● Everyone comes to the game unprepared . ● Anything the GM or the players say about the world is true about the world . ● The game must be finished in o ne session .
What You’ll Need to Play
● Paper ● Writing utensils ● 2d6 for each player
Establishing the Setting
● Choose one person to be the Game Master (GM)using whatever method you deem fit. They no longer count as a “player” for the purposes of this rule sheet. T hey are unto a god now . ● The other players each roll 2d6 . ● The player with the highest roll silently thinks of a G enre . ● The player with the middle roll silently thinks of an A djective . ● The player with the lowest roll silently thinks of a Location . ● Once every player has decided, they s tate their choice out loud , in order. ○ Example: Samantha rolls a 12, and chooses the genre Western. Liz rolls an 8, and chooses the adjective Dangerous. Alan rolls a 2, and chooses the location High School. The setting for this game is a Dangerous High School in the Wild West. ● Next, in the same turn order, each player makes oneStatement about the world of the game. As per the Core Tenets, whatever they say becomes true about the world. ○ Example: Samantha thinks for a minute, then says that in this world, the main threat to humanity is Cyber-Spiders. Liz says that the high school is at the top of a volcano. Alan says that students who fail in this school are thrown into the volcano. All of these things are now true about the world. ● The players and the GM then work together and use these facts to form a more complete picture of the world. ○ Example: The GM and the players discuss, and decide that the school is a training facility for gifted young cowfolk in the war against the cyber-spiders. The things they are taught in the school are forbidden knowledge, so once enrolled, the students are not allowed to leave unless they graduate successfully.
Creating Your Characters
● Players roll 2 d6 , and then create their characters, one at a time, starting with the player who rolled the highest. ● The player with the highest rolldescribes what kind of character they want to be. ○ Example: Alan rolls a 10, and says that he wants to be a huge, muscular, overalls-wearing farmhand from a tiny town who is an expert with a lasso. He names his character Bradford McBuff. ● The same player now makes up 4 S kill Verbsthat apply to their character: one skill that they’re amazing at ( +2 ), one skill that they’re good at ( +1 ), one skill that they’re bad at ( -1 ), and one skill that they’re horrible at ( -2 ). Use these skills to help paint a picture of your character! Try to make them align with what makes your character great, and what makes your character flawed. ○ Example: Alan gives Bradford McBuff a +2 in lassoing, a +1 in throwing, a -1 in dodging, and a -2 in lying. ● Once the first player is done, the next player does the same thing, but has to invent 4 completely new Skill Verbsfor their character. ○ Example: Liz is next, and after the initial description, they give their character, Pistol James, a +2 in sharpshooting, a +1 in smooth-talking, a -1 in following orders, and a -2 in defending. ● The third player repeats the process with 4 new Skill Verbsfor their own character. ● After all of the players have created their characters and set their skills, the GM then adds 4 additional Skill Verbsto fill out whatever might be missing in the session. Try to call back to the established setting and come up with Skill Verbs that help flesh out the world! ○ Example: The GM thinks about what would round out the skill set, and then adds in Sneaking, Guarding, Horse Riding, and Yeehawing. ● These 16 skills are the only types of rollsyou’re allowed to make in the game, so all challenges must revolve around these skills. Every player has access to all of these skills, and if they don’t have a bonus from character creation then it starts at +0 .
Playing the Game
As the GM ● Once the setting and characters are created, you’ll be given 5 minutesto jot down notes and ideas before the game begins. ● The game should begin in the middle of the action, so think up an exciting scenario within the world you’ve all created to drop your players into. ○ Example: Against all odds, the Cyber-Spiders have infiltrated the high school and are wreaking havoc among the student body. The player characters were knocked out in an explosion when the Cyber-Spiders breached the outer walls. ● Once you’ve established the opening shot, think of several a ction scenesthat you can slot into the story that challenge your players’ specific Skill Verbs. These don’t have to be used in game, and it’s likely that you’ll think up different ones as the game progresses. This will just get you thinking in the right direction. ○ Example: The GM thinks about Alan’s character, and writes down “distant lever” to test the Lasso Skill, “pile of rubble” to test to throwing skill, “spider turrets” to test the dodging skill, and “skeptical teacher” to test the lying skill. ● When you’re ready to begin to game, start with the opening line “ You awaken in a strange place... ” ● Describe in great detail the Strange Place that the player characters have Awakened in, then ask them what they want to do. ● Once the players have a firm grasp of the situation as they know it, you should encourage them to discuss their scenario and come up with a G oal . Remind your players to consider the previous Statementsabout the world and setting so they can draw their goal from there. ○ Example: The players all discuss, and decide that their Goal is to escape the school before the Cyber-Spiders tear the whole place to the ground. ● Once the Goal has been decided, you should continue the narrative in service to this Goal. ● As players are exploring the world, you should always look for ways to test their Skill Verbsin fun and interesting ways. Whenever a player wants to accomplish something difficult, or you throw a challenge their way, have the players roll 2d6 + their bonus pointsfor a given skill to determine their success. ○ <6 = Failure: The player fails to get what they want. ○ 7-9 = Mixed Success: The player gets what they want partially, or at a cost. ○ 10-12 = Success: The player gets exactly what they want. ● When players roll M ixed Successes or Failures , try to place new obstacles in their way, or twist the existing obstacle, in a way that makes the story more exciting. You’re not trying to punish the player for bad rolls; you’re trying to use them to create more thrilling storytelling for you and the players both! ● Players can also make new Statementsabout the world during the play session, but now they’ll have to roll to determine their success. Use the same rolling rules as you would any other skill check, and on a Mixed Success or a Failure try to find fun ways to complicate or twist the new Statement that creates complications for your players. ● Sometimes players might want to search for useful items in the game world. All items that players find are called Resources , and a Resource is whatever the player needs it to be at the time of its usage. If a player wants to find Resources, they can roll for it! On a success, they find 2 Resources. On a mixed success they find 1 Resource, but cause a problem. On a failure, they fail to find anything and cause a problem. ○ Example: Samantha rolls a success and scrounges around a ruined classroom, finding 2 Resources. Later in the game, she needs to cross a large chasm, and determines that one of the Resources she found was, in fact, a long rope that she then uses to cross the gap. Samantha now has 1 Resource remaining. ● If the players achieve their Goal, and the game doesn’t feel finished yet, ask them to set a n ew Goal . If you need any ideas, you can pivot to a different initial world Statement for inspiration! ○ Example: In the process of escaping, the players learn that the school was betrayed by one of the faculty, Professor Gonald Biggensby, and they shift their goal toward finding him and taking their revenge. ● Play continues in this way until players have achieved their Final Goaland the story has reached a satisfying conclusion. ● Always remember that your ultimate job as the GM is to create a playground for your players to have fun in, and to assist them in telling the story that they want to tell.
Playing the Game
As a Player ● Think about your character’s p ersonality and desires , and try to act in accordance with how they would act in a given situation. ● All characters begin the game with 10 HPand any itemsit would make sense for them to have. ● Try to find creative ways to use the S kill Verbsyou’re good at as often as possible. ● Whenever you need to perform a task related to one of the Skill Verbs, the GM will ask you to roll 2d6 + your skill bonusto determine its success. ○ <6 = Failure: You fail to get what you want. ○ 7-9 = Mixed Success: You get what you want partially, or at a cost. ○ 10-12 = Success: You get exactly what you want. ● Any time you roll a Failure , mark down a tally on your paper. Each tally represents a B onus +1that you can apply to any future roll (to a maximum of +2 for a single roll). ● If you want to A ssistone of your teammates on their roll, you can use one of your Skill Verbsto try and help them out. A Success grants your teammate an additional +2 to their roll, a Mixed Success grants an additional +1, and a Failure means that you’ll share in whatever harm is about to befall your teammate. ● During gameplay, you can still make n ew Statementsabout the world that become true, but now you have to roll for it. This roll follows the same rules as any other skill check, so if you fail it could turn your new world adjustment against you!
Don’t be afraid to be silly and stupid; this is a silly and stupid
game. The session is considered a success if everyone had fun and wants to play again. Feel free to change or adjust any of the rules to better suit your own playstyle or group dynamic! Now get out there and make a dumb story with your friends.