procedures

examples

the procedures

When you take your turn, pick one:

  1. enter the dungeon
  2. present your acceptance or rejection of a quest, new or existing
  3. follow a quest
  4. present the suffering of a curse
  5. present another character with advice and/or opportunity, and know what your character wants in return

When you enter the dungeon, use the dungeon procedures.

When you follow a quest:

  • pick one of your quests, and ask yourself what your next move will be
  • if you know your next move but need more information:
    • if your character would know it, use the oracle
    • if your character needs to find out something, present a situation in which he may discover it
  • if you’re stumped, present a scene in which you gain the curse dead end with [quest]. This is a flag to the GM and other players to give your character opportunity and/or advice.

when you want to know something, use the oracle; ask a question and, roll a d6:

  • 1: no, and
  • 2-3: no, but
  • 4-5: yes, but
  • 6: yes, and

when you create a location:

  • create it on the map
    • double brackets, all lowercase
    • have an h3 for exits, list all known exits from the place
  • list 1-3 unique features of the location
  • list any interactables

when you create a person:

  • give the person a name
  • supply 1-3 features by exaggerating or qualifying a particular thing (e.g., gigantic red beard)
  • supply 1 bearing, by descriptor or association (e.g., cool, hotblooded, Marlon Brando)
  • supply 1 obvious quest or curse (e.g., trying too hard to look cool, no sleep in days)

when you present a thing, do it sharply and impressionistically, mention up to 3 concrete details and any reactions over which you have control.

When you describe someone’s reaction, feel free to abuse face-speak, e.g., “He walks in, and his face says you’ve it about three seconds to explain yourself before the knives come out.”

procedures

Homeland vanoj