ADVENTURE ROLEPLAYING TOOLKIT PLAYING THE GAME: OVERVIEW Pitch story ideas and select one as a group. Generate a skill set for the game (or use one of the examples). Create characters. Play! HOW TO PLAY THE GAME: FOR PLAYERS ➢ Play a driven character. Your job is to create a character with strong motivations and goals and then to roleplay that character accordingly. You will say what your character says, does, and feels. Play your character with passion, drive toward her goals, and act according to her motivations. The best characters also have flaws or weaknesses which provide opportunities for roleplaying. ➢ Listen carefully, add constructively, and ask questions. This game is basically a conversation among the players. Your job is to listen carefully to what others say, to attend to the intentions behind what they say, and to build constructively. Don't block others' contributions; instead, add to them and extend them. If you want more detail, ask the Game Master or another player to say more. Be a good conversational partner! ➢ Build up the other characters. The story is not just about you: it's about all the characters. Don't hog the spotlight. Your job is to help everyone else around the table succeed. Support other players, set up other characters for success, and help everyone else shine. Make others awesome and tell them when they've done something that you enjoyed or thought added positively to the story. ➢ Show, don't tell. When you describe and narrate, don't just state something: show it. Instead of simply saying that your character is angry, describe how she grinds her teeth, clenches her fists, or yells. Your job is make your character come alive through your descriptions, so—like a good fiction writer—you should show, not tell. HOW TO RUN THE GAME: FOR THE GAME MASTER (GM) ➢ Portray the world vividly. You are responsible for describing the setting. Your job is to vividly portray the world and the people in it: use strong language and powerful details to bring the world to life for the players. Set scenes in interesting places and refer often to the senses. ➢ Play the supporting cast and the antagonists with enthusiasm. You will narrate what the supporting cast, antagonists, and villains say, do, and feel. Your job is to make the supporting characters memorable: give them names, motivations, and ambitions, show their personalities, and have them play to win. ➢ Create situations, not plots. Don't plan a plot and then shepherd the players through it. Instead, present the players with situations which require the immediate involvement of the characters and whose resolutions genuinely depend upon the choices of the characters. Good situations confront the players by asking them difficult questions about what price they are willing to pay in order to succeed. ➢ Listen carefully and reincorporate. Listen carefully to what the players say. If they are bored, skip to an interesting part. Follow their lead and encourage them to be proactive and to add details to the story. Then, reincorporate what the players add so that they know that their contributions matter. ➢ Ask lots of questions. Get the players involved by asking them lots of pointed questions. “Are you going to let him do that?” “How do you feel about that?” “Does anything go wrong when you execute that bold plan?” “How are you going to deal with that?” “What does that look like?” You can also get the players to take control over parts of the setting by fishing, i.e. by asking open-ended questions: “What do you see when you look inside?” “Inside the chamber you see the person you least expect. Who is it?” ➢ Confront the players with interesting obstacles and meaningful conflicts. Don't make the players roll dice unless it is a dramatic, exciting moment in the narrative. Just say yes to the action and move on. Look for interesting obstacles and conflicts to throw at the players. When the characters get into a conflict and fail, don't be afraid to impose conditions. Conditions are opportunities for future roleplaying and can serve as interesting obstacles in their own right! Created by Stephen Parkin Version: 6 January 2011 STORY KERNELS As a group, generate a brief premise for your story. Good premises burst with conflict, get everyone excited, and start with a bang! EXAMPLE STORY IDEAS Spires of West Othen: Murder in Ang Terre Genre: Fantasy, Investigation West Othen is an immense cosmopolitan metropolis consisting entirely of a vast forest of huge tower-cities. Multitudes of beings populate and live out their entire lives within just a few of the thousands of Spires which soar high into the air. Ang Terr, officially dubbed Spire #1,023, [[UNFINISHED]] ➢ Pirates of L'Aterrune Genre: Fantasy, Adventure The world is a covered with vast, tropical oceans and chains of island nations of varying sizes. These islands are inhabited by a dazzling array of civilizations and magical creatures. To the north lie the mountainous, frozen islands of the ox people. To the east lie the nations of humans, mechanized and bellicose. To the west are the idyllic yet xenophobic realms of the cat-folk, and to the south lie great archipelagos teeming with a chaotic mix of primitive lizard-men and lurking terrors. Everywhere, ancient unexplored ruins full of untold wealth lie ripe for the picking. You are pirates, renowned for your boldness, prowess, and magical skills—and you've just come into possession of an ancient map hinting at a marvelous treasure horde at the edge of the world! ➢ A Clockwork Tomorrow Genre: Post-Apocalyptic, Steampunk Times are not easy in the post-apocalyptic wasteland. Despite the rediscovery of steam-tech power, the technology is still limited in scope and application. Simple agricultural and industrial equipment is available, and experimental applications can turn otherwise crippled humans into steam-powered cybernetic monstrosities. In addition, mutation science is showing promising results, but so far it is too random and uncontrollable for safe human use, though that hasn't stopped mad splicer scientists from testing their theories on burners, mad pariahs who possess unpredictable mutation powers. Against this backdrop, winter is approaching and food is running short in your fortified steam-tech village. A few weeks ago holders discovered a nearby cave which may contain Golden Era technology that could save the hold, but it's impossible to explore because the mutated beasts of the wilderness have become increasingly aggressive and threatening. To make matters worse, the splicer Misha is making a power play against the hold's leader, Domic. To top it all off, just yesterday a young couple went missing outside the walls of the hold. Can you find the missing couple? Restore political order in the hold? Save the settlement from the savage mutant beasts? Explore the caves in search of life-saving Golden Era technology? Provide for the hold during the long winter to come? Find out by playing an alpha-leader Duke, a hardened warrior Merc, an intrepid Nomad explorer, a cunning Scoundrel, a mechanical whiz Gearhead, a hulking half-machine Steamborg, a radiation-addled Splicer scientist, or an unstable Burner with strange mutant powers! ➢ Sirocco Sands Genre: Space Opera, Cyberpunk The desert world of Sirocco is a bleak place. The wealthy few live in towering ultramodern arcologies, but destitute slums spread for miles around their bases. The planet abounds with mineral wealth, but the gigantic corrupt megacorporation Sirocco Sands drinks up the profits while the poor labor in misery and poverty. When you accidentally witness the corporation-sponsored assassination of the planetary governor, you are forced to flee government security forces and corporation mercenaries alike. Stranded on this dystopian cyberpunk world, you become accidentally embroiled in a planet-wide conspiracy of corporate greed, political infighting, and a burgeoning anarchist rebellion. ➢ Zombie Apocalypse: Problems in Paradise Genre: Survival Horror, Comedy The tropical Caribbean island of La Pris has it all: pristine white-sand beaches, clear blue water, beautiful resorts, a majestic mountain rising from the rain forest in the interior of the island, and beautiful scenery. When a hurricane hits the Paradise Resort and cuts off all communication and transportation with the outside world, however, it seems like everything that can go wrong has. But then the tourists at the resort begin falling ill with a mysterious tropical fever... and awaking with a hunger for brains! ➢ Zombie Apocalypse: Zombies in Spokane! Genre: Survival Horror, Comedy It's here: the Zombie Apocalypse. And it is just your luck that you were shopping at Northtown Mall when everything went to hell. The last evacuation helicopters leave Fairchild Air Force Base in just a few hours, and shortly afterward the whole city's gonna become a giant fireball. (Double Bonus Points: As their character, everyone plays someone else present around the table!) ➢ Created by Stephen Parkin Version: 6 January 2011 Castle Cakewalk Genre: Comedy, Fantasy Troubled times have come to the peaceful Town of Stove in the land of Kit Chen. The evil Baron von Muffin-strussel has stolen the Holy Mixing Spoon from the Temple of Whipped Delights and absconded to his citadel, the terrifying redoubt known to all as the Castle Cakewalk. But a light flickers in the darkness, for a band of unlikely heroes is even now assembling in the center of the Town of Stove to set out on an arduous journey across the barren and dangerous Fru Ticake Wastes to storm Castle Cakewalk and win back the Holy Spoon. ➢ Backyard Adventures: Quest for the Lost Prince Genre: Adventure, Fantasy Tensions run high between the Ant colonies of Sandbox and Rosebush as territorial disputes turn into skirmishes and threaten total war. Meanwhile, conflict threatens to erupt when the militaristic Wasps begin a campaign to enslave the whole Yard during the mysterious absence of the Spiders, the wise and powerful counselors who long enforced stability. Against this backdrop, the Price of the Rosebush Ants has gone missing during a clandestine mission to transport a secret weapon to the forward base under the Old Elm. Who abducted the Prince? What has happened to the mysterious secret weapon, and could it be turned against the Rosebush Ants? It is up to an elite group of the Royal Guard to leave the safety of the Nest in order to search for the missing Prince, to find the secret weapon, and to stop the coming war between the Colonies while avoiding the Wasps and other perils of the Yard. ➢ Backyard Adventures: Restoring the Lost Genre: Adventure, Fantasy Total war threatens the backyard. The Mantis King has been assassinated by one of his own court. The ant colonies are plunging headlong toward civil war. The cutthroat Wasps have mobilized their military machine—already they have conquered the peace-loving Beetles and returned them into slavery, and they will stop at no less than total domination. Attacks by the lethal and mindless monstrous beasts, giant winged terrors and four-legged mammal-beasts alike, are increasing in frequency. All of the inhabitants of the Yard live in fear and desperation. Once, the wise and powerful Council of Spiders ruled over the Yard, and it was known as a time of great peace and stability. It has now been many seasons since the Spiders vanished without a trace, but not everyone has forgotten them. From many backgrounds and for many reasons, a diverse band of heroes have come together and pledged their lives and honor to one another for a single purpose: to find and restore the missing Spiders. ➢ The Lost Tablet of Akelmut Genre: Pulp, Adventure The Society for the Preservation of Occult Artifacts has learned of the discovery of the fabled Tablet of Akelmut and is assembling a team of experts to retrieve the artifact before it falls into the hands of their villainous rivals, the Seers of Power. Race across the sands of Persia and through the depths of wildest Africa to be the first to capture the elusive artifact! ➢ (Anti-)Heroes Genre: Superheroes The aliens planned the invasion with exceeding cleverness. With all of the super-villains captured and imprisoned under Yucca Mountain, peace had spread throughout the world. Only the remaining superheroes had any experience with conflict and resistance. The Invaders were canny and prepared: their first move was to capture and liquidate the world's superheroes. Now, with governments falling like dominoes and the very future of humanity at stake, the super-villains have been awakened in the depths of the Nevada desert and given an unlikely task: to save humanity. (Note: Shamelessly stolen from an exceedingly similar premise in the Savage Worlds Setting Necessary Evil.) ➢ Disappearance at the Wizards Academy Genre: Fantasy, Modern, Investigation One of your classmates, Erica Helms, is missing from the Wizards Academy, and you suspect that the new Charms and Enchantments teacher, Mr. Ables, is responsible. For some reason the faculty all seem to adore Mr. Ables. You and your friends know they won't take kindly to him being accused of abduction, so you have decided to investigate the disappearance yourselves. With patience, discretion, and a little luck, you might just be able to get to the bottom of the whole mystery... and save the school in the process! ➢ Shadow Stalkers: Terror in Farmdale Genre: Horror, Investigation Tiny Farmdale, Iowa (pop. 4,639) is normally a sleepy college town far from the pressures of civilization, but a recent rash of missing persons cases and yesterday's gruesome murder up at the Parson's ranch have left everyone in town a little on edge. The sheriff says there's nothing to worry about, but he couldn't be more wrong. Something old and evil is stirring in Farmdale, and it has worked up a terrible hunger... ➢ Created by Stephen Parkin Version: 6 January 2011 SKILL SETS ➢ ➢ Generate a list of skills to name the interesting and important things that characters will do in the game. Skills include training, proficiencies, abilities, capacities, and so forth. You can include as many skills as desired, but generally fewer is better. To speed things up, you can use or modify one of the following example skill sets for your game. Each skill is rated from zero to five points: higher is better. Players buy ranks in skills with skill points on a one-to-one basis. If there are ten or fewer total skills, players have skill points equal to the total number of skills times two. If there are eleven to twenty total skills, players have skill points equal to the total number of skills times 1½. If there are more than twenty total skills, players have skill points equal to the total number of skills. EXAMPLE SKILL SETS “We Don't Need No Frackin' Skills” Skill Set (2 Skills, 4 Skill Points) With Power With Finesse Dirty Hippy Indie Story-Game Skill Set (4 Skills, 8 Skill Points) With Violence With Resolve With Satisfaction With Regret Minimalist Skill Set (5 Skills, 10 Skill Points) Vitality Agility Presence Intellect Instinct Stephen's Modern Skill Set (26 Skills, 26 Skill Points) Perception Athletics Endurance Acrobatics Stealth Brawling Weaponry Marksmanship Book Learning Civics Science Investigation Computers and Technology Healing Arts Hidden Knowledge Outdoorsmanship Animal Handling Streetwise Drive and Pilot Fabricate and Repair Thievery Persuasion Empathy Subterfuge Intimidation Artistic Expression Dungeons and Dragons 4th Edition Fantasy Skill Set (20 Skills, 20 Skill Points) (Note: Missing Combat Skills) Acrobatics Athletics Endurance Perception Stealth Thievery Arcana Dungeoneering Heal History Nature Religion Bluff Diplomacy Insight Intimidate Streetwise [3 Combat Skills] New World of Darkness Modern Skill Set (24 Skills, 24 Skill Points) Academics Computer Crafts Investigation Medicine Occult Politics Science Athletics Brawl Drive Firearms Larceny Stealth Survival Weaponry Animal Ken Empathy Expression Intimidation Persuasion Socialize Streetwise Subterfuge Savage Worlds Explorer's Edition Pulp Adventure Skill Set (25 Skills, 25 Skill Points) Boating Climbing Driving Fighting Gambling Guts Healing Intimidation Investigation Knowledge Lockpicking Notice Persuasion Piloting Repair Created by Stephen Parkin Riding Shooting Stealth Streetwise Survival Version: 6 January 2011 Swimming Taunt Throwing Tracking [Arcane Skill] Simple Spaghetti Western Skill Set (6 skills, 12 Skill Points) Ridin' Ropin' Brawlin' Shootin' Talkin' Drinkin' and Gamblin' Zombies! Skill Set (12 Skills, 18 Skill Points) Brawling Handguns Longarms Explosives Driving Larceny Perception Athletics Stealth First Aid/Medicine Wilderness Survival Repair Post-apocalyptic Steamtech Skill Set (20 Skills, 30 Skill Points) Book Learning Automation Radiation Science Healing Arts Tinker and Repair Outdoorsmanship Animal Sense Thievery Scavenge Empathy Intimidation Persuasion Subterfuge Perception Athletics Endurance Stealth Brawling Weaponry Marksmanship MAGIC SKILL SETS ➢ In a game which uses magic, add magical skills to the list of mundane skills. For ease of creation, any of the following magic skill sets can be added to any of the proceeding skill sets to add magic to the setting. As always, players and GM are encouraged to generate their own list of magical skills tailored to the specific tone of their story. Minimalist Magic Skill Set (3 Skills, 6 Skill Points) Creation Magic Transformation Magic Destruction Magic Concise Magic Skill Set (5 Skills, 10 Skill Points) Life Death Matter Elementalism Mentalism Elemental Magic Skill Set (10 Skills, 20 Skill Points) Earth Water Fire Air Wood Metal Storm Acid Cold Bone Mage: The Awakening Magic Skill Set (10 Skills, 20 Skill Points) Prime Matter Spirit Death Fate Mind Space Forces Life Time d20 Modern Magic Skill Set (11 Skills, 15 Skill Points) Abjuration Creation Healing Summoning Teleportation Divination Enchantment Evocation Illusion Necromancy Transmutation Expanded Magic Skill Set (10 Skills, 20 Skill Points) Elemental Magic Space and Time Magic Matter Manipulation Magic Charms and Compulsions Illusions Oneiromancy Created by Stephen Parkin Necromancy Sorcery and Demonic Magic Nature Magic Version: 6 January 2011 Healing and Life Magic Wards and Protection Magic CHARACTERS When you create a character, do the following: pick a name; create a goal, creed, connection, and complication; and distribute your skill points among the skills that you've decided to use for the game. Write the information down on your Character Record sheet, which is just an index card or piece of paper. Below are definitions and examples (in boxes) of the mechanical aspects of a character. SAMPLE CHARACTER Sheriff Jim Westcott Goal: Bring the corrupt cattle baron, Orin Hart, to justice. Creed: Justice treats all men firmly and fairly. Connection: Deputy William Smith, Jim's son-in-law (through his daughter, Emma May). Complication: Hart is blackmailing me. Skills: Talkin' 3, Brawlin' 3, Shootin' 4, Ridin' 2 ➢ Goal: A clear and specific goal, either short or long-term. Free my sister from her captors. Win election as Mayor. Gain acceptance into the Brotherhood. Earn enough money to pay for mom's operation. Recover the lost Amulet of Mishankara. Successfully defend the town from the Orc battle party. ➢ Creed: A principle or maxim, either positive or negative, which guides your actions. Always show mercy. Act with compassion in all things. Violence is never acceptable. Thou shalt not murder. Faith will provide. Fortune rules all. Morality is best left to chance. No one can escape his fate. Power at any cost. Never show weakness. Only the strong survive. Power is for the weak to fear, for the strong to use. Revenge at any cost. Revenge is best served cold. Respect your enemy. Do not underestimate your opponent or yourself. ➢ Connection: A person or institution (organization, agency, gang, etc.) important to you. My sister, Hazel, who is a doctor. My best friend, Lewis. John, who saved my life. Amy, whom I love but who doesn't know it. My husband, Kurt. My rival in the unit, Capt. La Merne. The Marine Corps, Rangers, or CIA Academia New York's Lucchese Familia Los Angeles Police Department The Galactic Empire or the Rebel Alliance The Mages Guild of L'Aterrune ➢ Complication: A pressing trouble, problem, issue, or other complication that you must deal with. I owe Jimmy a lot of money. The police think I did it, but I didn't! My sister went missing and I think I know who took her. The man I love will marry another woman tomorrow. I'm an addict and haven't had my fix in too long. I crossed the wrong people and now I gotta disappear. ➢ Skills: Your most salient training, abilities, and proficiencies. In a Spaghetti Western game, a cattle-driver cowboy character might have the following skills: Ridin' 5, Ropin' 3, Shootin' 3, Drinkin' and Gamblin' 1 (Brawlin', Talkin' 0) In the same game, the corrupt town preacher might have: Talkin' 5, Brawlin' 1, Shootin' 1, Drinkin' and Gamblin' 5 (Ridin', Ropin' 0) Created by Stephen Parkin Version: 6 January 2011 PLAYING THE GAME (“THE RULES”) Playing the game is easy—its basic form is a conversation between you and you friends. Each player will narrate what their character does, thinks, and feels, while the Game Master will narrate for the antagonists and extras. The GM will also set scenes and give you information about the setting, environment, and other details. Occasionally, you will roll a die to find out how your character performs in a tense, dramatic situation. You always have the option of success, but it might involve a cost you aren't willing to pay... ➢ Doing Things ➢ ➢ When you attempt an action, narrate what you are trying to accomplish. Then, roll a six-sided die and compare it to the skill most applicable to the action you are attempting. If the die result is equal to or less than the rating of your skill, then you succeed at the action. Narrate how you succeed and what the outcome of your success entails. If your die result is higher than the rating of the skill in use, you have two options: 1. You fail at the action. Describe how you fail and what the outcome of your failure involves. After you have failed a roll, the GM may escalate the situation in some way. 2. You can choose to succeed at a cost. Describe how you succeed at the action. Then, the GM will narrate an unintended and negative consequence of your action. In doing so, he or she may (and usually will) assign a Condition to you or to another player. ➢ Conditions ➢ ➢ When you choose to succeed at a cost, or when things go drastically wrong, the GM may assign you a Condition. Conditions are specific to the genre and tone of your game, and a Condition may take almost any form, so long as it is a disadvantage to you. Until you are able to ameliorate a Condition, you must subtract one from your die roll whenever that Condition interferes with your ability to complete a given action successfully. In addition, Conditions will shape the fiction in certain non-mechanical ways (e.g. when you are crippled, you cannot suddenly begin sprinting). Potential Generic Conditions: Beaten, Bleeding, Broken, Shot, Impaired, Crippled, Incapacitated, Unconscious, (Presumed) Dead, Stunned, Paralyzed, Lost, Hunted, Missing, Captured, Tripped, Trapped, Broken Equipment, Exhausted, Angry, or Confused. ➢ Attacks, Defense, and Combat Rounds ➢ ➢ ➢ Attacks: When you try to harm another character, use a combat skill, e.g. Guns, as usual. If you succeed, the GM will impose a Condition on the enemy in accordance with your narration. An enemy might be, among other things: Beaten, Shot, Bleeding, Crippled, Incapacitated, Stunned, Captured, or—eventually—Dead. Likewise, the GM will impose a Condition on you when an enemy makes a successful attack against you. Defense: When attacked, the defender will sometimes have an advantage due to position, armor, etc. If the defender has a significant advantage, such as a bullet-proof vest against a shooter, then the attacker must add one to the result of his or her die—thus making him or her less likely to succeed in the attack (at least without incurring a cost). Defensive advantages include taking cover, lying prone against ranged attacks, wearing armor, focusing only on evading attack, etc. Taking Turns: In conflicts like combat, the side with the advantage acts first. Then, the two sides take turns acting—first all of the characters and their allies act, in whatever order they wish, and then all of their opponents act. The time allotted for each action is up to the group as a whole and should be established relative to the dramatic importance of the scene— unimportant combat scenes might be resolved in just a few turn (with each turn lasting several minutes), while a tense climactic scene might be broken down into brief turns wherein there is just barely enough time to complete the fastest of actions. Though it may vary between combats, you should use a consistent time frame throughout each combat. ➢ Antagonists ➢ ➢ Each antagonist has a rating which indicates the number of hits she can take before she is defeated. When multiplied by half of the number of skills in the current game, the rating also indicates the number of skill points the enemy has. Ratings: Mook (1), Henchman (3), Foe (5), Villain (7), Archenemy (9). ➢ Ending the Session and Advances At the end of a session, each player does the following: ➢ If a character met her Goal, she replaces it with a new Goal. If she solved her Complication, she gains a new Complication. If a character underwent major conversion during a critical situation during the session and thus transformed her philosophy, motivations, or world view, she may replace her Creed with a new one. If a character's relationship with her Connection was severed for some reason, she may introduce a new Connection. ➢ Each player gains one Advance. Advances can be spent to increase your rank in a skill by one. If there are more than twenty skills in the game, one Advance buys one new skill rank. If there are eleven to twenty skills, two Advances buy a new skill rank. If there are ten or less skills in the game, then it takes a full three Advances buy a new skill rank. Created by Stephen Parkin Version: 6 January 2011 Design Notes The following are a few brief notes on the design of the game and why I made certain design choices. ➢ Why a toolkit? ➢ Setting Kernels: Contra Overplanning Damage, Character Death, and Conditions Without the acquiescence of the player, a character cannot die in this game. The GM may assign to her so many conditions that she is utterly incapacitated, but she still has the potential to recover and eventually to succeed. Characters only die when the player chooses. This means that all character deaths make a statement: “This,” they say, “is worth even dying for.” I did not want to make a combat-grind system, but rather a system that rewarded characters facing adversity, but always being able to fight back through it to eventually succeed. It is the struggle, rather than the chance of failure, that I find meaningful. ➢ ➢ Why Goal, Creed, Connection, and Complication? ➢ Characters' goals, creeds, connections, and complications serve multiple functions. First, they guide the player as to how the character might act. Second, they are signals about the sorts of things that players themselves are interested in seeing in the game. These flags encourage the GM and other players to incorporate certain fictional elements into the story. ➢ Goals help everyone know what is important to the character. Players can help other characters meet their goals. GMs can challenge characters' goals or ask what a character is willing to sacrifice to succeed at her goal. ➢ Creeds help everyone understand the principles that motivate a character. GMs can create situations which challenge a character's creed or which pit creed against goal or connection. ➢ Connections beg to be included in the fiction. Players can call upon each others' connections in the fiction. GMs can use connections as hooks to involve characters or as leverage against them. ➢ Complications start characters off with problems which need to be addressed. Players can help solve each others' complications. GMs can draw upon complications as hooks for future adventures or plot development. CREDITS I have been inspired in this game in many ways. Notable mentions go out to John Harper for his game Lady Blackbird, to Greg Stolze for the wisdom in his introductory articles How to Play and How to Run, and to the fine folks at www.story-games.com. I also owe great thanks to my friends and playtesters. Created by Stephen Parkin Version: 6 January 2011
© Copyright 2026 Paperzz