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CRONE

Beta Test Manual v 1.0 Copyright 2013, CRONE RPG Not for Sale or Publication
NOTE:ThecontentsofthismanualandothermaterialsofthisBetaKitdonotrepresentthe finishedquality,content,orproductofCrone.

Chapter 1 - Introduction
Croneisagameaboutwitches,wizenedoldwomenwhowieldvastmagicalpower.These witchesdontbuildgingerbreadhousesoreatnaughtychildrenwell...mostdont.Instead,they traveltheland,goingonadventures,visitingancientruins,fightingpowerfulmonsters,andtrying theirbesttobringhopebacktoaworldthathasalmostforgottenit.

Roleplaying in a Nutshell
Croneisplayedbysittingaroundatablewithacoupleofyourfriendsandtellingastorytogether. Thismanualiswrittenfromtheperspectivethatyou,thereader,willactastheGameMaster,or GM,whiletherestofyourfriendstakeontheroleoftheindividualwitchcharacterthatthey havecreated.AstheGM,youllactasasortofemcee,explainingtherulesofthegame,building thegameworld,andcontrollinganycharactersinthestorynotcontrolledbytheotherplayers.If thatsoundsabitdaunting,dontfret!WeveworkedhardtomakeCroneeasiertorunthanyour averageroleplayinggamebutofcourse,justasfun. Croneismorethanjustastoryitsalsoacardgame.Thecardsrepresentthespellsand abilitiesavailabletoyourcharacters.Welltalkmoreaboutthemlater,butwhatyouneedtoknow isthattheyguideyouintotherawmechanicsofhowthegameworks,instructingonthe physicsthatmakesthegamerun.

What Youll Need


Firstoff,youwillneedafewfriends.Thegameworkswithasfewasjusttwopeople,oneplayer andaGM,butperusual,themore,themerrier.Chancesare,thegroupoffriendsyoucanget togetheronaSaturdaynightwithoutmakingabigtodoistherightnumberforyoutoplaywith. Next,youllneedpencils,paper,anddice.Youonlyneedthestandardsixsideddiceyoufindin mostboardgames,soitshouldntbetoohardtoscroungeupatleastthree,thoughmoreis usuallybetter.Aimforthreeperplayer. Asetofcardswillalsobenecessary.Asthisisonlythebetaversionyouwillwanttodownload andprintoutatleastonefullsetofencounterandcharactercardsbeforeyourfriendscome over. Finally,youllwantsomethingyoucanuseastokens.Thesecanbeanything,really.Pennies, glassbeads,pokerchips,orwhateveryoulike,solongastheyaresmallandplentiful. Wealsorecommendhavingsomestandardthreebyfiveindexcardsonhand,aswellasa stackofstickynotes.Snacksarealsogood.

The Setting
Introduction
[Incharacterbackground/loregoeshere] TheworldofCroneissimilartoourownaroundabouttheyear500CE,abouthalfofacentury afterthefalloftheRomanEmpire.AmightyempirecalledTheImperiatethatoncecontrolled theentireworldhasonlyrecentlycrumbledtodust,broughtdownbyitsowngreedandexcess. Now,theworldisruledonlybyanarchyandafewscatteredbarbariantribes.Strangeandterrible monsterslurkinthewoods,whilepeasantshuddletogetherinramshacklevillages.Thewritten word,science,andsafetyarethingsofthepast. Inthisnewandterribleworld,theonlyforceholdingsomesemblanceofsocietytogetheristhe Crones.Thesepowerfulelderwitchestravelfromtowntotown,villagetovillage,following mysteriousportentsthatguidethemontheirtasksandobjectives.WherevertheseCronesgo, theyaresuretomeetdangerandintrigueastheyattempttokeepthepeaceandrestorewhat hasbeenlost.

Uncertain Past, Uncertain Future


AcentralthemeofCroneisuncertainty.Thecharactersexistinaworldwherethewrittenword isathingofthepast,communicationhasbrokendown,andhistoryismorelegendthanfact. WhatthisaddsuptoisthatthecanonofCroneisextremelymutable.Whileweputforthsome ideasinthismanualforhowtoexplaintheeventsandtheworldofCrone,keepinmindthat,in keepingwithitstheme,thisinformationisnot100%certain,evenwithinthecontextofthegame. Soifyoureadsomethinginthismanualthatdoesnotmeshwithyourconceptofthegameor howitshouldbeplayed,feelfreetodiscard,changeoraddsomethingcompletelynew.

Our World
Theworldisawide,dangerousplacemuchofitisuntamedwilderness,scatteredwithsmall pocketsofcivilization,huddlesofpeoplebroughttogetherinfearoftheunknown.Inthenorth standthehigh,snowcappedmountains,fiercelyguardedbythanesandkingswhosefamilies haveruledsincedaysofold.Proudandsavagewarriors,thesepeopleneverbenttothe Imperiate'swill,andtheirmountainstrongholdsremainunconquered. Inthesouthsitstheremnantsofanempire,asmatteringoffeudingprincedomsandcitystates, clingingtothesouthernseaandtherichtradeitonceprovided.Fertilelandsandteemingtrade marketsmakethesefewcitiesripetargetsforthebarbarianhordes,andtheprincesanddoges ofthesecitieslearnedquicklytobuildtheirwallsstrongandhigh. IntheeastaretheFarLands,borderedoffbymountainrangesandtreacherousdesert.

Occasionallytravellerscomeherefromthosedistantlands,notsodifferentfromourselves,but manycarryingnewandfascinatingideasfromtheirhomelands. Andtothewest,theGreatSea,stretchingoffintothehorizon,andpresumablytotheveryends oftheearth. Inthecenteriswherewemakeourhome:theEndlessForest.Oncebrokenandcrossedby Imperiateroadsandoutposts,theforesthasovercomenearlyallcivilization.Nowonlyruinsand treesremain.Ofcourse,theforestisnottrulyendless.Hills,bluffs,riversandvalleysallroll throughourland.Thisiswherewehavecarvedoutourvillagesandtownsthefewprotected anddefensibleareaswherewecanfeelsomemodicumofsafety.Fortheforestisfullofonly darknessandterror.Strangebeasts,twistingpaths,andunknown,implacablemagiccallsthe foresthome.Mostlytheseforceskeeptothemselvesunlessthreatenedorimpingedupon,but woebetothepoorvillagerwhowandersoffintothataliendomain.Sufficetosaythattheywon't becomingback.

Our History
Itissaidthatwhentheworldwasyoung,forcesofsorceryandmagicruledallofmankind. Wizards,sorcerers,andothermagekingsheldtoweringcities,gleaminginimpunityandglowing withradiantsplendorandpower.Themagesmenandwomenfoughtbitterlywithgreat, crashingspellsorconstructarmiesmoremachinethanman.Nooneknowsexactlyhow"The Culling"cameabout,butmanyteachthatitwasthehubrisandprideofmagesthatbroughtit downuponthem. TheCulling.Withagreatanddeafeningcrack,nearlyallmagicwasdrivenfromtheworld.The arcanathatheldcitiesandempiresaloftcrumbledintodustandtheimmortalmagiofold returnedtotheearth.Somesaytheseoldmagiarestillwithusasmadgods,rumblingbeneath theground. IntotheworldcametheKingsofOldmortalmenwhocommandedbarbarianhordesandcarved theirfledglingandpagankingdomsfromtheforest.Itwasinthistime,itissaid,thatthecrones firstbegantowalktheearth.Theywereancientandwizenedwomenwhohadcaughtsomeof theretreatingmagicoftheworldwhetherbyblood,fate,ordivineright,itisunknown.Learning fromthefateofthemagi,thesewitcheslivedinsecrecyandseclusion,seekingneitherpower norinfluence,butneitherbestowingtheirgiftsandwisdomupontheirmortalneighbors. TheImperiaterosetoprominencenearlyamillenniaago,comingfromthesouthbearingmetal armorandarms,marchingtheirlegionsindrilledformations,anddrivingthekingsofoldfrom theirlands.Theybroughttheirgods,claimingdivinerighttoruleallofcreation.Intheirpride,they builttemplesandoutposts,seekingonlytocontrol,toconsume,andtodominate. Sotoo,didtheybringtheirhatredofwitchesandmagic,andinittheseedsoftheirownundoing. NonenowcansayforcertainwhatcausedtheImperiatetocrumbleintothedust.Maybethey

simpleoverextendedthemselves,theirlustforwealthandpoweratlastoutpacingtheirgrasp. Somesaytheywerebroughtlowbyinternalpowerstrugglesbehindthecloseddoorsoftheir paintedvillas.Onlythecronesknowthetruththatthey,inresponsetotheImperiate's murderousinquisitors,atlastdestroyedthefinalemperorandopenedthefloodgatesforthe currentchaosthatenvelopstheworld. Now,theworldisenvelopedinbedlamandbrutality.Saywhatyouwillabouttheempire,butthey builtcitiesandaqueductstheywroteliteratureandstudiedthesciences.Now,allthathasbeen burntbybarbariantorches,andonlyfearandignoranceremain.Everycronetodayisdrivenby theguiltoftheiractions.Nolongercantheysitidlybyandlethumanityfallintothethroesof extinctionanddespair.Nothepresentisourresponsibility,aresponsibilitythattheportentswill notletusputasideuntiltheworldissetontherightcourseonceagain.

Your Past
Youweren'talwaysacrone.Afterall,youdidn'tspringfromtheearthawitheredoldhag.No,you camemewlingintotheworldlikeanyotherbabe.Maybeyouwerealwaysdifferentmaybeyou wereaperfectlynormalchild.Somesayallwitchesaremarkedfrombirthbyblood,bydestiny, bymagic.Itdoesn'tparticularlymatter.Shortlyaftertheirtwelfthyear,mostfuturewitchesbegin toheartheportentscalltothem,orexperiencesomeothermagicalphenomena.Maybeyou werelostintheforestoneday,orweresetuponbyterrifyingnightmaresandvisions.Inany case,theportentsdrewyouinandsawtoyoureducation.Maybetheyguidedyoutoyour motherorgrandmother,sothattheycouldteachyouthefamilybusiness.Maybethesignsbid youtraveltoadistantvillage,ordeepintotheforest,sothatyoucouldstudyunderthewisdomof atrueandancientcrone.Or,maybetheportentsthemselvestaughtyouallyouneededtoknow, whisperingspellsandhiddenarcanatoyouinyourdreams.Hopefully,theydidenough. Hopefully,youwillbeready. Mostyoungwitchesareuntrainedandunproven,andfewcanmustermorethanafewweak incantations.Manylivesimplelivesandhidethestudyandpracticeoftheircraft.Somemarry andhavechildren.Somelivetheentirefirsthalfoftheirliveswithoutevenhearingthecallofthe portentsorleavingthehumblevillageoftheirbirth. Butonceawitchlivespastaboutherfiftiethyear,allthatchanges.Powercoursesthroughher veins,andhermagictrulybecomeslimitless.Theportentsbecomeundeniable,andsometimes violent,iftheyhaveto.Cronesarecompelledtopacktheirthings,leavetheirhomes,andwander theworldatthebehestoftheportents.Theyjoincircles,rightwrongs,andslaybeasts.Mostgo justalittlebitmad.Somelosetheirgriponrealityaltogether.Somerule,someserve.Some conquer,somemend.Whateveracrone'sdestiny,onethingiscertain:Thereisnosimplelife andnogoingback.Thefateoftheveryworldisnowinyourhands.

Witches in the World


Fewarestupidenoughtocrossacrone.Doingsoinvitesdisaster,evenforthemightiestkings. Outintheworld,allwitchesarecommonlyregardedwithsomemixtureoffearandrespect. Whilemosttownsfolkwilllivetheirentireliveswithoutevermeetingawitch,they'veheard stories.Andeverywhereyougo,thestoriesareprettymuchthesame. Neverturnanoldwomanfromyourdoorordenysheltertoastranger.Manywitches havebeenknowntoviewsuchinhospitablebehaviorasacapitaloffense. Nevercrossawitch.Nocharmsortrinkets,noprayerorsong,willprotectyoufromher wrath. Neverfailtoaidawitch,astherewardstheybestowarebeyondyourimagining. Notallpeoplefollowthiswisdom,ofcourse.Somearesuspiciousofwitches,orevendoubtthat theirpowersevenexist.Mostcronestakeituponthemselvestoeducatesuchsimpleminded folk. Occasionally,aparticularlyrecklessorremotevillagewillthinktoburnsomepoorgirlforthe crimeofwitchcraft.Itshouldgowithoutsayingthatthewitchesthesevillagersputtothe flamesarenothingofthesort,orelsetherewouldbemanymorevillagespopulatedexclusively bytalkingfrogsorcharredcorpses.Itshouldbenotedthatburningwitchesisgenerallyfrowned uponbyrealcrones,andavillagefoundtohavecommittedthissinisliabletobewipedcleanoff thefaceoftheearth. Witchescannotbecompletelyunguardedamongmeremortals,however.Forwhilenotevenan armyofmencanhopetodefeatawitchinbattle,manyacunningmanmaytrytotrickwitches intodoingtheirbidding.Adangerousruse,ofcourse,asthewrathofawitchwhofindsherself fooledisoftentimesasswiftasitisbrutal. InthedaysoftheImperiate,theirenchantersandinquisitorsoftenputrealcronestothetorch withaidoftheirsocalledgodsandfalsemagic.Truthbetold,nooneknowswhatremainsofthe oldempire,andtheremayyetbeoldbrotherhoodsofinquisitorsstillprowlingtheearthfor witchestosetaflame...

Witches in the Wilderness


Formostpeople,atripintotheforestmeansaquickandbrutaldeath.However,cronestendto bemoreresilient.Theforestandthebeaststhatlivetheretendto"feel"thepresenceofwitches, andaredrivenawayinfear. But,therearethingsinthewoodsthatfearnothing,notevenacrone:Ancient,rumblingthings buriedbeneathruinedtemplesenormous,abominablecreaturesthatcrunchthebonesof

childrenbeneaththeirsnappingjawsdemonsandwhisperingspiritsthatguidetravelersdown darkandtwistingpathstotheirdoomandevensometimesanotherwitch,driventothebrink, andpreyinguponthosesheusedtoprotect.

The Chaos
Commonwisdomsaysthatthegodshaveabandonedus.ThetemplesoftheImperiatelay broken,andifmercifulandkindgodseverexisted...well,theynolongerseemtoexertinfluence now. Somecronesbelievethatthisisnottrue.Theybelievethatthegodsarestillwithus,butthatthey arenolongerthenobleandjustrulersthattheImperiatesoexalted.Somewitchessaythey neverwere.

A Flicker of Hope
Notallisruinanddecay.Inscatteredvillagesorwalledcities,thelightofhumanityandprogress flickersandsparks.Booksandlorearehiddenawayinsecretlibraries,andsmallacademies andmasterilluminatorsworktopreserveandimproveupontheknowledgeofthepast.Most cronestakeitasapointofpride,andplaceahighpriorityinprotectingthesesmallholdsof humanityandwisdom,andmanytakeitastheirpersonalresponsibilitytorecordandresearch theworldaroundthem. History,math,physics,biologyandothersciences,madeplaythingsbymagic,arenonetheless pouredoverandstudiedbymanycrones.Inmanyvillages,cronesseektoenlightenaswellas protect.Theycarrymethodsofnewcroprotation,orofstrangenewdevicesthatcandivinethe movementsoftheheavens.Occasionally,iftheysurvivetheencroachingchaos,theseflickers ofknowledgebecomeflames,andmanycroneshaveseenvisionsofafuturetimewhenthese flamesbecomebeaconscitiesofartandsciencethatshineoutabovetheforest...foratleast aslongastheirlightisnotextinguished.

Chapter 2 - Playing the Game


WhileCroneisastory,itisalsoagame,andeverygamehasrules,thoughtheserulesare reallymorelikemalleableguidelines.Whilewebelieveourrulesofferagreatwaytoplay,ifyou findsomethingthatworksbetterthanwhatswritten,feelfreetouseit!Cronewasdesignedto beasolidgame,butitwasalsodesignedtobeaflexibleone.Consensusdeterminestherules ofthisgame,notthisbook.

Character Cards
Everyplayerbeginsthegamewithacharactercard.(Charactercreationwillbecoveredin anotherchapter.)Everycharacterbeginsthegamewithsixthings:aname,aclass,attributes, initiative,health,andskills. Eachcharacterhasfourbasicattributes,listedbelow. Strength,whichdeterminesthephysicallycapabilityofthecharacter Dexterity,whichdeterminestheirmaneuverability Intelligence,whichdeterminestheirabilitytothinkontheirfeet Willpower,whichisthecharactersrawforceofpersonalityandcharisma Eachoftheseattributesrangesfrom0to3.Thoughtazerosoundslikeacharacterhasno capabilities,infactitmeansthattheyareonparwithmostpeople.Athreemeansthattheyare aboutthreetimesasstrong,fast,intelligent,orcharismaticastheaverageperson,depending upontheattributeinquestion. Skillsdeterminethespecializedtrainingthatthecharacterhasreceived.Maybesheknowsa thingortwoaboutplants,ormaybesheisamasterofswordandshield.Again,skillsrangefrom zerotothree,wherezerosimplymeansthatyourcharacterhasnospecialtrainingandknows aboutasmuchaboutthetopicasanyoneelse. InitiativeandHealthareusedprimarilyincombat,andtheydeterminewhatthecharactercando inacombatsituationandhowmuchpunishmenttheycantake,respectively. Finally,eachcharactercardhasahealthtracker.Playerscanmoveindicatorsalongthistracker inordertokeeptabsontheirhealthasitrisesandfallsduringcombat.

Playing a Witch
Asmentionedearlier,Croneisaroleplayinggame(orRPG),whichmeansthatthegameis playedbycreatingacharacterandplayingouttheirrole.TheGMsetsthestageforthegame, controllingnonplayercharacters(NPCs)anddeterminingtheoutcomesofanyactionsthe playerstake. Oneoftheuniquethingsaboutmostroleplayinggamesisthatplayerscanhavetheir charactersattempttodoanythingtheylike:negotiatewithadragon,knockdownamountain,or

setfiretoahaplesspeasant.Theanswertothequestion"Canmycharactertryanddothis?" shouldalwaysbe"Yes."Butjustbecauseacharactercantrytodoanythingtheylikedoesn't meanthattheywillalwayssucceed.InCrone,weusediceandandcharactercardsto determinewhetherornotanactionsucceedsorfails. Wheneveracharactertakesanactionthatcarriesariskoffailure,theGMwillcallsomethingout somethinglike"Roll3d6,Strength+Endurance,TN13."Whatthismeansisthattheplayer shouldrollthreesixsided,standarddice(3d6),addtheirfaceupsidestogether,andthenadding theircharactersattributeandskillrankaccordingtowhattheGMcalledout(Strength+ Endurance).Then,iftheplayerstotalisequaltoorhigherthantheTN,orTargetNumber",that theGMcalledout,thecharactersucceeds!Otherwise,theactionfails,andtheGMwillletthe playerknowtheconsequencesofthisparticularfailure.Mostofthetime,afailurejustmeans thatacharacterhasbotchedtheirfirsttryandcantryagainontheirnextturn.Othertimes,it meansacharacterhasfallenoffaclifforsetthemselvesonfire.Itreallydependsonthe situation.

[sidebox]SettingTNs WhensettingaTargetNumber,itsimportanttohaveanideaofthedifficultyoftheactionin mind.Thedifficultychartlistedbelowshouldgiveagoodideaofhow/whereTNsshouldfall. Difficulty


Average Challenging Difficult NearlyImpossible Supernatural

TN
11 13 15 17 19

Combat
WhilemostofCronecanbeplayedusingthesimple3d6versusTNmechanicdescribedbefore, occasionally,thegamewillswitchovertoCombatRules.Theserulesaremeanttohelpkeep battlesfast,easy,andfun.

Player Whencombatbegins,eachplayersearchesallthecardsintheirpossession(calledthe CharacterDeck)anddrawsfivecards,plustheMinorActioncard.Thesecardsconstitutethe playersCombatHand,andareusableintheupcomingbattle.Next,eachplayerrollsa1d3and takesthatnumberofinitiativetokens,unlesstheGMspecifiesotherwise.


Example: Michellescharacter,Hellehassixcardsinhercharacterdeck.Michelletakesfiveofthesix cardsfromhercharacterdeckandalsotheminoractioncard.ThisisnowherCombatHand. Next,sherollsa1d3andgetsa2.SheaskstheGMtopassher2initiativetokens.

GM TheGMdrawsanumberofcardsfromtheirEncounterDeckequaltothenumberofplayers, plus2.TheythensettheirHealthandInitiativeforthisencounter(seeRunningAnEncounter)

Playing Cards
Atthebeginningofeachround,theGMwilldrawtheircardsandplaythemfacedownonthe tableinfrontoftheirintendedtarget.OncetheGMhascompletedtheirturn,theplayersturn begins. Theplayersmaydiscusstheircardsandstrategiesduringthisphase.Eachplayermayplayany numberofcardsaslongasthetotalInitiativeCostofallthecardsplayedisnothigherthan theirInitiative.NotethatplayersmaydiscardinitiativetokensinordertoboosttheirInitiativefor oneturnonaoneforonebasis. Example: Afterbrieflydiscussingwithherfellowplayers,Michelledecidesnowisagoodtimetolaydown somehurt.Sheplaystwocards,ReaveandLongsword.Reavecosts4initiativeand Longswordcosts2initiative,bringinghertotalinitiativecostto6forthisturn.Ashercurrent initiativeisonly3,shemustdiscard3initiativetokenstobringherinitiativeupto6tomatchthe totalinitiativecostofthecardsplayed.

Resolving Cards
Player Afterallcardshavebeenplayed,playersshouldbegintoresolvetheirindividualcards.Every cardhasaparticulardicerollthatmustbemadetoresolveitseffect.Thisrollismadeofan Attribute,aSkill,andaTargetNumber.Toresolveacard,playersrollthreedice.Thentheyadd thelistedSkillandAttributetotherolltotal.IfthetotalrollisequaltoorgreaterthantheTarget Number,orTN,listedonthecard,thecardsucceedsandtheSuccesseffectshouldbe applied.IftherollislessthantheTN,thecardfailsandtheFaileffectisapplied.Notethatmany cardsstillhaveapartialeffect,eveniftheyfail.
[ExampleText] [ExampleDiagram]

GM AllGMcardsmayberesolvedassoonastheyarerevealed.However,itisgenerallybetterto indicatetheireffectstotheplayersfirstandthenwaittoresolveallofthemafterplayercards havebeenresolved.ThisisbecausePlayercardsofteninteractwithGMcardsinwaysthat couldchangetheireffects.


Whileresolvingcardsisthesamenomatterthecircumstance,theorderinwhichcardsare resolvedisaffectedbywhetheryourgroupisusingOrderedorChaoticResolution.

Ordered Resolution
Inorderedresolution,playersresolvetheirturnsonebyone,goingaroundthetableinasetorder whiletheGMwatchesandtracksgameeffects.Thismethodofresolutionisrecommendedfor newgroupsandthosewhopreferamoretraditional,organizedapproachtogameplay.Ithasthe benefitofallowingtheGMtoprovideadviceandexplaintherulesofabilityandencountercards. [ExampleText] [ExampleDiagram]

Chaotic Resolution
ChaoticresolutionismeanttoofferanexcitingalternativetotheOrderedstyleofcombat.Inthis style,playersresolvetheircardsallatonce,rollingforsuccessorfailureandannouncingthe resultsastheyarecompleted.Thisstyle,whileslightlymoredifficulttokeeptrackof,more closelymirrorsthefranticpaceofbattleandkeepsthegamemovingfasterthanOrdered Resolution.Thisstyleisrecommendedforexperiencedplayers.Itishighlyrecommendedthat afteroneortwobattlesusingOrderedResolution,allgroupsatleastgivethismethodatry.

[ExampleText] [ExampleDiagram]

[sidebox]SideRule:Initiativetokensmayonlybeplayedwhenplayersplacetheircards onthetable,unlessacardstatesotherwise.TheycannotbeplayedoncetheGMscards arerevealed.

Narrative Action
Whilethemechanicaleffectsofallcardsarebeingresolved,playersnarratetheactionsoftheir characters,describingthespellstheycastandtheattackstheyland.TheGMjoinsin occasionally,describingtheeffectsthattheplayershavehadupontheirenemiesandany actionsthattheirfoeshavetaken.

Clean-Up
Finally,allplayercardsnotstillinplayarereturnedtotheindividualplayershandsandtheGM returnshisplayedcardstoareshufflepile.Whenthispileisexhausted,itisshuffledbackinto theEncounterDeck.Oncethetableisclear,theroundisoverandanewroundofcombat beginsfromthePlayingCardsphase.CombatcontinuesinthiswayuntiltheGMisdrainedof theirhealth,someonefleesthebattle,oralloftheGMscardsarediscarded. Torecap:

CombatOverview
TheGMplaystheircardsfacedown Theplayersplayanumberofcardssuchthatthetotalinitiativecostdoesnotexceed theircharactersinitiative Playersflipovertheircardsandresolvethem,determiningsuccessandfailure Theeffectsofallcardsaredetermined TheplayersandtheGMnarratetheactionoftheround Playercardsarereturnedtotheirhands,andtheGMputstheircardsintoareshufflepile ThepreviousstepsrepeatuntiltheGMisdrainedofhealth,someonefleesoralltheGMs cardsarediscarded

Death and Dying


Witchesarenotoriouslydifficulttokill.Shortofburningonetoashesandgrindingtheirbonesinto dust,thereisnowaytobecertainthatawitchwillstaydead. Ingameplayterms,whatthismeansisthatintheeventofatotalpartykill,theGMshouldwork somesortofaftereffectintothenarrative.Maybethecronesaretakenprisoner,orareleftfor dead,onlytoawakensomehourslater.Alsoworthrememberingisthat,asverypowerful magicalbeings,cronesarentlikelytobemortallywoundedbyanythingshortofseriousthreats. Reaching0healthinanencounterwithnonmagicalenemiesmaysimplyresultin unconsciousness. Ifnotallofthecronesfall,anyinjuredwitchesshouldawakenafterthebattlewithaquarterof theirmaximumhealth.

On Health
Inmostroleplayinggames,HealthandHPrepresentabstractconceptsratherthanactual physicaldamagedealttothecharacters.Afterall,itwouldntmakesenseinmostgamesfora charactertokeepfightingafteraflurryofarrowshaveturnedthemintoapincushion.Butin Crone,thecharactersaremadeofheartierstuff.Theycanbeshot,burned,sliced,stabbed, crushed,electrocutedandstillkeepfightingwiththesameferocityasbefore.Inotherwords, dontbeafraidtobegoryandbrutalindescriptionsofdamageforfearofupsettingthemetaof thegameworld.

Healing and Healers


Croneshealquickly,asthearcanaflowingintheirveinshelpstokeepthemaliveandbreathing. Ingameplay,thismeansthatmostcronesgain1d6healthafterashortrest,andarereturnedto fullhealthafterasolidnightssleep. Mostcompetenthealers(i.e.,characterswiththeHealingskill)canquicklyreturntheirfellow cronestofullhealthafterabattle,unlesspressedfortime.

[sidebox]BattleWeariness:Ifyouwishtomakebattlesriskierinyourgame,consider addingthisrule.Healingworksasusual,butaftereverybattle,havethecharacters reducetheirmaximumhealthby1d6tomimicthetraumaandwearinessgainedfromthe fight.Stackmultiplesofthisdrainforeachbattleandremoveitonlyafterthecharacters managetogetagoodnightsrest.

Chapter 3 - Characters
InCrone,allplayersexcepttheGMcreatetheirown,uniquecharacter.Thepurposeofthis chapteristoexplainhowtocreateexcitingandinterestingcharactersthatliveandbreatheinthe worldofCrone.

[Sidebox]Notethatyoudonotnecessarilyneedtocreatecharactersinordertoplay Crone.Therearepregeneratedcharactersincludedinyourcopyofthegame,which canbeusedfortheduration,orprovideajumpingoffpointforyourplayerstocreate theirownuniquecharacters!

Character Sketch
Tobegin,havetheplayerstakeamomenttothinkaboutwhatkindofcharactertheywanttoplay, andwhattheywanttheirroleinthegametobe.Askthem,Doyouwanttobethekindofwitch whothrowsherselfheedlesslyintobattle,ordoyouwanttousecunningandschemesto achieveyourobjectives?Isyourcharacterjovialorstoic?Altruisticorpragmatic?Takingafew momentstocomeupwithabriefsketchofacharacterisalwaysworthwhile.

Class
Classesmakeupthefoundationofcharacters,buttheyarenotstrictdefinitions.These descriptionaremalleable,asyourplayersdonothavetoplaytheseclassesasdescribed,but shouldtakethemasatemplatestobuildtheirownuniquewitch.Formoredetailsontheclasses availableforyourplayerstochoosefrom,seepageXX.

Abilities
Everyclasshastenstartingabilitycardsassociatedwithit.Thesecardsrepresentthemagic thatcharactersbringtobattle.Inadditiontoclassabilities,charactersalsohaveaccessto equipmentcards.Equipmentcardsrepresenttheweaponrytheplayerscanuseinafight. Eachplayerchoosesatotaloffivecardsfortheircharacteratthestartofthegame.Eachof thesecardshasstrengthsandweaknesses,andplayersmaywishtocoordinatewithone anothertoformcomplementarysetsofabilities.

[sidebox]UnlimitedPower:AtthediscretionoftheplayersandtheGM,youmaychoose tostartthegamewithallabilitiesandequipmentunlocked,sothatallabilitycardscanbe usedbyacharacterwithoutfirstlearningtherelevantabilityduringgameplay.Notethat thefivecardsduringcombatrulestillapplies,andthatplayersmayonlydrawfrom theirclassspecificabilitycards.

Skills
Eachcharacterhastheirownskills,talentsbothinnateandlearnedthathelpthemovercome obstaclesinthegameworld.Eachcharacterbeginsthegamewithfiveskillpoints,whichare distributedovertheirskills.Notethatnooneskillmayhavemorethanthreeskillpointsinvested init.Formoreinformationonwhataparticularskillisusedfor,seetheSkillsGlossaryonpage XX. [SkillChartGoesHere]

[sidebox]SkilledintheWays...Itisagoodideatopicksomeskillsthatcorrespondwith theskillslistedontheabilitycards,astheseskillsdirectlyinfluencehowusefulability cardswillbeduringbattle.

Reputation
InmostRPGs,charactersstartoffasyoung,wideeyedadventurers.Afreshslate,ifyouwill.At thestartofmost,ifnotall,gamesofCrone,thewitcheswillalreadybeafairlypowerful magicuserswhohavelivedforatleasthalfacentury.Itwouldthereforemakesensethateach characterhasalreadydoneafewnotabledeeds,andacquiredabitofareputation. Therefore,itisrecommendedthatyourplayersjotdownoneortwosentencestalkingabout whattheirparticularwitchisknownfor,priortotheeventsofthegame.Reputationscanbefairly epic:maybeawitchisrumoredtohaveslainadragon,ormadeapactwithaforgottengod? Reputationsdonotneedtobesograndiose:awitchcouldsimplybefamousforherrhubarbpie.

The Benefits of Infamy


AttheGMsdiscretion,characterreputationsmayprovidetangiblebenefitsandweaknesses duringthegame.Thesecanbeassimpleascertaincharactersbeingfriendlierormore distrustfultohard,mechanicaladvantages.Ingeneral,areputationshouldconsistoffour mechanicalcomponents.

ASoftBonus.Everyreputationshouldcarrysomesortofeffectthatinfluenceshowpeople andtheworldaroundthecharacterreactbasedonthereputation.Itdoesnotneedatangible, mechanicalbenefitassociatedwithit. ABenefitandaPenalty.Reputationsshouldoffersomehard,mechanicaladvantageand disadvantage.Tryandbalancethesetogetherforanoveralleveneffect.Youcandothisby placingaconditiononthereputationsbenefit,sothatifaplayerdoesnttakeacertainactionina session,inthenextsessiontheirreputationprovestobeadisadvantage.

Alternatively,youcansimplybalancereputationsbymakingsurethatanyadvantageitgivesis balancedagainstanequaldisadvantage.Seethelistbelowforsomeadvantages/ disadvantagesthatarealltangiblyequivalenttooneanother. +1d3/1d3toskillchecks +1d6/1d6health +1/1initiative +1handsize/1handsize +1alldamagedealt/1alldamagedealt 1alldamagetaken/+1alldamagetaken +1initiativetoken/1initiativetoken

ACondition.Playersmustdosomethinginordertoupholdtheirreputation.Thiscanbeas simpleasoccasionallyplayingintoitabittofullonritualsthatmustbeperformedeverymoon. Asmentioned,thebenefitandpenaltyofareputationcanbebalancedbyhavingthebenefitturn intoapenaltyifnotmet.Alternatively,simplyremovetheeffectsofthereputationifaplayergoes toolongwithoutfulfillingtheircondition.Though,generally,itsgoodformtogiveareputation backonceaplayerstartsmeetingitsconditionsagain. Examples HellehasareputationasaPlagueEater SoftBonus:Whiletroublingtosome,theprospectofbeingcuredofanydiseaseormalady generallymakespeoplebehavefavorablytoHelle.
Benefit:Oncepersession,Hellecanconsumeapermanentillnessordeformityafflictingan NPC.Whendoingso,shegains1d6health,evenifsheisalreadyatmaximumhealth. PenaltyandCondition:IfHelledoesnotconsumeatleastoneillnessinthiswayatleastonce everytwosessions,sheloses1d6fromhermaximumhealthuntilsheconsumesanother illness. ClaishasareputationforherFearsomeShield SoftBonus:ItiscommonlyknownthatClaissshieldismadefromthebonesandfleshofa manwhooncewrongedher. BenefitandPenalty:IfClaisiseverthreateningortryingtointimidatesomeone,shegains +1d3totheroll.However,ifsheiseverytryingtopersuadeornegotiatiewithsomeone,she takesa1d3penaltytotheroll. Condition:Claissshieldisimportanttothisreputation,andshemustcarryitwithherwhenever shecan.

Finishing Touches
Nowthatyouhavealltherawmechanicsofthecharactersworkedout,itisrecommendedthat theplayerstakeaminutetothinkabouttheircharacterbeforejumpingintothegame.Askeach playermorequestionsabouttheircharacter.Whatareherhopes,herdreams?Heraspirations? Herweaknesses?Whatwasherlifelikebeforeshebecameawitch?Thesequestions,and otherslikethem,willhelpyourplayersfleshouttheircharactersandgivethemmoreofa personality.

[SideboxDetailedBackstory]Ifyourgrouplikestogivetheircharactersdetailed backstories,considerusingthisrule.Haveeachcharactertakeapieceoflinedpaper andthenwritedownonesentenceanswerstothefollowingprompts. TheMaiden:Describeaformativeeventinyourcharacterschildhoodor adolescence. TheMatron:Describeyourcharacterslifebeforeshebecameacrone. TheCalling:Howdidyourcharacterlearnthatshewasawitch? TheTeaching:Describewhattraining,ifany,yourcharacterhadinthewaysof magic. TheCrone:Describethefirstactyourcharacterperformedonceshebecamea fullfledgedCrone.

Advancement
CharactersinCronearenotstatic.Theygrow,theylearn,andtheybecomemorepowerful.Of course,witchestendtobequitepowerful,butforthewomenofCrone,theresnolimittohow strongtheycanbecome!

Experience
Experience,asaconcept,representsthecumulativetraining,knowledge,andinsightthata cronegainsduringhertravels.Itisusedtomakecronesmorepowerfulbyincreasingtheirskills anddevelopingtheirabilities.

Gaining Experience
Experienceisgainedthroughinteractingwiththegameworldandcompletingobjectivessetforth bytheGM.Usually,theGMdisplaysatleastoneQuestorGoalcardonthetableduringplay. Thesecardsstatetheobjectivethatmustbecompleted,andmayindicatetherewardthatthe partywillreceiveforcompletingthequest.

Using Experience
Experiencemaybespentinordertoincreaseacharactersrankinaspecificskillona oneforonebasis. [Exampleofusingexperience] Note:NoskillmayevergopastRank3,thoughplayerscanalwayspurchasenewskills.

Character Goals
InadditiontothequestslaidoutbytheGM,playersmaysetpersonalgoalsfortheircharacters. Thesegoalsshouldbeappropriatelyepicanddifficult,suchasSlayaDragonorDiscoveran AncientKingdom.WheneveraplayercreatesaGoal,theyshoulddiscussitwiththeGMsothey maychoosetoprovidearelevantrewardforcompletingthatgoal.Typically,completinga CharacterGoalgrantsthecharacter+1toarelevantstat. [Exampleofhowgoalswork]

Gaining New Abilities


Cronesmayalsogainnewabilitiesandequipmentduringtheirtravels.Whileanyplayeronly bringsfiveAbilityCardsandoneMinorActionintobattle,thecharactersarsenalisexpandable. Togainanewability,playersshouldannouncetheirintentiontodosotothegroup.TheGM keepstrackoftheabilityorpieceofequipmenteachcharacterisworkingtowards,andprovides opportunitiesduringadventurestolearnnewspellsoracquiremoreequipment.Usually, acquiringthesenewcardsisnoeasyfeat,andmayrequiretakingonperilousqueststangential totheprimaryobjectives. [Exampleofhowtogainanewability]

Chapter 4 - Classes
[Thischapterisstilltocome.PleaseseeCharacterCads.pdfforclassdescriptions]

Chapter 5 - Encounters
Running an Encounter
ChapterXXXdescribedthebasicmechanicsofhowcombatworks,butthissectionisdesigned todelvefurtherintohowtheGMplaysonceabattlestarts. TheGMhavethreenumberstokeeptrackof.Thesenumbersvaryalongwiththeamountof playersparticipating.Seethetablebelowforadescriptiononcalculatingthestartingvaluesfor eachencounter.

[SideboxQuickEnvironments]Forgottoprepsomeenvironmentcardsorsimplywant tothrowdownanencounterinaplaceyouhadntexpectedittocomeup?Youmight wanttoconsiderusingthisrule.Handeachplayerastickynoteandhavethemright downanenvironmentonit.Stickthesenotesdownonthetable,andboom!Instant environmentsmadeeasy. EncounterTable


GMInitiative GMHealth HandSize #ofPlayersx3 #ofPlayersx10 #ofPlayers+2

Ofcourse,itwouldbeboringifallencountershadtheexactsamenumbersattachedtothem.It issuggestedthatyouadd10GMhealthforaharderencounterandsubtract10GMhealthforan easierbattle.

[Sidebox]:TherearemanywaysaGMcanchangethedifficultyofanencounter.Itis highlyrecommendedthatyouexperimentwithdifferentadjustmentstothestandard encounterinordertofindstylesthatworkwellforyou.Someexamplesinclude:Starting withextraorfewercardsonthefirstturn,creatingEnvironmentorEffectcardsthat introducepenaltiesorbonusesfortheplayers. ResolvingCards TheGMisuniqueinthatthemajorityoftheircardsdonotneedtoberolledtodeterminetheir successorfailuretheysimplytaketheeffectstatedonthecardunlessotherwisecounteredby asavvyplayer. PushinganEncounter IftheGMfeelsthatanencounterismovingtooslowly,ortheywanttoraisetheintensityof combat,theycanPushtheirEncounterDeckinoneoftwoways.

First,theGMmaydrawextracardsfromtheirdeckbyspending1d6Healthpercard.Ifyoufind yourselfinapositionwhereyou'redrawnhanddoesntletyouplayeffectively,itisusuallyworthit tospendthehealthtodrawoneortwoextracards. Second,theGMmayspendHealthinordertotemporarilyboosttheirinitiativeonaoneforone basis.Thiscomesinhandywhenyouwanttobringthefighttoanexcitingclimax,orifyoufind yourselfjustoneortwopointsofinitiativeshyofaperfectplay.

[SideboxKnowWhentoFoldEm]AnimportantpartofbeingaGMisknowingwhena combatencounterhaswornoutitswelcome.Itsimportanttorecognizewhenyour playersaregettingboredandtoputaquickfinishontoafight.Dontbeafraidtoleavea fightearlyorburnyourhealthupbyPushinganencounterifitmeanskeepingyour playersengagedinwhatshappening. Furthermore,ifyoufindyourselfbadlyhinderedinafightbyreducedinitiative,orhalf yourdeckendsupdiscarded,itprobablymeansitstimetopackitinandhavethe playersenemiesfleeinterror!

Chapter 6 - Sessions
Session Creation
AseveryGMhastheirownuniquestylewhilerunningagame,sotoodomostGMshavetheir ownwayofpreparingforagame.Therefore,theintentofthesenextfewchaptersisnottolay downanyofficialrulesthatmustalwaysbefollowed,butmerelytoprovidesuggestionsonhow anaspiringGMcanadapttheirstyletotheworldofCrone.

Setting the Objective


Whenstartingtoplanasession,thefirstthingthatneedstobedecidedistheplayersmain objective.Asarule,thewitchesofCronearenotdrivenbylustforgoldorpower,andtypically, plunkingthecharactersdowninasituationtobelefttotheirowndeviceswillleadtofrustrated playersanddisappointinggameplay.TheGMcannotrelyontheplayerstoprovidetheirown narrativeorobjectives,atleastatthebeginningofastory.

Start Epic
Incontrastwithmanyotherroleplayinggames,thecharactersofCronedonotstartatalow pointofskillorability.Instead,theyareimmenselypowerfulwitches,andthethreatstheyface andgoalstheypursueshouldmirrorthatpower. Catchingcommoncriminalsandhuntingbanditsmaybeacceptableinothergames,butin Cronetheywillfeelsillyandoutofplace.Anysensible,mundaneopponentwouldfleeinterror themomenttheylearnedtheywerefightingawitch.Tomakethreatsbelievabletheymustbe morethanmundane. Looktofairytalesandthelegendsforinspiration.Thinkdragons,giants,andotherstrange beasts.Theseareopponentsworthyofacrone.

Just This Once


Neverdothesamethingtwice.Thismayseemobvious,butitbearsmentioningthatrepetition dullsoutagame.Iftheplayerskeeprunningintothesameenemiesorfindingthemselvesinthe samesituations,theywillquicklygrowbored.ItishighlyrecommendedthatGMstakefull advantageoftheorganicandflexiblenatureofCrone,andavoidreusingscenarios,enemies,or storylines.

Portents of Things to Come


Witchesdonottypicallyleavetheirhomeswithoutgoodreason.Asmentionedearlier,theyare guidedtogetherbyPortents,mysterioussigns,visions,andothersupernaturalphenomena. Theseomensmaystartsimply,butshouldalwayslooktowardslarge,earthshakingeventsand adventures:achildlostinthewoodsleadstowardstheawakeningofanancientdemona murderofcrowsflyingwestguidestheplayerstowardsamarshallingundeadarmy.

[sideboxPortentCards]Portentscanbeusedtoquicklyandeasilyhookplayersinto theactionofthegame.WhiletheGMwillusuallygivetheplayersasingleportentatthe startofplayandletthestorygofromthere,itcanoftenbeinterestingtogivethegroup multipleportents.Ifyoudecidetousethisroute,writedownafewthematicelementsof thecurrentsessionorobjective,thingslikeBetrayal,Madness,orHope.Then,writea portentthatpertainstoeachelementonacard.Finally,handacardouttoeachplayer. Itsgreatfunwatchingplayersdiscussthemeaningofportents,nottomentionthe Aha!momentthatcomeswhentheyrealizehowaspectsofthestorytiebacktothese initialomens!

Cast of Characters
Theprimarydrivingforcebehindallroleplayinggamesisthecharacters.Mostofthecharacters inCronearenot,infact,controlledbytheplayers.Instead,theyarethetownsfolk,kings,and beaststhattheGMdreamsup.Goodcharacterizationofthesenonplayablecharacters(NPCs) canmakeorbreakanyroleplayinggamegoodcharactersmakeaworldseemmorevibrant andalive.Noonewantstoplayagamepopulatedwithcardboardcutouts. Whenpreparingforasession,itisagoodideatotakeafewminutestothinkaboutthedifferent charactersthattheplayersmayrunintooverthecourseofthegame.TheGMdoesntneedto createanexhaustivebackstoryforeveryvillagertheplayersmightrunacrossandNPCscanbe createdontheflyaswellasinadvance.However,everygoodNPCneedsatleastthreethings:

AQuirk.Somethingthatmakesthemstandoutandbecomememorabletotheplayers.It doesntneedtobeparticularlygrandioseoroverdone.Itcouldbeascar,amannerofspeaking, aburlymustacheoranythingelseinterestingandunique. AnOffer.MostNPCsshouldhavesomethingtheycanoffertheplayers,especiallyiftheGMis takingthetimetothinkthemupbeforethesession.NPCscantypicallyoffereitheradvice, information,ortheirtalentstotheplayers.But,asinlife,mostthingscomeataprice. AnObjective.Everyonehassomethingthattheywant.Itcouldbelove,wealth,power,orsimply tobeleftalone.Notethatthisdoesntnecessarilyhavetobesomethingthattheywantfromthe playersitworksjustaswelliftheywantsomethingfromsomeoneelseinthegameworld.


[exampleNPCsgohere]

Creating Challenges
Thelifeofawitchisseldomaneasyone.Fraughtwithdangeranddespair,imposingchallenges springupateveryturntotryandfoilthemachinationsofthecrones.SomeGMsprefertocreate thesesortsofchallengesonthefly,reactingasdynamicallyaspossibletotheplayersactions. ButwhetheraGMiscreatingobstaclesinadvanceormakingitusastheygo,thereafew goldenrulestofollow.

CreateObstacles,NotSolutions.Noonelikesbeingtoldwhattherightwayistosolvea problem.Halfthefunofroleplayingisfiguringoutyourownsolutions,andhalfthefunofGMing isseeingallthecreativeandunexpectedthingsplayersdo!Dontstiflecreativitybydesigning challengeswithspecificsolutionsinmind.Simplyplunkarockdownintheroadandstepback: donttelltheplayerstheyhavetogoarounditiftheywanttogothroughit. PlugandPlay.Itsbesttocreatechallengesthatdonthaveasetorderofevents.Dontgointo planningasessionassumingthattheplayerswilldoX,thenY,thenZ,becausesureenough,the playerswillignoreX,blowYtosmithereens,andthendoQinsteadofZ.Instead,trytocreate interchangeable,dynamicchallengesthatcanbepluggedintothestorywhenappropriate. Unusedchallengescanalwaysbebroughtbackfurtherdowntheroad. PlaytotheirStrengths.Itmaysoundcounterintuitive,buteverychallengetheplayers encountershould,atleastinsomeway,playtothestrengthsoftheircharacters.Mind,this doesntmeanthatthechallengeshouldbeeasy,simplythatitshouldbefair.Inotherwords,ifno oneinthepartyhastheLoreskill,dontcreateanswerstoriddleswritteninforgottenlanguages onthepagesofdustytomes. DontUsePuzzles.Justdont.Puzzlesareindividualactivities,androleplayingisasocial experience.Mostgroupswillnotenjoyspendingtwentyminutestryingtofigureouthowtopush blocksaroundatempleinordertounlockadoor.Ifyourgroupdoeslikepuzzles,createthem withatleastthreesolutions,oneofwhichisbruteforce. [sideboxCollaborativeDetails]Ifyourgrouplikestotakeacollaborativeapproachto storytelling,considerusingthisrule:Wheneveryouarecalledontocomeupwithsome detailofthegameworld,oransweraquestionthatyouwerentpreparedfor,outsource it!Assigneachplayeranumber,andthenrolladie.Pointtowhomeversnumberyou rolled,andputthequestiontothem.Whatsthenameofthisvillage?Howisthis characterdressed?Usually,thesedetailswontbeparticularlyplotrelevant,butdont beafraidtouseanycleverideasthatyourplayerscomeupwith!

Chapter 7 - Campaigns
Campaign Types
TherearemanydifferentcampaignsthatcanberuninCronecampaignsthattakeplayers acrossdistantlandstofaceformidablefoes,orqueststhatdealinsubtlenegotiationand intrigues.Thepurposeofthissectionistobreakdownsomeofthesecampaigntemplateswhich aGMmaywishtodrawfromincreatingtheirownadventures.Thisisfarfromanexhaustivelist, buthopefullyitwillbeenoughtogetstarted.

[sidebox]DesignbyCommitteeTherearevaryingschoolsofthoughtonhowmuch playerinputisdesiredwhensittingdowntodesignacampaign.Incaseyouarethekind ofGMthatlikestoinvolveyourplayersintothedesignprocess,wehaveprovidedafew suggestionsonhowyoumightaccomplishthiswithaminimumoffuss.Ofcourse,ifyou prefertokeeptheplayerscompletelyinthedark,feelfree!

The Journey
Perhapsthemostarchetypalofallstories,thejourneysimplyseekstotakeplayersfromone placetoanother.Whilemanycampaignshaveplayersthattravel,inthejourney,thattravelis itselftheprimaryobjective.Maybetheplayersaretakingapilgrimage,orreturningtoaoncelost home.GoodexamplesofjourneystoriesvaryallthewayfromBattlestarGalacticatoThe WizardofOz. Whenpreparingajourneycampaign,itisessentialtogivetheplayersacompellingreasontogo towhereveritistheirdestinationis.Thisiswhysomanyofthesestoriesrevolveonareturn home,butthatisfarfromtheonlyoption. Alsokeytoagoodjourneyisthemap.Onedoesnotneedtobeagreatartistorevenincludea lotofdetailinthismap,butitiswisetoplotout,geographically,whatareasliebetweenthe playersandtheirdestination.IftheGMwishestoinvolveyourplayersinthedesign,theymight considersolicitingsuggestionsforvariousplacesandregionsthatthecharacterswillhavethe optionoftravellingto. Whenrunningajourneycampaign,itisimportanttokeepthereinsloose,sotospeak.Letthe playersdecidetheirownroute,butdontbeshyaboutplacingobstaclesintheirway.Dontplan toofaraheadattheendofeachsession,asktheplayerswheretheyareheadednextandthen buildsessionsaroundthat.TheGMdoesnotneedtohaveasessionbuiltforeverycontingency orregion. Indesigningsessions,keepinmindthattheplayersprimaryobjectiveisthejourneyitself. Offeringshortcuts,settingupdelays,orimploringthecharactersforassistancemayserveas impressivelurestothecharacterstostayawhileinaregionandexploreabit.However,dont

getfrustratediftheplayersrushthroughsomethingorbypassaplannedquestentirely.Instead, itisrecommendedthattheGMkeeponesessionoutlineinreserve,somesortof impossibletoignoreadventureincaseplayerschoosetogoaroundtheplannedmission.

The Pursuit
Aclosecousintothejourney,thepursuitconsistsofastoryinwhichthecharacterstravelin pursuitofandsearchforagivenobjective.Theobjectivecanbeanything,really.Ahatedenemy, aworldsavingrelic,oralostchild.Therearemanyexamplesofpursuitstories,datingallthe waybacktothearchetypalQuestfortheGrail. Sittingdowntoprepapursuitcampaignmayseemlikearelativelyeasytask.Simplydecide whattheplayersshouldbepursuing,givethemagoodreasontodoso,andthensetthem loose.However,likeinajourneycampaign,worldbuildingisessential.Takesometimetoplotout amap,giveroughdescriptionsofregions,andmaybejotdownafewideasofwhatleadsor rumorsmightcausetheplayerstogothere.Again,solicitingideasforplacesandregionsfrom theplayersisanexcellentidea. Inrunningthegame,keepinmindthattheplayerswillbeexpectingcluesandguidanceintheir quest.Theobjectiveinthesegamesisoftenunclearandtheplayersmayoftenneedhintsand guidanceintheformofportents.Alsokeepinmindthatthereshouldbeflexibilityinhowoptions arepresentedtotheplayers.Givethemtheopportunitytofollowmultiplepathsandinvestigate differentleads. Sessionbuildingshouldbefairlystraightforward.TheGMcanreliablyexpecttheplayerstofollow theportentsgiventothem,andthepointtopointnatureofthepursuitmakesitrelativelyeasyto plotouttheexpectedcourseofagivenadventure.Thatbeingsaid,itisessentialinapursuitthat theplayersfeelliketheyaremakingrealprogress.Havingtheirobjectiveconstantlyeludetheir graspcangetveryfrustratingveryquickly,sobesuretoalwaysgivetheimpressionthatthe playersaregettingcloserandclosertotheirgoal. Playerswontalwaysinvestigatetheinformationprovided,andmaychoosetoignorecertain leads.Bepreparedtothrowdownaquickprepreparedsessionthatoffersanalternativetothe currentcourseofactionintheeventthattheplayersdecidetooptout.Thisquicksession shouldbedesignedsothatitcanbedroppedintoanypointofthecampaignmaybeashort sidequestoratangentialrumor.

The Guardians
Inmanygreatstories,theheroesfindthemselvesprotectingsomethingthattheycaredeeply about.Theirhome,theircity,theirlovedones,andsometimeseventhewholeworld.Inguardian campaigns,thecharacterstakeontheroleofprotectors,guardingandsafekeepingsomething ofgreatimportance.ClassicexamplesofguardianstoriesincludeXXXXXX Preparationofaguardiancampaignbeginswithselectingwhatthecharacterswillbeprotecting.

Thiscanofcoursebeliterallyanything:acity,aperson,oranimportantartifact.Notethatitneed notbesomethingallthecharactersnecessarilylove,butitmustatleastbesomethingimportant thattheyseethevalueinprotecting. Ofcourse,itwouldberatherdullifthecharactershadnothingtoprotecttheirobjectivefrom! Yournextstepshouldbetodecidewhatfactions,foes,andinterestedpartiesmightbetryingto acquireordestroywhatitisthatthecircleisprotecting.Hereyoucansolicitideasfromthe players,thoughasalways,becarefulthatyoudontgettoodetailedaboutwhatexactthreatsthe partywillbefacing. Becarefultokeepsessionsvariedandinteresting.Someonetriestotakeobjective,theparty stopsthem,etcetcquicklybecomestiresome.Maybethepartycangoontheoffensive,or occasionallytheyhavetoretrievetheirobjectivefromanenemy.Throwinatrickortwoenemies thatusewitandcunningratherthanbruteforcearealwaysgoodtoliventhingsup. Itisimportanttohaveanendgameinmindforthiscampaign.Whatisthepurposeofprotecting theobjective?Howlongdotheyhavetoprotecttheobjectivefor?Willthereeverbeatimewhen theyarefinallysafe?Playersmaygrowtiredorapatheticiftheresnoprogressmadeandno conceivableendinsight.

The Great Undertaking


Manytaleshaveafinaltrial,agreatundertakingthattheheromustaccomplishinordertofulfill theirdestiny.Inthesestories,thecharactersknowfromthebeginningwhatitistheymustdo destroyapowerfulenemy,discoversomelostandancientsecret,ortranscendtheirverynature. Whilecharactersmayatfirstdenythisdestiny,theycannotescapefromit.Examplesofstories thatincludeagreatundertakingincludeXXXXXXXX First,youmustdecidewhatitisthatthecharactersmustaccomplish.Inkeepingwiththeepic themesofCrone,thisundertakingshouldberelativelygrandioseandsuitablygreat.Savingthe world,sealingadarkandpowerfulgod,orkillingadragonareallappropriateundertakingsfora Crone.Bakingthebestrhubarbpiepossibleorriddingavillageofbanditsislessappropriate,at leastasthebasisofanentirecampaign. Next,theGMmustdecidewhichforceswillbothsupportandopposetheplayersinthis undertaking.Afterall,inasuitablygreatundertaking,therewillbemultipleinterestedparties. Gatheringalliesandthwartingtheobstaclessetupbyenemiesisagoodwaytopaceuptothe undertakingitself.TheGMshouldestablishanunderstandingofwhatitwilltakefortheplayersto accomplishtheirgoalandsharethisinformationwiththeplayers.Again,thisisagoodchanceto sitdownwithyourplayersanddiscusstheirexpectationsforthegame,aswellastoplanoutthe generalobjectivestheywillhave.Forexample,playersmaysuggestthattheywillneedtoobtain acertainartifacttocompletetheirundertaking. Whenbuildingsessions,structurethemaroundtheactionsoftheplayers.Wheretheplayers

decidetogoandhowtheydecidetopursuetheirGreatUndertakingshoulddeterminewhatsort ofsessiontheGMprepares.Asinthejourney,itisagoodideatonotplantoofarinadvance,as theplayersprioritiesandgoalswillnodoubtshiftfromsessiontosession. Finally,rememberthatitisimportantthecharacterscompletethiscampaigntheentirelength ofthecampaignwillnodoubtbuildtoanexcitingclimaxinwhichtheplayerscompletetheir quest...ordietrying.

Campaign Advancement
WhensettingouttorunacampaignofCrone,itisimportanttokeepinmindthepaceand speedofadvancement,aswellashowitaffectsyouastheGM. AsdiscussedinXXXadvancement,bydefault,issetsothatcharactersgainexperienceata regular,evenclipastheyaccomplishobjectives.AswediscussedinXXX,charactersshouldbe completing,ormakingsignificantprogresstowardscompletingobjectiveseverysession. Thissystemworkswellforaquick,easycampaignwherethecharactersgaininpoweralmost everysession.ThissortofdefaultcampaignshouldlastanaverageofaboutXXX,assuming youplayaboutonceaweekforatotalofXXsessions.

Extended Campaign
However,ifyourelookingforalonger,moreepiccampaign,itisprobablyworthittospreadthe experienceoutabitmore.Insteadofhavingplayersgainapointofexperiencewitheverygoal theymeet,youmighthavethemgainobjectivepointswhicharethenrolledintoexperience.As ageneralrule,foralong,spacedoutcampaignyouwanteachpointofexperiencetotaketwice aslongtogainasthepreviousone.Seethetablebelowforanexample:

PointsofExperience
1st 2nd 3rd 4th 5th

ObjectivePoints
1 2 4 8 16

Usingthissystem,yourcampaignshouldrunforaboutXXX,assumingyouplayonceaweekfor atotalofXXsessions.

Advancement and the GM


Ofcourse,nomatterhowyouchoosetopacetheadvancementofyourcampaign,iftheplayers aretheonlyonesadvancing,thegamewillquicklybecomeacakewalk.So,theGMshould advancealongwiththem!Seethetablebelowforthechangesyoushouldmaketoyourdefault encounterstatsinordertokeeppacewithapartygrowinginpower:

PlayerGain 1Experience CharacterGoal

GMGain 5EncounterHealth 10EncounterHealthor2Initiative

[sidebox]Youmaynoticethatnewabilitiesarenotincludedinthischart.Dontworry! Wevebalancedourgamesothatwhileabilitiesdoprovidemoreoptionstotheplayers, theydonottranslatetoanetincreaseinstrength.

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