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Welcome to Camp Starvation!

Lea ps of logi
us c,
st
Foc

ubb
Name Bonds Stuff

orn
Who are you? What is your name? Come Go around the table and say the name of You each have a camp-issued Saftee-
up with one, or choose one below. one of the other Campers, and add one Slice© knife and day-glo chartreuse
of the Bonds below. You cannot choose a bandanna. Go around the table, choosing
Ahmad, Alice, Aneta, Bart, Beatrice,
Bond someone else has chosen. one item that another Camper has.
Carlos, Corey, Dahab, Danny, Drake,
ing plans, � ...is my sibling and closest friend. � ...a friendly woodland companion.
Cunn Egon, Elsi, Estela, Filip, Gifford, Gopal,
le per
s � ...was my friend, but lately they’ve � ...a waterproof flashlight.
Hamzah, Harold, Henri, Jerod, Jihan,
� ...a Nite-Glo© compass.
Gui

ua

Joana, Julieta, Julio, Kamala, Lili, ignored me.


sive

� ...doesn’t know I’m crushing on them...I � ...a dowsing stick.


Maira, Marko, Mateo, Mayur, Mi Sun,
hope. � ...an authentic Native-Aid© tomahawk.
Michal, Naoki, Nisha, Olga, Petros,
� ...is my self-proclaimed rival. � ...a pocket full of old candies.
Polly, Reggie, Rufo, Sabine, Sahla, Sam,
� ...smuggled something into camp, but I � ...a Y-shaped stick and surgical tube.
Sarah, Silas, Swati, Tobias, Umar,
haven’t told the counselors yet. � ...a tube of purple glitter.
Varun, Victoria, Winston, Yun
� ...is one of the popular kids, and I’m � ...a camp guidebook, circa 1976.
Merits
t impulsively,
rt
Ac co kinda jealous. � ...a smartphone, despite lack of signal.
� ...and I saw something strange by � ...a Crown Royale bag and polyhedrals.
mf
He a

Distribute D4, D6, D8, D10, and D12


ort

Trimble Creek. � ...a small screwdriver set.


ing

amongst the five Merits: Focus, Guile,


Heart, Nerve, and Sense. The larger the die, � ...has lived with my family for a while. � ...a grappling hook (just the hook).
the better your Merit. � ...is kinda weird, but I’m not sure why. � ...the skull of some odd, dead animal.
� ...knows I didn’t bring my permission � ...a canteen and two packs of Kool-Aid.
FOCUS is your reasoning and willfulness. slips, and covered for me.
GUILE is your cunning and persuasiveness.

Camp Map
Go into dang HEART is your honesty and empathy.
v e er,
NERVE is your curiosity and valor.
cur
Ner

SENSE is your wariness and doubt.


ious

The Guide will draw the Grand Lodge and the five camper cabins within a big circle, and
Your D12 Merit is the strength that the then go around the table drawing two activity sites or facilities each within the circle.
counselors have recognized about you. Then the Guide will draw the location of Trimble Creek outside of the circle, and then go
They might send other campers to you for around the table again, drawing one natural feature that appears on the official Map.
advice.
Example Activities and Facilities Example Natural Features
Your D8 Merit is something you strive to
A v o id
attentio
be better at...even though you think you’re amphitheater, archery, barbecue pit, Cinder Woods Crater, Fool’s Field, Fork
se
n,
pretty good at it already. camp store, chapel, climbing tower, Hill, Gnomehat Peak, Gold Hill Ridge,
wa
Se n

disc golf, gazebo, infirmary, lacrosse Grafton Cliff, Hinkley Marsh, Hunchback
tch

Your D4 Merit is something you’re not field, pottery kiln, sand pit, softball Oak, Kalapuya Trail, Klamath Gulch, Old
f ul

good at, and you know you aren’t good field, stables, swimming pool, tennis Widmer Farm, Paradox Point, Peterson
at it. This Merit is often the source of court, victory garden, weaving hut, Woods, Rogue Valley Overlook, Takelma
unease and anxiety. woodworking hut, zipline Caves, Trimble Pond
Passage of Time Roll
1-3
Result
Fumble
Roll
7-9
Result
Benefit!
Mistakes
Every day, your Campers will play through a number If a Camper Fumbles, they have the option of
of Scenes, those encounters where something 4-6 Result 10+ Two Benefits! describing the outcome as a Mistake. Normally, your
interesting is going on. There is no set real-time FUMBLE – You don’t reach your goal, suffering a goals will still be attainable...eventually...when you
measure of a Scene – it may be a brief moment, a few consequence appropriate to the danger. This Fumble. If you make a Mistake, however, that goal is
minutes, or even half an hour. The thing to remember doesn’t mean you fail, per se, but the Guide will lost, and it’s your fault. Mistakes work like Benefits in
is when there’s nothing interesting going on, the get to describe what happens. The goal is still reverse, and you need to add one to your description.
Guide should move the story along to the next Scene. achievable, but you will need to try something else
Distance
Sample Mistakes
to get it.
�Awkwardly �Shamefully
Just like time, distance is measured in the
RESULT – You reach your goal, though the danger �Carelessly �Slowly
�Clumsily �Tragically
is still present, able to cause more trouble. You
abstract – Close, Near, Far, and Distant.
get to describe your success, and the Guide will
Close – You can whisper to someone that is Close, describe how this affects the danger. �Incorrectly �Violently
or reach out and touch them. BENEFITS – You don’t only reach your goal, but �Nervously �Weakly
Near – You can speak clearly to someone that is you get to add some flair to your success! �Rudely �Weirdly
Near, or walk over to them to touch them. Add Benefits to your description to describe Wait, why would you want to make a Mistake?
Far – You need to yell to be heard by someone that overcoming the dangers you face, so they can’t Because Campers can only learn by making Mistakes!
is Far, or you must run over to touch them. bother you anymore. You can also use Benefits to After a Mistake, make a Mark next to the Merit rolled,
Distant – Maybe they’ll know what you’re saying if help other Campers with their actions. and later you can erase that Mark to add a bonus
you wave your arms a lot... Benefit to an action in a future Scene!

Actions
Sample Benefits
�Calmly �Gracefully But don’t spend your Marks too soon, because you
The flow of action should follow the narrative – if a �Carefully �Honestly can also save them up. If you have at least one Mark
�Cleverly �Luckily
in each Merit the next time you write a letter home, you
Camper decides to leap out and tackle someone,
can get a care package from your parents...maybe some
their target shouldn’t be able to act first unless �Comically �Quickly cookies, or a few comic books, fresh batteries, etc.
�Exactly �Quietly
Using Stuff
there is a really good reason for it.
When you want to do something, clearly describe what �Fiercely �Stylishly

Harm
the goal of your action is – Are you trying to grab the It may seem like most of your stuff is kinda useless,
ancient tablet before a counselor? Do you want to but a creative Camper can find some use from any
cross that wobbly rope bridge? One possible consequence of a Fumble is getting junk, even the camp-issued Saftee-Slice© knife! Once
bruised, scared, lost, or embarrassed. Collectively, per Scene, if you can describe how you use your
If the Guide decides that there is nothing making this these are called Harm. Write down your Harm, and it
difficult for you, you do it! Yay! However, there might stuff to help you out with an action, you can roll your
can be used as additional danger on future actions. Merit die twice, keeping the better score! Be careful,
be a danger to your action – something or someone For example, a sprained ankle would make it difficult
trying to stop you or get to the goal first. The Guide because stuff can get lost, stolen, or broken. If you
to climb a tree, and being afraid of the possessed don’t have your stuff, it can’t help you.
should describe the circumstances of this danger,

Around the Campfire...


counselor would make confronting him very risky! If
and what you think might happen if you fail. Is the you take more than three Harm, you are Out – you
counselor a lot stronger or faster than you? Is the are too afraid, hurt, or stressed to continue until
rope bridge likely to snap? you’ve had a chance to rest. This is a tale that may cause fright
Once you know the danger, and if you decide to follow About some campers who vanished one night
If you can spend a Scene resting and sharing an Discover the truth with a game of pretend
through, roll the Merit that the Guide suggests is activity or your feelings with at least one another
appropriate for the action. And...uh...that’s where the rhyming will end...
Camper, you can both remove one Harm!

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