative game that you randomize on the fly. Think of them as the algorithm that does your
procedural content generation.
As you play (or beforehand, if you wish to establish some things about your setting),
create a few tables that fill your needs. Because these tables are physically quite small, a few
printed (or electronic) pages should be enough to hold your entire campaign’s setting info!
Of course, you should use as many or as few of these as you like. Below are some
ideas to spark your imagination, but here is my golden rule for charts: Have a small number of
them, and let them evolve over time as your game progresses! Rather than making a low-level
monster encounter table, and then making entirely new ones as you increase in power, slowly
swap out the contents. Once space-rats aren’t fun anymore, replace them with space-orcs. If
you’re so wealthy that tracking copper pieces found would be ridiculous, replace them with
silver.
Groups: Fill out several boxes with any guilds, kingdoms, monster types, cults, internet
forums, or other groups that you think will definitely fit your game. Use this when generating
monster composition, random encounters, new quests, or the affiliations of NPCs. As with
NPCs, you could start with some blank boxes, and fill them in and/or replace them over time.
Treasures: Put a different kind or quality of loot in each box, and use it to help stock
dungeons (or enemy corpses!). You can even turn this into a whole system: Put “Cursed
Object” in 1, “Magic Item” in 10, and something like “Reroll twice, keeping both” or “Use Tag
Symbols” in box 2 or 9. Then, if you normally use the Difficulty Generator, most results will be
mundane (whatever you put in 4-7), with small chances of more interesting loot. Of course, if
you let it explode further, things could get really crazy, so you may want to assume that you
ignore duplicates on a reroll or bonus draw...
Locations: The GMA can provide general locations, but as you explore your world,
perhaps certain key locations (various districts within a city, specific dungeons, famous
spaceships, types of places not on the cards, etc) should make more regular appearances?
You could be very specific (“The Temple on Hawkden Hill”), or create your own categories that
fit your ongoing game (“A nexus of undeath”); and either way, you can fill in new ones and
replace the old as the game progresses.
Plots: If there are several things going on in your world (for example, if you use the
Adventure Frameworks I suggest, you would have at least four major plot threads at once),
you could use a table to randomize what each new scene will focus on, or how the plotlines
interconnect. As plots resolve, or change in importance, you could move them to more or less
common boxes, or put them in multiple boxes if they should be the most frequent results, or
even leave boxes blank to represent filler scenes without larger implications.
Worldbuilding Details: If you’re trying to build a consistent world, you could consider
adding interesting details (like important people, gods, types of art, symbols people use, and
so on) to a chart, and then populating new scenes with repeated elements to create a running
motif. This is a great way to turn the initial, story-seed random elements you draw from the
GMA deck into a growing, living world. For example, if you draw the Sensory Snippet for the
smell of “Moldering vegetation,” adding that here would mean that your world develops an aura
of decay that follows the PCs everywhere; or, if you happen to like the atmosphere that ravens
bring to a story, you could add them to the chart, and then decide if they are symbolic,
supernatural, omens, messengers of a god, etc, later on, when it comes up in play.
1 Moon
2 Sun
3 Sword
4 Shield
5 Target
6 Tower
7 Crown
8 Heart
9 Skull
0 Wand
1 Moon
2 Sun
3 Sword
4 Shield
5 Target
6 Tower
7 Crown
8 Heart
9 Skull
0 Wand
Adventure Frameworks
The guidelines here are essentially a set of advice on preparing the skeleton (or
Framework) of an adventure, quickly and efficiently. It might seem overly simplistic, but we’re
targeting a Framework instead of a full adventure because it provides you with two essential
ingredients. First, it ensures you have enough information to always answer the quintessential
question, “What happens next?” Second, it gives you the freedom to let the story evolve
naturally.
One of the biggest problems with a traditional pre-printed adventure is its limited scope
of choice and possible outcomes; that’s a large part of what inspired The GameMaster’s
Apprentice in the first place. However, even though I love using random content to enhance
my games, I do like to be able to keep things consistent--and planning ahead in broad strokes
can make that much easier, and makes the stories that result feel more real and engaging.
These frameworks are partially inspired by my work on Missions for the Demon
Hunters: A Comedy of Terrors Role Playing Game, which was in turn inspired by many other
games, some based on the Fate a nd Apocalypse World systems. If you think the frameworks
here work well for your games, you might want to check out those books for more ideas!
● Choose a Core
● Ask a Big Question which the game will revolve around (optional)
● Choose a Doom
○ Describe the Doom’s Goal
○ Outline the Doom’s Plan to achieve this goal, in 2-3 stages
○ Create the Cast for the Doom, describing 1-3 characters or features
● Create 3 other Problems
○ Choose a different Type for each Problem (recommended)
○ Give each a Goal
○ Outline the Plan each has, in 2-3 stages
○ Create a Cast for each Problem, including 1-3 characters or features
● Ask 1-3 Little Questions that provide interesting hooks (optional)
Choose a Core
A Core is a central principle of the genre; naturally, a given game will be likely to touch
on more than one genre convention, but selecting a single Core when planning out a
framework is meant to help you focus on choosing other elements that will work well together.
The theory here is that stating your target up front will make it easier to achieve. If you find the
Cores to be too broad for your tastes, select the most relevant and refine it; reword it or
replace it with a more specific version.
Here are three Cores that cover a significant majority of fantasy stories; you can add to
the list or modify what you see here, as need be:
To save the day: This Core covers games that cast the PCs as true heroes. While
planning, keep in mind that the focus will be on stopping bad things and helping the needy; the
foes will be clearly in the wrong, or could be natural forces or disasters. Moral ambiguity tends
to be low in these stories, but that is a trope, not a requirement.
To explore the wilderness: This Core can be about exploring in the literal sense, but
can also cover learning knowledge, taming the wild, and similar situations; adventure, in the
sense of engaging with the unknown. Moral ambiguity can easily be a feature or not; many
classic games just gloss over the problems associated with rampaging through the homes of
‘monsters.’
To gain power: This Core is central to stories and games featuring a quest for glory,
riches, fame, or other forms of power. Some of these stories might seem very similar to those
of the exploration Core above, but the difference is in the motivation. Classically, these stories
are the most likely to force moral questions, as power is commonly understood to have a
corrupting influence.
Other genres may have a lot of overlap with the Cores presented above, but their exact
flavor and presentation changes. You can find more detail in the genre-specific Adventure
Guides included with each GMA deck, but here are the titles of Cores for other games, to
provide some inspiration:
Age of Sail: To weather the storm; to go where there be dragons; to raise the black flag.
Horror: To drive back the dark; to survive the night; to gaze into the abyss.
SciFi: To save the galaxy; to seek out new worlds; to keep flying.
Steampunk: To (re)invent the past; to find the ‘coming thing;’ to overthrow the Master.
If you want to give it a shot, after you’ve selected a Core, consider these examples of
Big Questions that fit easily into the fantasy genre:
There is a nearly infinite variety of questions that could be asked here; think through
your favorite books, movies, TV shows, and games if you need more inspiration!
Once you have a question, what do you do? Keep it in the back of your mind when
planning and making decisions for your NPCs. If the question is What defines a hero? then
your bad guys might push the player characters to make tough decisions, testing their values
and loyalties; on the other hand, if the question is Can evil ever truly be redeemed? then you
have to make sure the villain has a Goal that sets them up to seek that redemption--even if
they are going about it all wrong, prior to the characters’ intervention. What is worth dying
for? is a question that will be difficult to explore unless character death is genuinely likely and
could strike from many corners, and What is true love? might require a game where all the
characters have pre-established dependents and connections (children, parents, spouses,
friends, and so on).
But whatever you do, you must NOT answer the question before gameplay begins!
Explore possible answers as the story unfolds. The best games will develop their answers
naturally, if at all, and will still leave you thinking at the end.
Choose a Doom
A Doom is the thing that looms on the horizon. It doesn’t have to be the primary focus of
the story as it starts, but it squats in the darkness just beyond the firelight and waits. This is
something that will change the world for the worse unless the characters act. It might seem
odd to pick one of these in advance, especially if there isn’t a way for the characters to be
aware of it initially, but I recommend trying to find one anyway. You can always replace it
entirely later on. And if you can’t bring yourself to design the Doom before you start play, then
just skip to the Problems (below) for now, and come back to this when something in-game
presents itself, or when a Problem grows in scope and transforms into the Doom!
Beyond that, the biggest challenge in picking an appropriate Doom is realizing that it
doesn’t have to be a physical, concrete foe. Yes, The Dark Lord is a useable Doom, but so
are The Plague and Fear of the Truth.
Really, any major threat that could vastly change the world if left unchecked could be a
good choice for the framework’s Doom. If you’re not sure about an idea, think through these
questions:
Can the characters (as opposed to the player(s)) potentially see the Doom
coming, given warning or reason to be suspicious?
Once identified, could the Doom possibly be stopped by the characters?
Will the Doom change something significant about the world if it isn’t stopped?
If the answers to all three are Yes, then you probably have an acceptable Doom.
While designing your Doom, keep in mind the Core (and possibly Big Question) you
already selected. Whatever it is, the Doom should fit in with a game focused on those
elements.
If you can’t come up with something that feels worthy of the title, take a look at the
Problems section below; the suggested categories of Problems could all apply to Dooms, and
might inspire you to pick a Doom you wouldn’t otherwise have thought of.
Once you have a Doom, it’s time to fill out some details about them.
and use them to Spread lies that cause citizens to ignore the learned and scholars, before
using them to Eradicate knowledge through the burning of books.
eliminate categories--or categorize these problems in a different manner entirely (for example,
by Physical, Mental, and Social threats). The purpose of the categories is to make sure you
avoid too much repetition or similarity, not to actually limit you to these ideas!
Giant Rats (Groups): Goblins, imps, bandits, zombies, unusually sized rodentia; they
generally present little danger individually, but become a more serious issue in large groups or
when ignored and left to enact their schemes. Their Goals usually revolve around destruction
motivated by their own survival.
Dungeons (Locations): Prisons, underground caverns, ancient ruins, lost temples, tiny
pocket dimensions; these Problems are actually places, which may pose a danger in many
ways. They might disgorge monsters into a town, or they could contain something that would
be terrible and dangerous if it fell into the wrong hands.
Dragons (Big-Bads): An evil wizard, an undead warlord, a fire-breathing lizards, a
master thief; just because they aren’t actually the Doom, that doesn’t mean they are going to
sit on the sidelines. A big baddie with a Goal that is less serious than “world domination” is still
a Problem that needs dealing with; conquering a small village or driving out a legitimate leader
is still evil.
Curses (Afflictions): A dark spell, a terrible plague, rampant distrust, murmurs of
rebellion; sometimes a Problem is diffuse or abstract in the extreme. These may not be
capable of intentional planning, but they still have a Goal, usually one that involves spreading
their darkness and causing further chaos.
be involved in more than one Problem (a bandit leader who also passes on a plague to towns
he raids), try to come up with at least one unique individual per Problem; remember that these
are just inspiration, and you will probably add to these lists during play.
Core: To explore the wilderness (around a new settlement that needs help)
Doom: Dark god awakens Plan: 1) Ensnare a few servants who will spread the Dark
Word; 2) Servants locate lost temple; 3) Perform
Goal: The god’s cultists awakening ritual in temple
establish his dark kingdom
Cast: Alvar, undead high priest; Malwon, brainwashed servant
Problem 1: Bandits (Giant Plan: 1) Cut off supply lines to starve them out; 2) Raid
Rats) the settlement and kill leaders
Problem 2: Discontent (curse) Plan: 1) Rile up townsfolk at the tavern; 2) storm the
mayor’s house and put him in jail; 3) relax work duties and
Goal: Town thrown into let guardsmen slack
chaos by lack of strong
leadership Cast: Balastor, rowdy and outspoken; Galvin, strict town mayor
Problem 3: Dragon Plan: 1) Roast town’s armory; 2) demand payment in
(Dragon) livestock and treasure; 3) require human sacrifice
once/year
Goal: Force town into
submission
Cast: Xaxilar, evil blue dragon; Fenria, Captain of the Guard
Little Questions: Will the townsfolk band together to solve their problems, or will the
malcontents have to be exiled/imprisoned/killed? Will Malwon, the brainwashed ‘priest,’
be freed from his compulsion and returned to his family?
Core:
Big Question:
Doom: Plan:
Goal:
Cast:
Problem 1: Plan:
Goal:
Cast:
Problem 2: Plan:
Goal:
Cast:
Problem 3: Plan:
Goal:
Cast:
Little Questions:
Prewritten Adventures
Using a published adventure for a solo game can be a great way to dive into the action,
but how you go about that will depend upon exactly what sort of adventure you’re using, and
also what sort of experience you are looking for! Some solo or GM-less adventures do exist
out there, but since they will include their own advice for running them, here are some thoughts
on using an adventure intended for a traditional group-with-GM setup.
The most important piece is to decide if you are bringing a whole party or scaling the
adventure down for a single character; either option is viable, but if you are using the
rules-as-written of a tactical RPG for combat, I suggest scaling down, since a whole party and
a full complement of monsters takes much more time to play. Either way, however, takes a
little planning in advance; take a bit of time before play to make your necessary character(s)
and decide how to scale the adventure’s stated complement of monsters. (Of course, if you are
playing narratively and simply using the plot from the adventure, then you can ignore the stats
and just assume it is meant to be balanced for your single character!)
Time to get started: read the scenario setup, digest any important starting info, and then
engage with the GMA to the degree that you want to change things. If you don’t want to muddy
the waters, you can just dive in to the first encounter--or you could ask the quest-giving NPCs
some extra questions and use the GMA deck to provide answers, adding your own twist to the
pre-written content! For instance, while you are busy driving the vampire out of that dungeon,
maybe you should also be keeping an eye out for the body of the last brave soul to go in after
it, who was carrying a family signet ring you could return for a reward… related side-quests
and bits of flavor can add life to the story.
At this point, you do have to decide if you would rather read the entire adventure ahead
of time, so that you know how the moving parts interact, or if you would be better off just
reading as you go. Keep in mind that some self-spoilers will be inevitable, even if you only read
the adventure as you play it out. That’s ok! Instead of worrying about learning the secrets
through meta-knowledge (the existence of traps, illusions, NPCs who present a false identity,
etc), start out by deciding in advance how you’ll handle such things. Simply trying to play it
straight and giving your character(s) a random chance to notice a trap, for example, seems
quite reasonable, but the experience of a long-con by a traitorous NPC will be harder to
swallow.
To fix this and re-introduce the possibility of not knowing everything in advance, I
suggest incorporating into the adventure a small chance that any given ‘truth’ of the game will
turn out to be wrong. If you are aware of something your character isn’t, right at the moment
they would discover the truth, make a Yes/No or random percentage draw from the GMA
deck--or, if you want to make it more interesting, just assume from the start that there is
something going on that you don’t know, and draw a Random Event to modify the information
as presented in the adventure. For example, if an NPC is about to betray the party, but you
draw Discover/Soul, perhaps they experience a change of heart at the last moment.
Alternatively, you could create a table of all of the things you think are most likely to be (or
would be most interesting if they were) inaccurate or altered. Then, at an appropriate time
when the PC(s) might discover the truth, roll or draw on that table to select the one thing that
does change!
Also, don’t be afraid to expand upon elements in the published text. This can help with
the above problem, but also turns linear adventures into more explorable experiences.
Whether you read the adventure in advance or not, consider turning some of the encounters,
treasures, and so on into tables of random possibilities. Similarly, if a room is empty, or an
NPC unimportant--for example, a goblin you captured instead of killing--you could use the
GMA deck to flesh it out more! Are there signs that this room was originally used for a different
purpose? Is there a secret compartment concealing… something? Does the goblin have
valuable information, or even a desire to help you on your quest in exchange for pay and
safety? The possibilities are as endless as in an adventure you made up, or one adjudicated
by a human GM!
And if all the above sounds interesting, but like too much prep work, I suggest taking the
easy route and remembering that the ALONe Tension/Random Event system works perfectly
well with a pre-written adventure. As you move forward, if you don’t find yourself asking the
Yes/No questions that might trigger a Random Event (or even if you do), just draw a card to
check its Stability against the Tension between each encounter. Perhaps also draw a DiffGen
result to determine the relative significance and/or helpfulness of each Random Event that
happens as a result: 1-3 could be flavor-text level, or perhaps beneficial; 4-6 are average
danger, or neutral in alignment; and 7-10 could be plot-related, or a serious hindrance.
Concept:
(Write “This is a tale
about…” and
describe your
character and
situation!)
More Lasting
Descriptors
NPC/Resource…………….…………….....Details/St NPC/Resource…………….…………….....Details/St
atus atus
Appendix: Randomizers!
Use the Difficulty Generator, Tag Symbol, or a d10 on the tables below to randomize
character and setting elements, and introduce or inspire unique content; this way, the game
can more easily include elements that you might not come up with on your own, the same way
other players or a GM would introduce nuance and complication you might not think of.
These can be used at any time, but I find them especially helpful during character
generation. You may want to consider implementing a method for randomizing parts of your
backstory--then, when spending your Revisions on Descriptors, you will have a richer tapestry
of ideas. For example, you might follow this pattern, using the first four tables:
And then continue as you wish with other life stages: First job? College? Driven from
your homeworld? Entered the military? Consider creating your own tables and generating
some random elements, characters, and events to populate these!
1 Moon Kept secrets from Memories of strange Your family Did something you
you. things that still don’t endured hardship must hide.
make sense. and dark times.
2 Sun You idolized them, You were There were Gained fame,
at least for a time. precocious and good, carefree earned or
stood out from your times. otherwise.
family.
4 Shield Were protective of You were very Lived carefully, Saved someone’s
you. sheltered. though it may not life.
have helped
enough.
5 Target Were distant, Family had Set a clear goal Left home and
emotionally and/or particular goals for for yourself. struck out on your
physically. you. own.
8 Heart Cared for you a You felt loved. Gained friends & True love/arch
great deal. family. nemesis.
9 Skull Hated you a great You felt abandoned. Lost friends & Killed someone.
deal. family.
1 Moon Started keeping Had a crush on you for a long time Keeps secrets from you and
secrets from you. before you realized it. excludes you socially.
2 Sun Discovered a secret You had a crush on them for a Tormented you by revealing
you kept from them. long time before they discovered your secrets to others.
it.
3 Sword You have protected They have a more aggressive Included outright physical
them before. personality than you, and either violence in their aggression.
did or will probably initiate the
relationship.
4 Shield They have protected They are highly protective of You physically defended
you before. themselves, emotionally speaking, yourself from them once, getting
and are or were unlikely to ever in trouble for it.
make a move before you.
5 Target You helped them You made plans together that Has always picked on you,
achieve a major have not been achieved, and have specifically, beyond any other
dream or goal. likely been delayed repeatedly. bullying.
6 Tower They gave up a major They have grown emotionally Has locked you or trapped you
dream or goal to help distant. in a place.
you.
7 Crown You gave up a major They surpass you in wealth, Uses official authority to bully
dream or goal to help property, or status in an important you.
them. way.
8 Heart One of you developed Your relationship has recently Inflicts emotional violence,
unrequited feelings for become more serious in some interfering in your relationships.
the other. way, or you have broached the
subject.
9 Skull There is a dark secret Your relationship has intensified to Causes mental and
in your shared past. unhealthy levels of co-dependent psychological torment, including
attachment. things like gaslighting.
10 Wand You share a secret Your relationship is highly Seems to always have a way to
that brings you both unusual: star-crossed, warring get to you or escape
pride and joy. families, one of you is an AI... punishment.
1 Moon The place appeared dreary Is awake in your shared Power is often an issue,
and dark, regardless of the home (or awake and flickering or even dying
family’s disposition. out) all night; sleeps all regularly--or similarly irksome
day. maintenance issues.
3 Sword Had a gym, dojo, basement Always exercising, Sometimes, your family and
with exercise equipment, or eating friends suffer from in-fighting
similar training area. protein-supplement and drama.
meals, and generally a
fitness nut.
4 Shield Contained a secret or safe Is very, very protective A place of safety and a source
space, like a panic room or of their space and of independence, at least in
a crawlspace only you knew property. part.
about.
5 Target While you were living there, Always brings their Other people, probably
it was a place your parents work home with them, enemies, are looking for it
or elder siblings brought and never just “turns (trying to find out your
their friends often as a off.” address, etc).
gathering or party space.
6 Tower There was an area or room Constantly locked in Because of its nature or
you were never allowed in, their room, rarely location, it is somewhat
and you still have never emerging. Have they isolating.
been there. ever come out?
7 Crown The home was an historical Imposes arbitrary and Grants you some kind of
or otherwise ancient dictatorial rules on your authority (over tenants, local
building. shared space. farmland, etc).
8 Heart You and your friends spent Brings an endless This particular home is more
a lot of time in your house. succession of lovers (or special to you than it would
large groups of friends) otherwise be, for reasons of
home. personal history, symbology,
or similar.
9 Skull Older relatives moved in Has a dark sense of Something about it is fearful,
with your family at some humor, and sometimes dangerous, or otherwise
point, bringing change (good disturbs guests you ominous, even if just in
or bad). bring over. appearance.
10 Wand The place was and is full of Decorates and cleans Has unique usefulness,
odd nooks, corners, shared spaces, and perhaps in terms of locations,
artifacts, collections, and so also has time for all quality, furnishings, hidden
on, and as a child you had their own things; areas, convenience to water
no understanding of their magically awesome. and sustainability, or similar.
actual value or purpose.
1 Moon You spent way too much You have often had to work late Speaks and/or teaches in
time up late partying. or night shifts, either at your job metaphor.
or because of a second job or
obligation.
2 Sun You studied until the sun You got off to a great start in Always seems to know what
came up. your chosen field. you are thinking.
3 Sword A teacher of yours once A rival in the workplace has An extremely aggressive
staged a detention made it difficult for you to personality, especially when
jailbreak with prop advance. you fail.
swords, so students
could attend their class.
4 Shield You stood up to bullies, Work friends have helped you Seems practically
shielding a friend. out often, making sure you can invulnerable, mentally and
cover all your responsibilities. physically.
5 Target You were the target of You feel driven to pursue one Always trains you well, but
bullying. particular goal as far as it will perhaps for their own ends.
take you.
6 Tower You and a group of You have always (or just Has a secret base, lair, or
friends staked out YOUR recently) had very few hideout.
SPACE during lunch and colleagues you feel close with.
free time, always hanging
out there.
7 Crown You were varsity, or You have recently been tapped Has official authority over you
valedictorian, or prom for a promotion. and your training.
court--or all three!
8 Heart You were constantly You feel great about your Cares for you, whether they
embroiled in drama as a current job and prospects for show it or not.
result of your and your long-term advancement or
friends’ relationships. achievement of goals.
9 Skull You bullied others, and Whether deserved or not, for Is always calm, reserved, and
did some real harm some reason your employment serious.
before you realized how is in danger (budget cuts,
bad it was. outsourcing, a new boss who
hates you, etc).
10 Wand An unusual or unlikely Your current placement affords Has taught you more than
event at school led to you unusual advantages, such as you perhaps realize; you are
changing in outlook in a access to useful equipment or still unpacking their
particular way. information. teachings.
1 Moon A rash of odd They don’t seem to be sleeping They have been working
behavior or strange well, and always look tired. late, apparently planning
crimes has occurred. something.
Are they linked?
2 Sun A major local fair, They are unusually cheerful, for They have been keeping the
festival, gathering, or some reason unknown. team working longer hours
similar will be than normal.
happening soon!
4 Shield A story of unusual They should have gotten in They don’t seem interested
heroism by an trouble, but were mysteriously in forcing the team to work,
ordinary person forgiven. as long as they are left
makes headlines. alone.
5 Target Political jockeying They are being carefully They are driven, and seek to
and character evaluated. focus the team on their own
assassination has goals, whether they are a
been making waves. good leader or not.
6 Tower A discovery of some They have become withdrawn Their office is their
kind in nearby and disinterested in talking. sanctuary, and is thus sacred
wilderness has space.
drawn explorers,
tourists, or the like.
7 Crown A celebrity or They were promoted over you. They are a natural leader
important figure is and an excellent
visiting town! commander.
8 Heart Someone you once They seem to be developing an They seem to truly care
loved has just gotten infatuation with you. about their team, and would
married. do anything for them.
9 Skull Someone has died Someone else on the team has When crossed, they can be
recently, in an been trying to get them fired. completely unforgiving.
ominous or at least
unexpected fashion.
10 Wand Unusual weather, They are very, very good at They always have a backup
rare geological their job, almost to the point of plan, so even an apparent
phenomenon, or supernatural ability. failure turns out to have been
other curiosities of a Xanatos gambit.
science are making
life strange.
Appendix: Examples
Below you can find an example of randomly generating a character and preparing a
game sheet for them. In these examples, I will mix commentary in with the notes I need for
tracking the character, writing down my thinking more than I would when playing for my own
sake.
(ie, I got to do chores and not die). I set myself a goal of… earning my way as an engineer,
since I’d learned a bunch of technical skills growing up on a tramp ship with that demanding
family, and now I want to be straight-edge to counter my family background! Not my original
plan, but I actually really like the idea of a smuggler/streetrat who WANTS to go legit, but can’t
afford it!
Time to generate a random best friend: (Sarala/Tane/Charity/Fear/Fancy Gift) The
family taking care of me has a kid my age named Sarala Tane; she likes helping people (which
is how I got my job, when she brought me to her father after finding me… begging in the
street? (E:Y)), but is of a nervous disposition, and the fancy gift part is how I know she is
related to the wealthy family taking care of me.
Now, to move on to the next stage, I draw another Random Event and get
(Execute/Ship), which I draw an Adjective for and expand to (Execute/Frightful/Ship). Alright--it
doesn’t seem like my youthful Lan would be capable of ‘executing’ a ship at this point, but
Random Events can be things that are happening around you or that influence your game
indirectly, so… did someone ELSE shoot down a frightful ship? (G:Y). Was the ship frightful
because it belonged to a dark mystical-energy-wielding type person? (E:Y)
Alright, so Lan saw a ship shot down...and that actually seems like a good place to
really start the game! Time to turn this into a description I can play from and fill out the Game
Sheet!
descriptions that can act as their default Descriptors should they come up. I then fill out the
Gear section to indicate my basic supplies and weapons.
“Step 4: Descriptors” is about hooking my concept up to the engine to make it run the
way I want. I go through my concept and highlight three things that stand out to me as
important aspects I want to use mechanically: talented engineer, Sarala Tane, and strange
abilities. While I could be friends with Sarala without the Descriptor, this makes sure that I get
a mechanical benefit from calling on her aid because she is a true friend and ally I know I can
count on. Similarly, Lan could have mystical power as a resource without needing strange
abilities as a Descriptor, but the resource may represent a growing pool of mechanical power,
while the Descriptor ensures that I get an advantage out of it when asking Yes/No questions
that may be more about the plot than about Lan’s skills.
Now, I’m just about ready to start, so all I need to do is decide if I’m including any
special Revision, Tension, or Genre rules. I choose to grant Lan two Revisions at the start of
each session, plus one to three Revisions at the completion of each narrative chapter, to make
sure that this feels appropriately like high-action space opera. Tension will start at 5, and will
only change between scenes. As this is space opera, I decide that the only genre mod I will
start with is to declare that major players rarely die: both Lan and any villains are likely to show
back up after being “killed,” whether that means they are partly-roboticized, cloned, or
resurrected! I also decide I won’t be using qualified answers for now.
With all that added to the Game Sheet, I give it a campaign title—“Stellar
Conflicts”—and I’m ready to play!
Campaign Title: Stellar Conflicts Qualified Answers? No
Revision Rules: +2 per session; +1-3 per narrative chapter. Revisions: 5
Tension Rules: Rises after each Y/N question until an Event Tension: 5
occurs, then resets to 1.
Genre Mods: They’ll be back! Almost all major characters can return from ‘death.’
Concept: This is a tale about talented engineer Lan Morikai, the son of (he
(Write “This is a tale
about…” and
thought) a tight knit family of smugglers—but as a child he learned the
describe your horrible truth: his parents were trafficking in slaves! Fleeing into the
character and streets of a backwater tradeworld were no one would notice one more
situation!)
urchin, Lan hid until his parents abandoned their search, and then set
about proving he wasn’t a slaver by seeking legitimate, paying work.
Fortunately, when he met Sarala Tane, who would become a good friend
over the years, she was able to persuade her father to take Lan on as a
maintenance tech on their estate. But on one night years later, nagged by
an unshakeable premonition that he doesn’t realize might be the first hint
of strange abilities, Lan goes walking to clear his head… only to witness
a strange and ominous craft crash-land in the hills in the back of the Tane
estate! What will Lan find there when he goes to investigate…?
More Lasting
Descriptors
NPC/Resource…………….…………….....Details/Status NPC/Resource…………….…………….....Details/Status
Criminal Status: Low Profile (Related to Slavers) Sarala Tane: A friend, scion of a wealthy family.
Mystical Power: 1/10 Morikai Family: Currently estranged slavers, but family.
Credits: 300
After struggling with it, a year after I fled my parents’ ship, I used my new access and
knowledge to set up a secure terminal and send one message--just one--to the only relative I
still trusted: My slightly-older FAVORITE SISTER (I buy a new Descriptor for two Revisions,
justified by this Vignette), who had helped take care of me when our parents were being
particularly harsh.
Her name is (Rei) Rei Morikai, and when I recorded the message I set up a secure
one-time dropbox so she could reply. I told her I was still alive, but that I couldn’t live with what
our parents were doing, and I missed her but was doing well.
She replied, simply, “I love you. I understand.”
She shouldn’t have been able to trace the call, or find out where I was, but somehow....
END VIGNETTE: Back to the wreckage!
...somehow she is here, and hurt, and has just killed someone--probably!
So, the last Yes/No draw indicated the speeder I found was damaged. Fortunately, I’m a
TALENTED ENGINEER. I try to repair it! Can I?
(It seems likely that there are basic tools salvageable here, and I can scrap spare parts
from the ship. I’d call that two points of circumstances in my favor. TALENTED ENGINEER is
worth a point, and because Rei is my FAVORITE SISTER I’m working especially hard, and
gain one more! That adds up to four points for my character total. The difficulty may start at a
default of one for the DAMAGED SPEEDER because that default Descriptor is always worth 1,
but I decide that I’d like to draw a random DiffGen number to represent the random extent of
the damage, and then add one for the problems caused by HAVING A BAD FEELING ABOUT
THIS. I draw a random 4, so 5 total, counting the negative Descriptor; the speeder is banged
up pretty badly, but it’s all here, at least! That gives a 4 for me and a 5 for the difficulty; since
we’re within one point, we use the Even Odds, and I decide to use qualified answers this time,
just for the heck of it. The moment of truth: E:Y, T5vsS8. With qualified answers, that ‘Yes’
becomes a ‘Yes, but…’)
Excellent! Sort of!
Can I repair the bike? I can get it working… but I have to dismantle key components of
the ship. This will make the ship much harder to repair in the long run, since using its parts in
the speeder will overload them, destroying them AND the speeder. That sounds fair, so I don’t
bother drawing a card. No ship for me, for a while yet, but as I rev the bike and it finally hovers
off the ground a reasonable distance--sparking and sputtering, going to burn out after this
trip--I think, “But I’ll bet Rei has an interesting story to tell…”
I drive off, homeward, with Rei strapped into the speeder behind me. I wonder what
Sarala and her family are going to think of this development…
As this feels like the end to a narrative chapter, albeit a short one, I grant myself one
new Revision. I make sure to update my game sheet: I spent two Revisions and then gained
one, so my new total is four; I gained the Descriptor FAVORITE SISTER and I add Rei Morikai
to the game sheet as a new NPC; and now I reduce the Tension from five to four, to represent
the much less dangerous situation. Time to move on to the next Beat, which will probably be
about bringing Rei back into the estate, and either hiding her or seeking help for her--or both!
In order to replace the GMA with the Deck of Tales, the only serious change made is to
how you handle Likely Odds, since there is only one set of responses on each of these cards.
Now, when the odds are equal (with totals within 1 point of each other, when finding them
mechanically), draw one card and use its result. If the odds favor one side or the other, draw
two cards and use the result more heavily favoring the likelier result! This will produce answers
that are mathematically about the same as using the Likely Odds boxes on the GMA.
Also, qualified responses are embedded automatically and are even easier to use as a
result, in the form of the balanced scales icon, which can indicate partial success or a “Yes/No,
but,” the four-leafed clover as “Yes, and,” and the warning sign as “No, and.”
Beyond that, the Tag Symbols work the same way; the Difficulty Meter is the same as
the Difficulty Generator, just visual; the Style Pair can be used to tell you descriptive
information about a person, scene, or challenge; and the three random image icons can be
called upon to inspire ideas for almost any purpose you could use the GMA for: sensory input,
vices, virtues, catalysts, backstories, random events, and so on. So check out the DoT on
DriveThru, if you like the idea!
1) Fragments are now called Revisions, and their uses are changed slightly to line up with
the other changes below.
2) Descriptors are now single-level, and there are no such things as ‘negative’ Descriptors.
Instead, there are simply temporary and lasting versions, and sometimes you get bad
ones for free as the consequence of a failure or problem. Multi-level Descriptors are
relegated to an Appendix.
3) The concept of stakes have been added to Beats.
4) Downtime rules have been expanded to include the possibility of ‘Downtime Actions.’
5) More detailed character creation instructions have been added, including discussions of
wealth, gear, and other resources, and Game Sheet for tracking information. Also, you
now start with three Descriptors and five Revisions, and can then spend Revisions to
buy more if need be.
6) The section Answering Yes/No Questions has been updated to be easier to understand,
and to more clearly explain how to use the GMA, both in the text and in the flowchart.
7) Bad results and consequences have been expanded a bit.
8) Tension is more fully explained.
9) An Appendix has been added to explain how to use the Deck of Tales instead of the
GameMaster’s Apprentice, if that appeals to you.
10)Small changes throughout the text to streamline both learning the rules and playing the
game.