Rules and Roberts Rules
Rules and Roberts Rules
Rules and Roberts Rules
A Democratic Roleplaying Game by Molleindustria
Cover illustration by: Gábor Szász (drawing) and James Child (color)
Playtesters: Tenley Schmida, Stephanie Boluk, Pietro Righi Riva, V, Douglas Wilson,
Marie Foulston, Jim Munroe, Everest Pipkin, Heather Kelley, Michael Neumann, Lena
Chen, Teresa Martuccio, Jessica Hammer.
Version 1.0. January 2 020.
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0
International License.
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Introduction
Rules & Roberts (R&R) is a roleplaying game that helps players familiarize with
Robert's Rule of Order procedures, and collective decision making. Even though it
references a classic roleplaying game, R&R is light on mechanics, focuses on
collaborative storytelling, and simplifies the work of the Dungeon Master. It requires
at least 3 players and a Dungeon Master but it can be played by any number of people.
Gameplay in a nutshell
A group of people roleplay as a group of adventurers in a high fantasy setting. The
player characters (or PCs) are heroes determined to bring justice, peace and freedom
in a fantastical realm. Being a radically democratic group, all of their actions are
methodically debated and agreed upon.
One player assumes the role of Dungeon Master (or DM) and determines all aspects of
the imaginary world except for the characters’ actions. The DM directs a story (called
campaign) starting from a predefined agenda. The campaign is a series of dilemmas
and challenges the players have to solve together.
The players can also amend the DM decisions following a Robert's Rules of Order
process.
After creating the player characters and determining a goal, a game of R&R unfolds
following this basic pattern:
❖ The DM describes a scene outlined by the campaign agenda.
❖ The players can ask for clarifications, such as tangible information about the
situation or the environment.
❖ A player (in character) introduces a motion proposing an action that their hero,
or any other hero, should take.
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❖ All the players deliberate on the motion, propose amendments, and eventually
vote on adopting it.
❖ If the motion carries (ie majority votes in favor of it) the action is taken and the
DM describes the outcome. If the motion fails, players have to come up with
another motion.
❖ If players are dissatisfied with the outcome, they can propose amendments,
and vote them effectively overruling the DM.
Example:
Dungeon Master (DM): After traversing the Swamp of Sadness you arrive, still teary
eyed, to the entrance of a dungeon. It’s located amidst overgrown ruins. Riotous cries
come from deep inside, a stench of neglect wafts to the surface. Down the road to the
west you see the smoking chimneys of a small village.
Jason: D oes the village look human?
DM: It’s certainly human-made architecture.
Kate: Does my character, being an academic wizard, know anything about the
dungeon?
DM: You recall reading about this place. It used to be a magnificent castle, but after
an economic downturn it was abandoned and fell into disrepair. Only the
underground dungeons are still used as prisons. The crisis likely increased crime and
incarceration.
Michael (playing as Aroris): I want to explore the dungeon!
DM: That would be an action to be introduced as a motion.
Michael (playing as Aroris): I move to enter the dungeon.
Laura (playing as Xyrra): Second.
DM: It is moved that the party enters the dungeon. Aroris, you can start the debate.
Michael (playing as Aroris): F irst, I don’t like prisons and I want to make sure
nobody is unjustly incarcerated here. Second, dungeons often contain treasures and
exciting adventures.
Jason (playing as Jasonir): I agree but I’d rather stop by the village first. We will
check with the local community and maybe find some proper equipment.
Laura (playing as Xyrra): The cries and the lack of guards make me think there is
some trouble happening now.
Kate (playing as Kelfir): I move to amend the motion. We enter the dungeon and
only look for a guard or a prisoner to talk to.
Laura (playing as Xyrra): S
econd.
DM: Are there any objections to the amendment? ...The amendment carries. The
motion is now to enter the dungeon with the sole intention of talking to its
inhabitants. We are back to the discussion.
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Jason (playing as Jasonir): We all know that once we enter it, we’ll run into troubles.
It’s problematic to parachute into a community, trying to bring justice without
having any clue.
DM: If there aren’t any more contributions we can close the debate. The question is
on the adoption of the motion to enter the dungeon and talk with somebody.
Those in favor of the motion, raise hands. Three.
Those opposed, raise hands. One.
You may score your Experience Points.
The dungeon is an unlit tunnel of about ten by ten feet. Nobody is around and the
turmoil is getting louder. Your eyes are still adjusting to the dark when you hear a
rattling noise followed by a loud thump. A heavy metal portcullis has been shut
behind you.
Jason (playing as Jasonir): I told you.
Laura (playing as Xyrra): What’s a portcullis?
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Setup
Playing R&R only requires the campaign agendas, a character sheet for each player
and some pencils.
Character creation
Each player imagines an alter ego in the game’s fictional world. P layer characters are
also referred to as PCs, while other characters are referred to as N
on Playing Characters
or NPCs and are “controlled” by the Dungeon Master.
Your character’s personality and background should determine their behavior in the
fictional world and during the democratic deliberations. This consistency, even when
it diverges from your values and personality in real life, is what makes roleplay fun.
Each campaign should have heroes with a diverse set of races, alignment and classes.
Write your heroes’ name, race, and pronouns on the character sheet and proceed to
define the other features.
For roleplaying purposes you can assign your character a real or imagined ethnicity or
even a non-human race (dwarf, elf-wolf, etc). There are no essential characteristics
tied to race in R&R.
Class
The hero’s class provides a scaffolding to define their background, personal drive,
abilities and flaws. The classes in R&R are:
Social Justice Warrior - Vocal, feisty, adventurist. They are prone to easy outrage and
always ready to get into a fight.
Equipment: longsword, light armor, 4 gold pieces.
Magic spell: tiny fireball.
Community Healer - Wise, spiritual, concerned with conflict resolution and mediation.
They believe in being the change they want to see in the world.
Equipment: healing potions, bow and arrow, 3 gold pieces.
Magic spell: befriend animals.
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Intersectional Paladin - self-implicating, idealistic, cautious. They guard against
ideological contradictions and story inconsistencies at risk of espousing “purity
politics”.
Equipment: heavy harmor, spear, 3 gold pieces.
Magic spell: defensive bubble.
Rogue Worker - practical, street-wise, strategic. They aim for concrete victories and
loathe idealism, elitism, and long deliberations.
Equipment: mace, toolbox, 2 gold pieces.
Magic spell: disguise self.
Academic Wizard - erudite, eloquent, thoughtful. They look at the “big picture” and
value history and tradition. They always need to establish intellectual dominance.
Equipment: magic rod, portable encyclopedia, 4 gold pieces.
Magic spell: confuse people.
Movement Bard - jovial, artful, unpredictable. They strive to keep morale high and
make the campaign fun. They always try to come up with creative solutions, often at
the expense of practicality.
Equipment: string instrument, dagger, 1 gold piece.
Magic spell: minor illusion.
Equipment
In addition to the standard equipment on the character sheet, every player can add to
their inventory three items of their choice. The items should fit the chosen class and
can’t be endowed with great magical power. The DM has to approve each of them.
Alignment
In the world of R&R there is no absolute good or evil (or, even worse, “neutrality”) but
each PC has an alignment which broadly describes their personal attitudes.
Alignment is a combination of two factors: one identifies the personal drive
(individualist or altruist), and the other describes attitudes toward order (lawful or
chaotic).
Thus, four alignments define the possible combinations: individualist lawful, altruist
lawful, individualist chaotic, altruist chaotic.
Aside from providing constraints for roleplay, alignments determine how players
score experience points (XP).
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❖ Individualist - scores an experience point for each motion they propose that
passes without amendments.
❖ Altruist - scores an experience point for each motion they propose that passes
unanimously.
❖ Lawful - scores an experience point every time they correctly point to a process
irregularity.
❖ Chaotic - scores an experience point for each amendment they propose that
passes.
Since there is no neutrality each player will be able to score points in two distinct
ways. You can freely decide your hero’s alignment.
Introductions
Once the characters are created, the DM initiates a round of introductions. Each player
introduces themselves i n character, revealing their fictional name, pronouns, race,
class, alignment, the three chosen items, and a few fictional background details.
Each character should briefly explain how they met the previously introduced
characters.
Choosing a Campaign
A c ampaign is an adventure that lasts until the players reach their goal, die, give up, or
for any reason, decide to a djourn the gathering.
The DM can choose a campaign among the ones provided in the appendix according to
time availability and personal taste. A campaign provides:
❖ A goal - a “macguffin” that propels the story forward.
❖ A modifier - a general condition that affects the world or the characters
❖ An agenda - a series of encounters, challenges, and story beats
❖ One or more locations - where the event take place
❖ An allotted time - the ideal duration of the gathering
The campaign agendas are printed and given to all players so that they can have an
idea of the overall duration of the story. Democratic processes are often hampered by
long deliberations; having a “to do” list in advance can make the participants more
responsible, at the cost of spoiling some plot points.
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The DM keeps a more detailed version of the agenda which includes secret
information, plot twists, and other notes. The DM campaign sheet should not be
visible to the players.
See the chapter P laying as Dungeon Master for more details.
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Playing the Game
Descriptions
After the DM explains a scene from the agenda or the outcome of the last actions, each
player (out of character) can freely ask the DM for more information. The questions
should pertain to what's immediately perceivable to the PCs.
For example, examining a building from the outside should prompt the DM to
describe the facade, the sounds coming from it, and so on.
However, entering the building to see what’s inside should be considered as an action
and should be proposed to the party as a motion.
Actions
Being a roleplaying game, you are mainly responsible for the actions of your own
character. However, being the party a democratic entity, motions can involve the
active participation of other PCs or NPCs.
Anything that can affect the fictional world, e ven if executed individually by a playing
character, is considered an a
ction.
Looking, listening, smelling, remembering, searching in your pockets are generally
not considered actions since are unlikely to affect anybody but the PC in question.
Opening a treasure chest, talking to an NPC, starting a fight, or even doing nothing for
an hour, should be considered a ctions and proposed as motions.
Talking to NPC could be considered an action if the characters are initiating the
dialogue. Once a conversation starts, players can just roleplay the dialogue without
approving every single line.
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Motions
In Robert’s Rule of Order and in R&R, a motion is a proposal you want to bring to the
assembly to discuss and vote.
You can propose a motion only if the DM is not speaking and if no other motions are
currently being discussed.
The motions happen diegetically (that is within the fictional world) so you have to be
in character when proposing and discussing it. All characters can cast a time freeze
spell so they can deliberate for as long as they want even under severe time
constraints.
The DM acts as chair, enforcing the process, but they can’t propose, discuss, nor vote
motions.
If an NPC is involved in the decision making process, the DM can play their role, and
even cast a vote. However, an NPC should never propose a motion.
These are all the necessary steps to adopt a motion:
1. A player raises their hand
2. The DM acknowledges them, and says “You may speak”
3. The player makes a motion by saying “I move to…” and describing briefly and
clearly the actions they want to pursue. They don’t have to explain their
reasoning yet.
4. At least another player has to indicate their interest by saying “Second”. A
second allows the discussion to occur; it does not signify approval. A motion
without a second does not move forward.
5. The DM can briefly restate the motion by saying “It is moved and seconded
that…”
6. The players can now debate the motion starting from the player who made it.
Amendments
6a. During the discussion a player can offer an amendment by saying “I move
to amend the motion…”. The amendment should be a correction or an
integration of the main motion. You can’t propose a completely different
action.
6b. The amendment has to be seconded and restated, like a motion (analog to
step 4 to 6).
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6c. The amendment is discussed like a motion, starting from the proponent.
The discussion should pertain to the amendment and not to the content of the
main motion.
6d. As a shortcut, if the DM feels like there may be consensus around the
amendment, they can ask “Any objections?”. If nobody objects, the amendment
is integrated without vote and the motion restated. The process goes back to the
debate phase (step 6).
6e. When the discussion is over, the DM asks for a vote (analog to steps 7 to 9).
The vote is to a
mend the motion, not to a dopt it. Regardless of the result, the
process goes back to the debate phase (step 6). New arguments and new
motions can be made.
7. When the amendments are integrated, and the debate is exhausted or ceases to
be constructive, the DM closes the discussion and asks for a vote by saying “The
question is on the adoption of the motion that…" and then restating the motion.
8. The DM provides voting directions:
“Those in favor of the motion, raise hands”
“Those opposed, raise hands”
9. The DM announces the result of the vote.
10. The players score experience points according to their alignment.
11. The DM continues the narration describing the effects of the actions.
Example:
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Dungeon Master (DM): The cells all around you are overcrowded with cat people,
young and old. Entire families are jailed together. They look exhausted and
malnourished. Their normally shiny fur is mangy and filthy. They all appear to be
from a faraway land, their idiom is completely incomprehensible to you.
Suddenly, a trap door opens beneath your feet. Its bottom is covered in rusty metal
spikes.
Kate: Seriously? Spikes?
Jason: W ho would put a pit trap in a prison? The corridor is mostly used by the
guards.
DM: Perhaps it’s a measure against prison escapees?
Laura: It doesn’t make any sense. I move to amend the Dungeon Master narration in
this way: a trap door has been left open in front of you. Its bottom is covered in
bones.
Michael: Second!
DM: It is moved and seconded that the adventurers see an open trap door. A pile of
bones can be seen at the bottom of the pit. You can start the discussion.
Laura: I suppose the pit is used to dispose of dead bodies.
Kate: It makes more sense to me.
Michael: Let’s vote.
DM: The question is to amend my narration: you come across an open trap door with
bones at the bottom.
Those in favor of the motion, raise hands.
The amendment carries unanimously.
Aroris, who is leading the group, almost falls into an open trap door. It’s a sordid pit
filled with bones and decomposing bodies.
Michael (playing as Aroris): I knew it, this is a concentration camp!
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Point of Privilege - You can interrupt a speaker and directly address the DM/chair by
invoking a “Point of privilege!” to complain about issues that are not related to the
discussion but are potentially undermining it. It can be excessive noise, room
temperature, lack of seats etc.
The DM/chair will determine the course of action.
End the debate - If a debate drags for too long you can say "I move the previous
question".
If seconded and voted by ⅔ of the assembly it immediately forces a vote on the
motion or amendment that is being discussed.
Point of Order - you notice an error in the procedure or a personal affront, you can
interrupt the speaker by invoking a “Point of order”. The DM/chair will determine the
course of action.
Point of Information - y ou can always raise your hand to ask for more information
about the fictional world, but if you have an urgent question about the process you can
interrupt a speaker by saying “Point of Information”. The DM/chair will try to answer.
Experience Points
R&R is a collaborative game with no stats and dice rolls. The experience points scored
according to characters’ alignment are just a way to spice up the deliberations and
create slightly divergent agendas among players.
The DM can reward the collection of experience points by giving the ability to cast a
new spell every 5 XP. See the chapter M
agic.
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Playing as Dungeon Master
As Dungeon Master you are in charge of maintaining the continuity of the story as well
as ensuring an orderly democratic process. In the language of Robert’s Rules of Order,
you are serving as the c hair of the gathering.
Overall, your goal is to provide the players with a compelling and meaningful
experience. This entails a certain degree of antagonism when determining the
adventure, and a neutral attitude when supervising the adoption of motions.
As DM you don’t have to prepare any material in advance since the campaign agenda
provides a structure for improvisation. However you need to be well acquainted with
the Robert’s Rules of Order language and procedures.
The Setup
The DM is the only person who must be familiar with the rules in this manual.
Having all players reading it in advance is preferable but not necessary. If there are
new players, take a few minutes to explain the basic principles of roleplay and the
purpose of this game before you give away the character sheets.
Don’t worry if some players are confused by the motion process, learning Robert’s
Rules while playing is the main goal of this game.
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As the players introduce their characters you are advised to write down their fictional
names, pronouns, classes, and races so you can address them properly. You should
keep a blank character sheet for yourself, as it provides information about classes and
equipment.
Campaign Agenda
The agenda provides a general outline of the adventure as a series of scenes. They
generally represent moral dilemmas that the players are confronted with. In order to
stimulate a lively debate, it’s best to not characterize them as an obvious good versus
evil choice.
When you move to a new agenda item, don’t read it to the player. Take some time to
think about it and provide a general overview of the scene. The players’ questions
should give you the time and the structure to detail it gradually.
The details of each agenda item are entirely up to you. Ideally you want to infuse
continuity and consistency to the scenes, establishing a causation between past and
current events, without making every scene play like a self-contained vignette.
Try to make every encounter relevant for the pursuit of the campaign goal. Keep in
mind the modifier, and how it can relate to each individual scene.
As DM you determine when a scene is exhausted and when it’s time to move to the
next item in the agenda. It can happen after a conflict is resolved or because the
players decided to move to another location.
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Naturally, you can prepare a campaign in advance in a traditional tabletop RPG way.
You can make maps, detail events and characters. The agendas are only meant to
facilitate a casual, improvisational play.
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Dice Rolls
In traditional tabletop roleplaying games characters possess attributes such as
strength or charisma. These characteristics are defined numerically and help players
and DMs estimate the probability of succeeding at certain challenges. The outcomes
are generally resolved through rolling various dice and comparing the results to tables
or mathematical formulas.
R&R is a loose and story-driven system. You will have to judge whether an uncertain
action produces the desired effect based on common sense, character backgrounds,
and most importantly, on how interesting the outcome would be plot-wise.
If some players miss a numeric frame of reference, you can encourage them to ask
about their odds of success, which can be unpacked in a narrative way.
Example:
DM: The dungeon janitor examines all of you more confused than alarmed. You
clearly don’t look like prisoners but you can’t be mistaken by guards either.
Kate (playing as Kelfir): I remember taking a rethorics class in Wizard college.
Maybe I can convince him that we are government inspectors.
DM: In fact you were also part of the improv student club.
Jason (playing as Jasonir): I move to have Kelfir talk to the janitor and try to
convince him that we are health and safety inspectors.
Weapons, equipment, or spells are also not formalized. Each adventurer starts with
equipment and magical spells determined by their class. The spells usage, limitations,
and effects are left to your discretion. Naturally, PCs can acquire more items and
powers during their adventures. Encourage players to keep a list of their possessions
on their character sheet.
Magic
Each character starts with the ability to cast a spell. You are in charge of detailing such
magical powers, including limitations and side effects.
New spells can be conferred to players as a result of Experience Points. The
recommended rate for leveling up is one magic spell every 10 XP.
Some examples of spells:
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Tiny fireball - a bout the size of a ping pong ball.
Befriend animals - often results in over-attachment from both sides.
Defensive bubble - you can’t hear or be heard while in it.
Disguise self - i t’s really just about self-confidence.
Confuse people - it works only with people you talk to.
Minor illusion - somewhere between a magic trick and a firework.
Speak language badly - any language, some things may be lost in translation.
Freeze creature - immobilize a living thing for about 30 seconds, once per day.
Brief levitation - only lasts a couple of seconds, slightly better than jumping.
Enhance smell - temporary olfactory enhancement.
One minute divination - see what’s going to happen one minute from now.
Clairvoyance - ask the DM a question about something your PC wouldn’t know.
Mute creature - prevent a living thing from speaking for one minute.
Read mind - it only works with nearby NPCs.
Whispering wind - send a private 25 words message to any PC or NPC.
Ending a campaign
All gatherings should have a time limit agreed upon at the beginning. If the time is
running out in the middle of an important affair, all participants can make a motion to
extend the duration of the gathering.
As DM, it is your responsibility to keep an eye on the time and create a good narrative
arc within the allotted time. The end of a campaign shouldn’t feel too rushed because
there’s not enough time. If you (or a player) feel like the adventure needs more time,
you can propose to adjourn t he gathering with the intent of continuing another day.
The motion is voted following the usual process.
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