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Beginning Idol: Challenge Girls Fanlation

Preface

The RPG detailed herein is a Japanese Tabletop RPG about becoming an idol.

If the above sentence caused physical expressions of discomfort or revulsion, you probably want to leave here and
do something else. If it got you interested/intrigued or if you just don’t really mind, then read on.

This document is meant to be a summary/semi-translation of the Beginning Idol RPG (Challenge Girls side), published
by Adventure Planning Services and part of the Saikoro Fiction series of books.

It is not meant to be a professional translation, or a proper translation in any sense of translating segments properly
and accurately. In most places, I will be paraphrasing, rephrasing, supplementing and omitting information as I deem
relevant. There will be errors, inconsistencies and occasional mistranslations. You have been warned.

What has been included:

- Rules explanations/summaries
- Character Creation rules
- Idol Skill data
- Some World Info

What has not been included:

- Some tables that I feel are less helpful, e.g. for names.
- Supplementary Material from Heart Step and Beginning Road. I’ll add these at a later date, but the 1.0 of this
document does not have them.
- The replay included in the core book. (It’s a really fun replay, and super cute, but it’s also a lot of work to TL, and
not super necessary to understand the game.)
- The male version, Beginning Idol RPG (Road to Prince side)

Reading this Document

In the interest of readability, I have attempted to adhere to some notational conventions throughout this document.
A key to these can be found below.

[Square Brackets] indicate a system-related term. Terms enclosed within these brackets are a part of the game
engine and have a corresponding mechanic tied to them.

{Curly Brackets} refer to a table or chart. Words or Phrases enclosed within these brackets will have a corresponding
table to reference.

<Edged Brackets> indicate equipment elements, like [Idol Skills] and [Dresses]. tl;dr they’re item/skill names.

(Round Brackets) have no particular significance – I use them for parenthetical remarks.

|Straight Brackets| indicate a character element, such as the [Idol Class] or [Idol Rank].

Glossary

Xd6 – Roll X number of six-sided dice.

D66 – Roll 2d6. Take the lower number as the first digit, and the higher one as the second.

Producer – the person who runs/coordinates the game. I use this term interchangeably with the term “GM”.

RP – Roleplaying. Taking on the persona of a character and acting them out, or at least describing what they do.

Live – the term used in the idol world to refer to an extended concert, including both musical performances and
talking/banter/games.

PCs – Player Characters. Used interchangeably with idols and characters.


Table of Contents
[CHECK] RULES EXPLANATION 3

THE CHARACTER SHEET 7

MAKING YOUR IDOL – THE BLUEPRINT 8

MAKING YOUR IDOL – THE THEORY 10

CLASS SUMMARY 12

PERFORMANCE RULES 15

FLOW OF A SESSION 17

POST-SESSION/CHARACTER PROGRESSION 26

GM/PRODUCER GUIDANCE 28

BUILDING A SCENARIO: STEP BY STEP 36

APPENDIX 1: CHARACTER CREATION TABLES 37

APPENDIX 2: SPECIALTY DESCRIPTIONS 43

APPENDIX 3: [IDOL SKILLS] 47

APPENDIX 4: [OUTFITS] 51

APPENDIX 5: SETLIST PREP TABLES 57

APPENDIX 6: [WORLD SETTINGS] 58


[Check] Rules Explanation
Beginning Idol uses the Saikoro Fiction engine as its core, which is the same system employed by Shinobigami,
Kancolle RPG and Magika Logia.

Shinobigami is as of this time (April 2019) in the final stages of being officially translated and published by Kotodama
Heavy Industries, while the Kancolle RPG and Magika Logia have fanlations available if you dig hard enough. (Magika
Logia was also fanlated by me, so if you want the rules for that you can find some way to contact me).

If you’ve played any of those games, or any games that fall under the Saikoro Fiction umbrella, you can safely skip to
1.2 When a [Check] fails.

1.1 Saikoro Fiction


Generally speaking, all skill checks within the game (行為判定) are resolved in a 5-step process.

1. Determine the [Specialty] used for the check (In most cases, either the Producer decides, or it is decided at
random)
2. Determine whether the Player making the check has the relevant [Specialty]. If so, skip to Step 5 with [Target
Number] = 5.
3. If the player does not have the [Specialty] required, they declare the [Specialty] declare would like to use
instead. The onus is on the player to justify to the Producer how/why the selected [Specialty] is applicable in the
narrative situation which occasioned the check.
4. Determine [Target Number]. [Target Number] = 5 + x, where x is the number of spaces on the [Specialty] Table
between the original [Specialty] tested in (1) and the [Specialty] that the player has chosen to use in (3).
5. Roll 2d6, add modifiers (if relevant). If the [Target Number] is matched or exceeded, it’s a success. Otherwise,
it’s a failure.

Determining Target Number

This subsection details how to determine the Target Number for step (4) above. Please refer to the [Specialty] Table
below:

This Table lists all the [Specialties] available for a player to choose. [Specialties] are split into 6 [Categories]:
|Height|, |Type|, |Talent|, |Quirk|, |Hobby| and |Birthplace|.

Whenever you make a check, your target number is determined by 5 + the number of spaces between a [Specialty]
you possess and the original [Specialty] required by the check.
In this example, the player is rolling on a check that calls for |Dance|. (Red Circle) If the player character has the
|Dance| [Specialty], the [Target Number] is just 5. That’s it. Nothing else.

If, however, the character does not have the required [Specialty], the player has to make the check using a
[Specialty] that they do have. In the scenario above, the character has the |Music| and |Hokkaido| [Specialties].
(Blue Circles) The player can choose to make the check with either of them, and the [Target Number] will change
accordingly.

In the first scenario, the player uses |Music| to make the check. By counting the number of spaces between the
original [Specialties] and the [Specialties] being used (|Music| -> |Game| -> |Dance|), we can determine that the
[Target Number] is 5 + 2 = 6.

In the second scenario, the player uses |Hokkaido| to make the check. By counting the number of spaces, we
determine that there are 3 spaces between |Music| and |Hokkaido|. (|Hokkaido| -> |Music| -> |Game| ->
|Dance|) HOWEVER, in the event that you move between [Categories], (i.e. columns) the blank gap between each
[Category] (green arrows) counts as an additional space for determining [Target Numbers]. This blank space between
[Categories] is known as a [Gap]. So in this case, the [Target Number] is 5 + 3 (Number of Spaces) + 1 (Number of
[Gaps) crossed) = 9.

That’s pretty much all there is to resolving checks. In each case, the player must be able to describe how the [Skill]
they’re using is applicable to the situation at hand. Furthermore, note that for the purpose of determining [Target
Numbers], the [Skill] Table generally does not wraparound.

That is to say, the |Birthplace| [Category] is NOT considered adjacent to the |Height| [Category], and the bottom
row of [Specialties] is NOT considered adjacent to the top row.

1.2 When a [Check] Fails


When a [Check] fails, then the character does not manage to successfully accomplish whatever they were
attempting. Perhaps they forgot their lines, or missed a step, or were just too nervous to successfully do what they
set out to accomplish. Players should make use of failed rolls as roleplaying opportunities to play out and develop
their characters.

However, there are means to turn a failure into success! When a character fails a [Check], other idols may proffer
their [Support] to the active character. When they do so, the character making the check adds their [Cooperation
Value] to the result of their [Check].

If, however, a character’s [Cooperation Value] is 0, they may not receive [Support].

Only 1 instance of [Support] may be applied per check, and if the result of the [Check] is a [Fumble], [Support]
cannot be applied.

1.3 Modifying [Check] results


Certain [Items], [Dresses] and [Idol Skills] allow you to modify your character’s [Check] result. Similarly, the Producer
can arbitrarily choose to make a [Check] easier or harder to fit a situation by applying a bonus or a penalty to the
result. Use your discretion for this, though a bonus/penalty that exceeds +/- 2 is probably overkill.
1.4 Special Dice Results
Certain dice rolls during [Checks] will have special effects, in addition to serving as your result value for the [Check].
The 2 main types of special results are known as [Special] and [Fumble].

[Special]

If you roll a total of 12 or higher before modifiers, it’s a [Special] – basically the equivalent of a critical success. You
are guaranteed to succeed on whatever you were attempting.

Furthermore, you did it with such skill and poise that it leaves a lasting impression on you – the character that rolled
the [Special] gets one [Recollection]. [Recollections] are useful things that let you modify roll results during
[Performances] – but we’ll get to those in a bit.

[Fumble]

If you roll a result of 2 or lower before modifiers, it’s a [Fumble]. You failed hard at whatever you were trying to do.
Not only is this result a guaranteed failure, when you roll a [Fumble], the character that rolled it should consult the
[Production Sheet].

The [Producer] suffers 1 [Negative Status Effect] at random from the {Negative Status Table}. These [Negative Status
Effects] affect all PCs, but we’ll get to that in a bit, as well.

Also, when you roll a [Fumble], the memory of your failure stays with you – the character that rolled the [Fumble]
gets one [Recollection].

[Critical] and [Fumble] thresholds

Certain [Idol Skills] and [Dresses] can change the values required for [Criticals] and [Fumbles].

In the rare (and arguably hilarious) instance that the [Special] and [Fumble] thresholds are the same, or in the case
that the [Special] threshold falls below the [Fumble] threshold, the [Fumble] tales precedence.

[Special and Fumble Count]

Players should keep track of how many [Specials] and [Fumbles] they’ve rolled over the course of the session. It’s
used for scoring.

1.5 [Individual Specialty] and [Breakthrough]


When deciding on [Specialties] for your character, you are required to specify one of them as your [Individual
Specialty]. It’s helpful to think of it as your character’s defining [Specialty], the one thing that jumps to mind when
trying to describe your character. It’s a [Specialty] that your character has honed much more than anything else, and
also one that she is the most comfortable with applying.

Whenever you are required to make a [Check], instead of looking for a close-by [Specialty] and counting spaces as
per normal, you may choose to perform a [Breakthrough]1.

When you [Breakthrough], you fall back on what you know best to attempt the task. Make the [Check] using
whichever [Specialty] you picked as your [Individual Specialty]. However, in a [Breakthrough], do not count spaces to
determine the [Target Number]. Instead, the [Target Number] will be a fixed number that depends on your [Idol
Class], regardless of how far away the [Specialty] is on the chart.

1
The original word for this was 「一芸突破」, which broadly translates to “Breakthrough Using A Single Art”. I shortened it to
[Breakthrough] to make it a little less unwieldy (and so that it could fit on the character sheet) but the original word was actually
much cooler imo.
Regardless of whether you succeed or fail, when you attempt a [Breakthrough], reduce your character’s [Mental] by
1.

You may use your [Individual Specialty] to make a check without declaring a [Breakthrough], but in such an instance,
you will have to count spaces to determine [Target Number] as per normal.

1.6 [Showcase]
When your [Individual Specialty] is the same as the [Specialty] of a [Check], it’s called a [Showcase]. When you
perform a [Showcase], you roll 3d6 for the [Check] instead of 2d6. If you roll any number that’s 12 or higher, it’s
counted as a [Special] as well, making [Specials] much easier to get when you’re able to use [Showcase].

Randomly determining [Specialties] for [Checks]


When the Producer is required to randomly determine a [Specialty] for a [Check], do so by rolling 1d6. The result of
that roll will correspond to the same column of the [Specialty] chart. Then roll 2d6 and find the corresponding
[Specialty].
The Character Sheet

1) Personal Data
2) Stats
3) [Specialty] Chart
4) [Items]
5) [Idol Skills]
6) [Outfits]
7) Progression Tracking
8) [Understanding] tracker
9) Reaction Table
10) [Recollections]
11) [Mental]

(Highlights for visibility)


Making your Idol – The Blueprint
2.1 Anatomy of the Character Sheet
1) Personal Data

This is where you fill in your character’s personal info. The big white square is for a portrait.

a) Name & Age


Self-Explanatory.
b) [Background]
What caused your character to get into the business of being an idol. There’s a list to choose from, and it
determines your [Idol Class]
c) [Idol Class]
What type of idol you are. There are 3 classes in the base game: [Serious], [Comedy] and [Honobono].
d) Image Colour
A colour that is a big part of your character’s aesthetic. Almost every dress she wears for any purpose will
have this colour somewhere on it. Commonly also the character’s hair colour.
e) Unique Physical Trait
Something about your character’s appearance or body that stands out.
f) Unique Fashion Trait
Some accessory or item of clothing worn by your character that stands out.
g) Likes
Self-Explanatory.
h) Dislikes
Self-Explanatory.

2) Stats

This is where you write down your stats. Your starting stats differ based on your [Idol Class], and can be increased or
decreased over the course of a session. There are 3 [Stats].

Voice: Your ability to sing, or otherwise to use an aspect of your voice (projection, banter, jokes, etc.)

Physical: Your ability to dance, or to do other things that require physical conditioning (physical challenges,
skydiving)

Visual: Your ability to do everything with grace while looking absolutely gorgeous. Primarily used for fashion runway
walkdowns or other things that check your poise/fashion knowledge.

3) [Specialty] Chart

This is where you circle your idol’s [Specialties] and shade in any of the [Gaps] as applicable. The “Individual” field is
for recording your [Individual Specialty]. “Targ. No.” is where you record the [Target Number] that’s applied when
you [Breakthrough]. “Co-op” is where you record your [Cooperation Value].

4) [Items]

This is where you record the [Items] you have. [Items] are consumable – write down your remaining uses for each in
the blank after the X.

5) [Idol Skills]

This is where you record any [Idol Skills] that you have obtained. There are 2 types of [Idol Skills]; [Active] and
[Passive] – these are shortened to [ACT] and [PSV] here.
6) [Outfits]

This is where you record the brand/effects of any special [Outfits] your character may have attained. You do not
need to record your character’s everyday wear here, just the ones with special effects.

7) Progression Tracking

This is how you trace your character’s progress between sessions.

a) [Idol Rank]
How well-known your character is as an [Idol]. There are 10 ranks, starting from |Idol Candidate| and
leading up to |Top Idol|. You can think of this as what your Level would be if you were playing any other
RPG.
b) Rank Multiplier
Whenever you gain [Fans], the number of [Fans] gained is multiplied by the number after the X. This
multiplier will increase as your [Idol Rank] increases. Consult the {Idol Rank Table} for more info.
c) [Chances]
How many sessions your character is allowed to play in before they must retire. An idol’s time on the stage
must eventually come to an end. This count increases as your [Idol Rank] increases, but does not reset.
d) Session Count
How many sessions you’ve played with this character, excluding the current session.
e) [Fans] Gained
How many [Fans] you’ve gained over the course of the current session.
f) Total [Fans]
How many [Fans] you’ve gained over the course of your career.

8) [Understanding] tracker

This is where you keep track of your level of [Understanding] with your fellow PCs. To fill it in, write the PC’s name in
the blank, then write your [Understanding] value after the colon.

9) Reaction Table

After you make your character, fill in this table with a series of contextless phrases that sound like things your
character would say. Whenever you’re stuck and don’t know how to RP a response to another character, you can
consult this table for inspiration, or if you’re feeling extra capricious, you can roll on it to randomly decide how your
character responds. This is technically optional.

10) [Recollections]

This is where you track the [Recollections] that you have at your disposal to use.

11) [Mental]

This is where you track your current [Mental] value. Either circle your current value with a pencil, or use a paperclip
or something similar as a slider to keep track of it.
Making your Idol – The Theory
2.2 Character Creation Rules
Now that you know how to read the character sheet, this section will talk about the mechanical basics for creating
your character. Most tables referred to here can be found in the {Character Creation Tables} Appendix – exceptions,
if any, will be noted.

1) Character Fluff

First, come up with your character concept/character idea. Who is she, and what does she look like? What does
she like? Note that the base setting for Beginning Idol is anime modern Japan, so your character should have a
Japanese name/appearance unless she’s a foreigner or a Japanese citizen of non-Japanese descent. On the other
hand, because it’s anime modern Japan, that means you can go crazy with visual details re: hair/eyes etc. So yes,
you can be a naturally silver-haired, twin-drilled girl with green-pink heterochromia if you so desire.

You’ll need to provide a couple of details to start with: Name, Age, Image Colour, Unique Physical Trait, Unique
Fashion Trait, Likes, and Dislikes. Feel free to come up with these on your own, though if you get stuck, you can
consult the relevant tables in the appendix for inspiration, or roll on them if you feel really uninspired.

2) [Background]

Why did your character become an idol? Was it always her dream? Did her friends ask her to try it out? Was she
approached by a shady-looking man with a business card who scouted her for her smile? Either select one of the
[Backgrounds] from the {Background Table} or roll for it.

If you would like a custom [Background] for your idol, make sure to discuss it with the Producer. In the event
that you do, you should also agree on an [Idol Class] that fits the [Background].

3) [Idol Class] & [Stats]

Your character’s [Background] will also determine their [Idol Class]. Your character’s [Idol Class] determines a
great many things mechanically. However, the three [Idol Classes] are reasonably well balanced – each of them
is generally strong in some way and weak in another, meaning that a good mix is the key to success. This also
means that minmaxing is kind of pointless, so just go with whatever [Background] fits your character best, and
gain the corresponding [Idol Class]. Then assign your idol’s [Stats] as required.
Background Table

D66 [Background] Details [Idol Class]


The legendary Idol Festival, “Beginning Idol”. With victory as your
11 Beginning Idol [Serious]
goal, you became an idol to participate in this festival.
You were in the limelight at a young age. Perhaps you were a child
12 Junior Talent [Serious]
actor or model.
You’ve loved idols for as long as you can remember. Aiming to
13 I like Idols! [Comedy]
become one was a forgone conclusion.
You didn’t really become an idol for any big reason. You just decided
14 I felt like it. [Comedy]
to do it on a whim.
Once, you saw an idol perform. That brilliantly shining form – you
15 Admiration could never forget it. “I want to shine like that, too!” is what you [Serious]
thought.
You are cute. You are dazzling. Entering the idol world and climbing
16 ‘Cos I’m cute. [Comedy]
to its top is a matter of course.
You never dreamed about being an idol, nor did you ever set it as a
22 Scout goal to be attained. But somehow, an ordinary girl like you was [Honobono]
asked by a talent scout to be an idol?!
Ever since you were a little girl, you’ve dreamed of being an idol.
23 Chasing a Dream Keeping this dream close to your heart, you pursued it with all your [Serious]
might.
You were working another job before you became an idol, but some
24 Career Change [Honobono]
circumstance or other caused you to switch careers to idoling.
You’ve been a normal girl all your life, indistinguishable from the
I want to be
25 thousands of other girls out there just like you. You became an idol [Comedy]
special!
because you wanted to change that.
It seemed like You became an idol because it seemed fun/interesting.
26 [Honobono]
fun.
You want money. Idols make money. (Again, this is anime Japan, not
33 For the Money [Comedy]
irl Japan)
I want to stand You want to be in the centre of attention. You desire applause and
34 [Comedy]
out recognition.
One or both of your parents was/were once an idol. Perhaps the
35 2nd Gen Idol blood running through your veins guaranteed that you would [Serious]
eventually follow the same path.
Aiming for the “If I’m going to be an idol, I want to be the Top Idol.” This is your
36 [Serious]
top driving motivation.
You becoming an idol was something that happened by pure
44 Coincidence [Honobono]
chance… or perhaps it was fate?
Invited by a One of your friends asked to be an idol with her. After hearing about
45 [Honobono]
friend. it, you decided to try it out.
You are a shy girl by nature. But… when you stand on the stage, you
46 Timid [Honobono]
can become a more brilliant you! This is what you strongly believe.
55 Recommendation You were strongly recommended by someone to become an idol. [Honobono]
Fashion is a fundamental of being a girl! By becoming an idol, you get
56 Cute Clothes [Comedy]
to wear all kinds of cute dresses.
66 I like to sing You liking singing. You became an idol for the sake of singing. [Serious]
Class Summary

[Serious]
Description: Collected and stoic, but even without showing
it, people can feel it when you’re truly happy.

Stats: 4 in a stat of your choice, 2 in the rest.

[Breakthrough] Target Number: 6

[Gaps] to shade: 0

[Cooperation Value]: 0

Base [Mental]: 15

[Comedy]
Description: You love to laugh together with your friends
and make them happy. Even just your presence is enough
to brighten up the atmosphere.

Stats: 3 in a stat of your choice, 2 in the rest.

[Breakthrough] Target Number: 10

[Gaps] to shade: 4

[Cooperation Value]: 1

Base [Mental]: 20

[Honobono]
Description: You give off a warm and comfy air. People
who see you can’t help but want to cheer you on.

Stats: 2 in all stats.

[Breakthrough] Target Number: 8

[Gaps] to shade: 2

[Cooperation Value]: 1

Base [Mental]: 25
4) Picking your [Specialties]

From each [Category], pick 1 [Specialty] and circle it. For details about each [Specialty], please refer to the {Specialty
Descriptions} appendix. Then, from the [Specialties] you’ve circled, pick one to be your [Individual Specialty]. Write
this down in the “Individual” field. Then, in the “Targ. No.” field, write down your class’ [Breakthrough] Target
Number, which you can find on the Class Summary page.

You’ll note that there are 2 blank cells in the [Specialty Chart]. You can write whatever you want in these spaces
when you make your character, as long as whatever you’re writing fits in the same category. These gaps are for the
event where you want to make a character with a [Hobby] or a [Quirk] that’s not on the chart. For example, |Sadist|
or |Chessboxing|. If you can’t think of one, feel free to consult the {Blank Specialty Tables} in the {Character Creation
Tables} Appendix.

Then, shade a number of [Gaps] between [Categories] equal to your class’ “[Gaps] to shade” value. When you shade
in a [Gap], shade the entire space between 2 [Categories]. When you count spaces for the purposes of determining
the [Target Number] for a [Check], shaded [Gaps] are not included in the count.

5) About [Mental]

Your [Mental] is the game equivalent of HP. It’s a measure of how close you are to breaking down mentally from
stress, exhaustion or pressure. Actions that have a mental strain on you or your conscience, such as [Breakthroughs]
or [Performances], will cause you to lose points of [Mental]. If you ever hit 0 [Mental], you become unable to act and
you must halve your current [Fans Gained] for this session, rounded down. Set your base [Mental] to the number
detailed by your [Idol Class] on the Class Summary page.

6) Picking your [Item]

[Items] are consumables that give some sort of benefit or advantage to the idol that uses them. There are 6 types of
[Items] in the base game, all listed in the {Character Sheet}. Each item has a timing wherein it can be used. The
number next to them is what you use whenever you need to randomly pick an [Item].

1. Stamina Drink – Usable at any time as long as you have 1 or more [Mental]. When you use this [Item],
recover 1d6 [Mental].
2. Training Wear – Usable after you complete a [Performance]. Increase the [Performance Score] by 1d6.
3. Dreaming Shoes – Usable when you or someone else makes a [Check]. Reroll that [Check].
4. Trademark Item – Usable when you [Breakthrough]. Add 2 to your [Check] result.
5. Dango – Usable at any time during the [Drama Phase]. Increase your [Understanding] of one other PC by
1d6.
6. Refreshments – Usable at any time. Recover from one negative status effect.

You may trade [Items] with another player at any time other than during the [Live Phase].

When you create your character, gain 1 [Item] of your choice.

7) [Idol Rank] and [Chances]

Your [Idol Rank] indicates how successful/famous you are as an idol. Please consult the {Idol Rank Chart} for the list
of possible [Idol Ranks]. When you create a new character, set their [Idol Rank] to |Idol Candidate|. At the same
time, set the [Session Count] to 0.

The idol industry is a very competitive one – idols that don’t make a big splash will very quickly fade into obscurity.
An idol only has a limited number of opportunities that will come her way – if she doesn’t make full use of these
opportunities, soon the opportunities will stop coming altogether, as the industry moves on to newer and more
promising idols. These opportunities are represented in-game by your idol’s [Chances]. An idol only has so many
[Chances] to improve her standing. When an idol’s [Session Count] exceeds her [Chances], she must [Retire] and will
no longer be able to be played in sessions. More on this later.

Your idol’s number of [Chances] increases as her [Idol Rank] increases. Referring to the {Idol Rank Chart}, a new
character with the [Idol Candidate] rank will have 2 [Chances]. Write that in.
8) The [Reaction Table]

The [Reaction Table] is a table of 6 quotes from your character that are without context and are… well, reactions,
basically. When you make your character, fill in the [Reaction Table] with lines that your character might say in
reaction to various situations. You don’t have to fill them all in from the beginning. When something unexpected
happens and you don’t know how to react, you can roll on the [Reaction Table] to let the dice decide for you, or you
can peruse it for inspiration.

If you can’t think of anything to fill in the [Reaction Table], feel free to consult the {Sample Reaction Charts} in the
{Character Creation Tables} Appendix.

This is technically an optional step, but seriously, if you’re playing this game, you should probably fill in at least a
couple spaces in the [Reaction Table].

9) [Idol Skills] and [Outfits]

Over the course of the session, your characters might gain access to [Idol Skills] or [Outfits], depending on the
scenario. However, at character creation, you do not gain any of these, so I’ll leave the explanation of these to later
on, where they get their own sections.

10) [Cooperation Value], [Understanding] and [Recollections]

When you make your character, fill in the “Co-op” field with the [Cooperation Value] of your [Idol Class], as detailed
by the Class Summary page. This is your character’s starting [Cooperation Value]. As explained in 1.2 When a [Check]
Fails, when other PCs offer your character [Support], you may add your [Cooperation Value] to your [Check] Result.

Your [Understanding] tracks how well you understand other PCs. Note that there is a distinction between your
[Understanding] of other PCs, and other PCs’ [Understanding] of you. The field on your {Character Sheet} is for
tracking your [Understanding] of other PCs. [Understanding] will come into play later on when I explain what
[Performances] are, but at the start of the game, leave this field blank.

Finally, [Recollections]. Whenever you gain a [Recollection], shade in a heart in the [Recollections] field on the
{Character Sheet} and write the memory that led to it next to the heart mark. When you use a [Recollection], erase
the shading from that mark. [Recollections] will only come in useful during [Performances], so I’ll explain their usage
later. During character creation, leave this field blank.
Performance Rules
3.1 [Performances] and [Checks]
In section 1 I described the process of conducting a [Check]. In this section, I’ll go into detail about [Performances]:
what they are, how they differ from [Checks], and what rules apply to them.

First off, the difference between a [Check] and a [Performance]: A [Check] is used for basically any situation outside
of an actual stage performance with music and dancing. For these instances, a [Performance] is used instead.
Broadly speaking, most [Performances] will only occur during the [Live Phase] – there are very few occasions where
a [Performance] might be called during the [Drama Phase].

While a [Check] utilises a [Specialty], a [Performance] utilizes your [Stats]. Accordingly, [Check]-related rules like
[Breakthrough] and [Support] don’t apply to [Performances]. Instead, [Performances] are where [Understanding]
and [Recollections] become extra important.

Generally speaking, a [Performance] has no [Target Number], but you probably still want to get your [Performance
Score] as high as possible.

3.2 [Performance] rules


In some ways, a [Performance] is much simpler than a [Check]. Only 1 Character may attempt a [Performance] at a
time. Every [Performance] will have one of the three [Stats] assigned to it, i.e. [Voice], [Physical] or [Visual]. When a
Character attempts a [Performance], that Character rolls a number of d6s equal to their value in the assigned [Stat].
For instance, if a character has a [Visual] of 4, and attempts a [Performance] that requires [Visual], they roll 4d6. The
total result of that roll is the [Performance Score] for this [Performance]. Simple, right?

Here’s the catch. If any duplicates show up on the rolled dice, all dice with the duplicated value showing are
considered invalid. So for example, if a character rolls a result of |1, 2, 6, 6|, the 6s will cancel out, leaving you with
a total result of 3. This cancellation applies for all cases of duplication, regardless of the number of duplicates. So a
result of |1, 5, 5, 5| would total to 1, while results of |3, 3, 6, 6| and |5, 5, 5, 5| would both total to 0!

However, if all dice are cancelled out, i.e. if the total of the dice pool is 0, a [Miracle] occurs. When a [Miracle] is
activated, the [Performance Score] is unconditionally set to a value of 10! This means that rolling all doubles, or even
all duplicates, can occasionally be a good thing.

3.3 [Understanding] and [Symphony]


After the active Character has rolled their [Performance], any Characters that have an [Understanding] of the active
Character with value of 1 or more can opt to assist the active Character in a [Symphony]. When this occurs, the
assisting character shades the checkbox on next to the active Character’s name in the [Understanding] section of the
sheet. If this box is already shaded, the Character may not initiate a [Symphony].

During a [Symphony], the supporting Characters roll a number of d6s equal to their [Understanding] of the active
Character. The results of this roll are then added to the active Character’s dice pool.

Note that when performing [Symphony], the rule about duplicates cancelling still applies. In other words, if the
supporting Character rolls a number that was initially a valid number for the active Character’s [Performance Score],
that number becomes invalid.

For example, say Player A (let’s call her Mio) is the active player. Mio has a [Visual] of 4, so she rolls 4d6 for a [Visual
Performance]. She rolls |1, 1, 2, 5|, for a total of 7! Not bad, but could be better. Player B (let’s call her Aine) sees
this, and decides to help. Aine checks her [Understanding] section and sees that her [Understanding] of Mio has a
value of 5. So she rolls 5d6 and adds the dice to Mio’s pool. Her results are: |1, 2, 3, 5, 5|. 1 was already an invalid
number, but 2 and 5 were originally valid numbers. Unfortunately, since Aine rolled 2 and 5, they’re now duplicates,
meaning that all instances of 2 and 5 in Mio’s pool are now invalid, bringing her final score to 3. Oops.
3.3 [Miracle Synchro] and [Perfect Miracle]
However, just because dice are cancelled out, it doesn’t mean that asking for support from your fellow idols is a bad
thing. In 3.1 I detailed what [Miracles] are, i.e. if your total value is 0, you set it to 10. That only applies if you get a
total value of 0 from your own roll.

If your other idols enter a [Symphony] with you, and the total result of your [Performance] becomes 0 because of
their participation, a [Miracle Synchro] is initiated instead. When a [Miracle Synchro] occurs, set your score to 15 +
the number of people who participated in that [Symphony]. As you can probably tell, this is a much higher score
than a regular [Miracle], so it’s worth trying to go for this if you can.

In addition to [Miracle] and [Miracle Synchro], a 3rd type of special result exists: the [Perfect Miracle]. If your roll has
every value from 1 to 6 with no repeats, i.e. if your result is |1, 2, 3, 4, 5, 6|, a [Perfect Miracle] occurs. In the case
of a [Perfect Miracle], immediately set your [Performance Score] to 30. [Perfect Miracles] can occur with or without
[Symphony], and makes no distinction regarding the presence of [Symphony].

The GM and players should keep track of the number of [Miracles], [Miracle Synchros] and [Perfect Miracles]
activated by each character, as they are used for scoring in the [Results Phase].

3.4 Using [Recollections]


An idol that takes part in a [Performance] or a [Symphony] may choose to use a [Recollection] to freely change the
value of any 1 displayed die. After changing the value of the die, recalculate the [Performance Score], applying the
rule of duplicates cancelling as necessary. If using a [Recollection] to change the value of a die causes you to fulfil the
conditions for [Miracle], [Miracle Synchro] or [Perfect Miracle], they activate as per usual.

Following from the above example, Aine starts to sweat a little because Mio’s glaring daggers at her. In panic, she
checks her sheet, and remembers that she still has a [Recollection]! Hurriedly, she declares that she uses her
[Recollection]. (In-character, she describes how she flashes back to the memory of a heart-to-heart with Mio over a
strawberry parfait, and this allows her to better synchronise with Mio.) She changes the 1 on her result to a 3,
making her result |2, 3, 3, 5, 5|. Combined with Mio’s original |1, 1, 2, 5|, this brings the total result to 0, activating
a [Miracle Synchro]. Mio’s final [Performance Score] hence changes from 3 to 17!

If a Character has multiple [Recollections] available, they may be used consecutively if so desired.
Flow of a Session
4.1 General Overview
A session of Beginning Idol consists of 3 phases: the [Introductory Phase], the [Drama Phase], and the [Live Phase]. If
you’ve played a scene-based RPG before (for example, Tenra Bansho Zero, Double Cross or Shinobigami) you can skip
to 4.2 [Opening Phase] below.

Beginning Idol is an RPG that’s scene-based. What this means is that the narrative flow is segmented into disjointed
[Scenes]. Think of it kind of like a movie, or a TV show. When the main character moves from one place to another,
they don’t film the travelling in real time. They show maybe a few seconds’ footage of walking, interspersed with
short scenes of maybe the character meeting and interacting with others.

Beginning Idol’s scene structure emulates this. Unlike D&D, where there are rules for travelling over land and
downtime outside of the adventure, or when an entire session might be spent literally just shopping in town,
Beginning Idol has a very focused narrative structure that highlights key points of your characters’ journey.

In the context of idols, consider the case of dance practice. The game is not interested in exploring a mundane dance
practice session. If a [Scene] takes place during a session of dance practice, then it has to have been a particular
session, where something happened that made it stand out vis-à-vis other instances of practice – maybe you finally
nailed a routine after weeks of failure, or maybe you learned something new about one of your fellow idols.
Beginning Idol is thus a game that uses such scenes to build up to a climactic finish – the [Live Phase].

[Scenes] should be dramatic and impactful. At the very least, they should be memorable. Both players and the
Producer should work together to make a [Scene] that fulfils these criteria. [Scenes] are also very heavily grounded
in consistent roleplaying. This can be difficult, especially for beginners. Feel free to ask for more time to think about
what kind of [Scene] you wish to portray if you need it.

4.2 [Opening Phase]


This is the phase of the game where players introduce their characters. There are three things that should be
accomplished by the end of the [Opening Phase]:

1) Self-Introductions
o This is probably self-explanatory. Introduce your character to the Producer, making sure to note their
name, age, background, [Specialties] and [Individual Specialty]. Once all idols have completed their
introductions, the Producer will introduce the in-universe producer for the idols.
o Additionally, if this is your character’s first session, have them attempt a [Breakthrough], paying the
[Mental] cost as usual. If they succeed, they gain 1d6 [Fans].
o Whenever a character completes their introduction, all other characters should write down that
character’s name in the [Understanding] section. For now, set the value to 0.
o Strictly speaking, there is no requirement to RP an introductory [Scene] for your character, but if time
permits, it is encouraged.
2) Decide on your Unit name
o In the idol world, a group of idols that performs together is known as a “unit”.
o Fundamentally speaking, Beginning Idol is a co-op game. As such, the characters in a session will always
be forming a unit with each other. During the [Opening Phase], decide on a name for your unit, if you
don’t already have one. If you get stuck here, you can refer to the {Unit Naming Tables} included in the
{Character Creation Tables} Appendix.
3) Producer reveals the [Setlist] for the session.
o The [Setlist] is a sheet where the producer details the flow of the [Performances] that you idols will be
attempting during the [Live Phase].
o The [Setlist] is public information – there is no need for the Producer to keep it hidden from the idols.
The reveal of the [Setlist] should be the last thing done in the [Opening Phase]. Once it has been
revealed, proceed to the [Drama Phase]
4.3 [Drama Phase]
This phase is where the bulk of the game takes place. In this phase, your characters will undertake [Idol Scenes] to
build up to the big performance at the end of the session during the [Live Phase].

The [Drama Phase] itself is split into [Cycles]. After every player has had a chance to be the [Scene Player]2, a [Cycle]
ends. The [Drama Phase] ends after 2 [Cycles]. In other words, the [Drama Phase] ends after every player has gotten
2 chances to be the [Scene Player].

At the end of the 2nd [Cycle], assuming any characters meet the prerequisite conditions, the [Key Person Scene]
occurs. After the [Key Person Scene], the game proceeds to the [Live Phase].

Below is a badly drawn flowchart of how an [Idol Scene] progresses in this phase.

Process of an [Idol Scene]

One Player becomes the [Scene Player]

Roll on the {Work Table}

Is it a day [Off]? Yes/No

Lose 2d6
[Mental]
Lose 2d6
[Mental]

[Work] [Play] [Practice]

Carry out the [Scene]

Increase [Understanding]

2
A [Scene Player] is the player who takes charge of a [Scene]. In other words, it’s a [Scene] where their character is the focus.
The [Scene Player] has a lot of control over their [Scene], including the setting, NPCs that appear, and events that occur.
4.3.1 [Scene Player] and [Partner Player]
First off, designate a player to be the [Scene Player]. This does not have to be done in any particular order, but each
player may only be a [Scene Player] once per [Cycle]. The [Scene Player] is the main character of the [Scene], and
decides who gets to appear in it.

The [Scene Player] should designate another player – this player becomes the [Partner Player]. The [Partner Player]
is kind of the co-star of a [Scene]. With the [Scene Player’s] permission, other characters that are not the [Partner
Player] may take part in the [Scene] as well. If the [Scene Player] desires to include any named NPCs in the [Scene],
they may do so with the Producer’s permission. Within the [Scene], the [Scene Player] may freely create and include
any NPCs that are not central to the [Scenario] of the Producer.

In a [Scene], NPCs are generally played by the Producer, but the Producer is empowered to ask any player other than
the [Scene Player] to play an NPC on their behalf. Similarly, players may choose to play NPCs during another player’s
[Scene] with the Producer’s permission.

After deciding on a [Scene Player] and a [Partner Player], roll on the {Work Table} to see if you get a job offer.

4.3.1.1 Producer Scenes


In addition to [Idol Scenes], there are also [Producer Scenes]. [Producer Scenes] are basically [Scenes] that you may
insert at any time during the transition between any two [Idol Scenes]. [Producer Scenes] are generally [Scenes] that
feature a large number of NPCs. It’s kind of like the Producer’s turn to be the [Scene Player]. Generally speaking,
[Producer Scenes] are not governed by any real rules. The Producer may arbitrarily allow any characters, PC or NPC,
to succeed or fail on anything without a [Check] during such a [Scene]. The [Producer Scenes] should be used to
establish key events and NPCs, or to progress the scenario’s narrative as the Producer sees fit.

4.3.2 The {Work Table}


Idols don’t always have work available to them, even when they want to work. The {Work Table} determines
whether there is a job available for your idols to take up. The {Work Table} that you roll on will change depending on
the type of [World Setting] you’re using for your game. You can find more details about this, as well as the {Work
Tables} themselves, in the {World Settings} Appendix.

There are two types of results that can appear on the {Work Table}. A job offer, and a day [Off].

- Job Offer
A job offer means that there’s work of some kind available for your idol to do. A job offer will have a brief
description about the nature of the job, as well as a [Specialty] to roll a [Check] on. You could skip out on work
and go do other things, but the guilt of doing so would weigh on you and cause you to lose a bit of [Mental].
- [Off]
[Off] means that there’s no work available for your idol at the moment, so you can spend the day practicing in
preparation for your performance, or maybe you can spend the day hanging out with your fellow idols and
getting to know them better.

After you roll on the {Work Table}, determine the type of [Scene] you would like to initiate.
4.3.3 [Work] or [Play]?
There are three types of [Idol Scenes] available, each giving a different benefit: [Work], [Practice] and [Play].

1) [Work]
o If you choose to [Work], your character goes out to do the job that was detailed on the {Work
Table}.
o Note that you cannot choose to [Work] if the result on the {Work Table} was [Off].
o When you carry out a [Work Scene], roll a [Check] on the [Specialty] indicated in the {Work Table}.
o If the [Check] succeeds, you gain 4d6 [Fans].
2) [Practice]
o If you choose to [Practice], your character spends the [Scene] practicing with the [Partner Player] for
the upcoming performance.
o When you carry out a [Practice Scene], unless the result on the {Work Table} was [Off], first lose 2d6
[Mental].
o Make a [Check] on a random [Specialty].
o If the [Check] succeeds, choose one: either increase one of your [Stats] by 1, or roll 1d6 on the {Idol
Skills Table} below.
3) [Play]
o If you choose to [Play], your character spends the [Scene] hanging out with the [Partner Player] and
making memories ([Recollections]) with them.
o When you carry out a [Play Scene], unless the result on the {Work Table} was [Off], first lose 2d6
[Mental].
o Make a [Check] on a random [Specialty].
o If the [Check] succeeds, the [Scene Player] and [Partner Player] may each gain 1 [Recollection].

Whichever type of [Scene] you choose, the onus is on the [Scene Player] to dictate the setting and circumstances.
Especially for [Practice] and [Play] Scenes, the open-ended nature of this can be intimidating. If you’re stuck, or have
no inspiration on what kind of [Scene] to produce, feel free to consult the {Scene Building Tables} detailed in the
{World Settings} Appendix.

At the end of each [Idol Scene], the [Scene Player] chooses one:

1) The [Scene Player] increases their [Understanding] of the [Partner Player]


2) The [Partner Player] increases their [Understanding] of the [Scene Player]

The amount to increase [Understanding] by is determined by the [Specialty] used during this [Idol Scene]. Look for
that [Specialty] on the chart in the {Character Sheet}. There is a number next to it. That number indicates the value
of the increase in [Understanding] from this [Scene]. The maximum value for your [Understanding] of any one
character is 6.

Idol Skills Table


1 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Talent] [Category] of the [Scene Player].
2 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Quirk] [Category] of the [Scene Player].
3 Gain an [Idol Skill] that uses the possessed [Specialty] under the [Hobby] [Category] of the [Scene Player].
4 Gain an [Idol Skill] that uses a randomly determined [Specialty]. If the randomly determined [Specialty]
belongs to the [Height], [Type] or [Birthplace] [Categories], reroll.
5 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
6 Choose and gain one of the following [Idol Skills]: <Mental Up>, <Performance Up>, or <Item Up>
4.3.4 [Key Person Scene]
At the end of the 2nd [Cycle], the Producer should initiate the [Key Person Scene]. This is a scene where the [Idols]
meet the [Key Person] as detailed in the [Setlist].

The [Key Person] is an individual whose help or support can make your upcoming performance much better in some
way. Perhaps it’s a famous designer, or a corporation interested in a partnership, or a senior idol, or even just a
particularly passionate fan. Whichever the case, the [Key Person] will possess a [Fan Power] that provides special
benefits during the [Live Phase], so it’s important to try and meet them if possible.

However, meeting the [Key Person] is not a simple matter; in order to meet with them, the idols must first build up
their accomplishments. The [Key Person] will have a [Prerequisite] that needs to be met before they will agree to
meet with the idols. For example, if the [Prerequisite] is [Voice 4], only idols with a [Voice] value of 4 will be given
the opportunity to participate. Conversely, any idols that do not meet this [Prerequisite] will not be allowed to
participate in the [Scene]. This [Prerequisite] will be detailed on the [Setlist].

If there are no idols that meet the [Prerequisite], the [Key Person Scene] does not occur, and the game goes straight
into the [Live Phase] at the end of the 2nd [Cycle].

Once the idols get the chance to meet the [Key Person], they will then attempt to convince that person to lend
support for the [Live Phase]. The idols must choose 1 person to act as their representative. That character must then
carry out a [Performance] (refer to 3.2 [Performance] rules) using the [Persuasion Performance Stat] listed under the
[Key Person] section of the [Setlist]. If the [Performance Score] of this [Performance] matches or exceeds the
[Persuasion Threshold], the [Key Person] is successfully persuaded to support you.

If you manage to successfully persuade the [Key Person], the representative who carried out the [Performance] gains
1 [Fan]. After that, record the [Fan Power] of the [Key Person] in the {Production Sheet}3. If you failed to successfully
persuade the [Key Person], nothing happens. Whichever the case, after the [Key Person Scene] ends, proceed to the
[Live Phase].

4.3.5 [Drama Phase] miscellany


1) Only idols that are present in an [Idol Scene] may offer [Support] during a [Check].

2) There are some [Idol Skills] that can be used during the [Drama Phase]. For these, if a [Skill] has <Must be Scene
Player> as a condition, you cannot activate it unless you are the current [Scene Player]. Furthermore, unless an [Idol
Skill] explicitly says so, you may not use an [Idol Skill] during a [Scene] in which your character is not participating.

3) During the [Drama Phase], whenever you gain [Fans] through any means, multiply the number of [Fans] gained by
your [Idol Rank Multiplier].

4) During the [Drama Phase], if your [Mental] becomes 0, you immediately lose half of your [Fans Gained] this
session, rounded down, and you instantly fail whatever [Check] you were making for the [Scene]. At the end of the
[Scene], set your [Mental] to 1.

3
The {Production Sheet} is basically sort of a campaign sheet or a party sheet. It’s used for recording info about the Unit as a
whole, as well as for tracking negative status effects and campaign progress. I’ll go into more detail about this in the GM
guidance sections.
4.4 [Live Phase]
Finally, we’re in the [Live Phase]. At the start of the [Live Phase], the Producer should repeat (or if it has been kept a
secret to this point, reveal) the [Target Fans] as stated on the [Setlist]. This is the target number of total [Fans
Gained] across all players for the session.

4.4.1 Choosing your [Outfits]


At the start of the [Live Phase], the Producer will select an [Outfit] for your characters to wear for the performance.
The Producer may do so by selecting one from the {Outfit List} Appendix or by picking one at random. If a player has
an [Outfit Ticket]4, they may choose to use the [Outfit] listed on the [Outfit Ticket], instead of whatever the Producer
selected.

Once [Outfits] have been selected, begin the [Starting Programme] of the [Live Phase].

4.4.2 [Programmes]
The Live in the [Live Phase] is organised into various [Programmes]. A [Programme] refers to one of the various types
of performances done by idols during a concert. If you’ve ever been to an idol Live, you’ll know what I mean –
between songs, the idols will greet the crowd, say a few words, maybe make a few jokes, and otherwise banter with
the other idols onstage for a while before beginning the next song. It serves as an opportunity to rest, as well as a
way of extending the duration of the Live.

The [Programmes] in Beginning Idol seek to emulate that. The Live, as detailed by the [Setlist], will have multiple
[Programmes], using different [Stats] and [Specialties]. A musical segment, for example, will probably use [Voice] as
its [Performance Stat], while a runway walkdown will probably use [Visual].

Aside from the [Starting Programme] and the [Ending Programme], for each [Programme] in the [Live Phase], the
players should select one character as a representative. That character becomes the one that undertakes the
[Programme]. A [Programme] consists of 3 steps:

1) Reduce your [Mental] by the [Pressure] value


The pressure of performing the [Programme] in front of many people takes a toll on anyone’s mind.
Reduce your [Mental] by the [Pressure] value shown on the [Setlist]. The [Live Phase] is split into [First Half],
[Intermission], and [Second Half]. The [Pressure Value] for the [First Half] and [Second Half] will be different,
so reduce your [Mental] by whatever is displayed for the current [Performance] segment.
In the [Live Phase], if a character is reduced to 0 [Mental], immediately halve their [Fans Gained] this
session, and they become unable to move – they may not perform [Checks] or [Performances], and cannot
use [Support] or [Symphony]. This status remains until they gain at least 1 [Mental].

2) Make a [Check] on the specified [Specialty]


The representative character then makes a [Check] using the [Specialty] specified on the [Setlist]. If
the [Check] is successful, proceed to step 3, otherwise, the [Programme] ends. Other characters may offer
[Support] as per normal.

3) Make a [Performance] using the specified [Performance Stat]


The representative character should then attempt a [Performance] using the stat specified on the
[Setlist]. At the end of the [Performance], that character gains [Fans] equal to the [Performance Score]
multiplied by the [Idol Rank Multiplier]. Other characters may initiate [Symphony] as per normal.

At the end of each [Programme], all idols other than the representative regain 1d6 [Mental]. Then proceed to the
next [Programme] on the [Setlist]

4
An [Outfit Ticket] is something you get at the end of a session, used for campaign play. More details will be in the Post-Session
section of this document.
4.4.3 [Intermission]
During the [Intermission], the idols get to take a short break to mentally prepare themselves for the more tiring
[Second Half] of the Live. During this time, either another act is taking the stage, or a general intermission has been
declared for the audience. Regardless of what form the [Intermission] takes, all idols gain 1d6 [Mental] at this time.

At this time, the Producer can choose to initiate one of the following:

Trust

The PCs can feel the Producer’s level of trust in them and in their ability to come through on top. The Producer
randomly selects a [Specialty]. All PCs make a [Check] on that [Specialty]. PCs that succeed gain 6 [Mental].

Retrospection

The PCs think back to their time practicing together, along with the Producer supporting them. This causes them to
renew their determination to get through this, together. The Producer randomly selects a [Specialty]. All PCs make a
[Check] on that [Specialty]. PCs that succeed may remove one checkmark from one member in the [Understanding]
section of their {Character Sheet} (i.e. you get to re-use one instance of [Understanding])

Prayer

The Producer is praying for your success, right to the last moment. Somehow, you can feel it. All PCs make a [Check]
on a [Specialty] of their choice. Each PC that succeeds may remove one [Status Effect] from the {Production Sheet}.

If the Producer is suffering from the [Injury Status Effect], only Retrospection may be used during the [Intermission].
Once the [Intermission] ends, move on to the [Second Half] of the [Live Phase], and proceed as per the [First Half].

Note that the [Intermission] also refreshes [Idol Skill] use. Each Active-type [Idol Skill] may only be used once in the
[First Half] and once in the [Second Half].

4.4.4 [Starting Programme] and [Ending Programme]


Whereas the other [Programmes] require an idol to act as a representative for the unit, the first and last
[Programmes] on the [Setlist] are special. For these [Programmes], known as the [Starting Programme] and [Ending
Programme] respectively, all idols with a [Mental] of 1 or higher must participate in the [Programme].

All idols with 1 or more [Mental] must participate in the [Programme] and carry out the steps detailed in 4.4.2
[Programmes]. The [Specialty] and [Performance Stat] used for steps 2 and 3 are the same for all idols, but the
[Checks] and [Performances] are resolved individually. PCs other than the one currently making her [Check] may
offer [Support] or [Symphony] as per normal, but they will still need to make their own [Checks] and [Performances]
as well.

If not all characters succeeded on the [Check], only those that succeeded get to attempt a [Performance]. Naturally,
if all characters failed the [Check], none of them get to initiate a [Performance].

Once the [Ending Programme] has concluded, the Live ends, and the game proceeds to the [Result Phase].
4.4.5 [Result Phase]
This is the bit where you calculate your scores and see whether you managed to hit the minimum number of [Target
Fans].

Each idol that fulfils each of the below criteria gains 1d6 [Fans] per criterion fulfilled.

1) The PC with the highest [Fans Gained] this session


2) The PC with the highest remaining [Mental]
3) The PC with the highest number of [Special] results on [Checks]. If no [Specials] were rolled, nobody gets the
bonus for this criterion
4) The PC with the highest number of [Fumble] results on [Checks]. If no [Fumbles] were rolled, nobody gets
the bonus for this criterion
5) The PC with the highest number of [Miracles] and [Miracle Synchros]. For the case of [Miracle Synchro],
count only the main performer for that instance. If no [Miracles] or [Miracle Synchros] were activated,
nobody gets the bonus for this criterion
6) Any PCs that activated a [Perfect Miracle].

Apply the [Idol Rank Multiplier] to these bonuses as required.

After calculating the above bonuses, add together the [Fans Gained] by all characters and compare it to the [Target
Fans] number written on the [Setlist]. There are 3 possible results:

1) SUCCESS: Total [Fans Gained] matches or exceeds the [Target Fans] number
The Live was a success! Increase the [Production Level]5 by 1.

2) GREAT SUCCESS: Total [Fans Gained] matches or exceeds double the [Target Fans] number
The Live exceeded expectations to a miraculous degree! Increase the [Production Level] by 2.

3) FAILURE: Total [Fans Gained] is less than the [Target Fans] number
The Live was a flop. Reduce the [Production Level] by 1.

Dissolution

When a project’s [Production Level] reaches 0, it is dissolved. The actual in-universe realisation of this depends on
your setting. If your unit is the project of a small production firm, then perhaps the firm went bankrupt and was
forced to close due to its investment into your unit failing to pay off. If your unit is a school idol club, then maybe the
school closed it due to not seeing its value. If your unit is a project under a larger production firm, then maybe upper
management decided to close it down due to sales not performing as expected. Whatever the case, the dissolution
of a [Production] is a sad thing, so try not to let it happen!

5
The [Production Level] is an abstraction of how well-known your idol project is and how well it’s doing, socially/financially.
More details in the GM Guidance section.
4.6 [Epilogue]
This is the bit where you tie up the session nicely for the characters by doing a nice little epilogue for them. There
are several ways to handle this section, depending on your time budget. You could narrate quick scenes for each
character in turn, or you could do a sort of overview of the group’s future. If this is intended to be a oneshot, you can
talk about their unit and what made them go their separate ways afterward – probably on good terms. Or, if you
have the time to spare, you can run a single [Cycle] of scenes, with each player narrating their own character’s
epilogue. Go for something nice and memorable to wrap up the session.

If the Live was a GREAT SUCCESS, at this time the PC with the highest [Fans Gained] can make a [Request] of the
Producer, in-character. The NPC producer (i.e. the character played by the GM) should try their best to grant the
[Request], but the Producer and the Player making the request should discuss the details to reach a satisfying
concord.

And that’s the end of a session of Beginning Idols! If you’re playing the game as a oneshot, then the game ends here,
but if you enjoy the game, and intend to play it as a campaign, or as a multiple-session game, move on to Section 5:
Post-Session.
Post-Session/Character Progression
If you intend to play the game for multiple sessions, then there are several things you need to do after the
[Epilogue]. Do the following in order:

1) Add your [Fans Gained] to your [Total Fans] count.


a. If the [Production Level] increased over the course of this session, add your [Fans Gained] to your
[Total Fans] count. Conversely, if the [Production Level] decreased over the course of this session,
add only half (rounded down) of your [Fans Gained] to your [Total Fans] count.
2) Adjust your [Idol Rank]
a. Based on your new [Total Fans] count, change your [Idol Rank] as detailed in the {Idol Rank Table}
below. If your [Idol Rank] changed, also change your [Chances] and your [Idol Rank Multiplier] at the
same time, if applicable.
3) Check for Retirement
a. Increase your [Session Count] by 1. At this time, if your [Session Count] exceeds your [Chances], you
may no longer use this character in future sessions. This is called [Retirement]. Feel free to decide
the aftermath/circumstance of this [Retirement], or roll for it on the {Retirement Table} below.
[Retired] characters may appear in future sessions as NPCs.
4) Acquire [Outfit Tickets]
a. The Producer should give every player an [Outfit Ticket] – you can find printable templates in the
{Sheets and Miscellany} Appendix. On the [Outfit Ticket], write the Name and Effect of the [Outfit]
worn by that player’s character this session. Also write the Date of the session, and have both the
player and the Producer sign the ticket.
b. A player with an [Outfit Ticket] may use it to have their character wear a specific [Outfit] for the [live
Phase], rather than leaving it to the Producer. Furthermore, as long as the player using the [Ticket] is
the same as the player that signed it, the ticket may be used for a different character. (i.e. the [Outfit
Tickets] are tied to the players, not the characters)
c. Once the [Outfit] information for the session has been copied into the [Outfit Tickets], erase the
[Outfits] section on the {Character Sheet}
5) Adjust [Fan Power]
a. If the [Production Sheet] currently has more [Fan Powers] recorded than the [Production Level],
erase [Fan Powers] until the total number is equal to the [Production Level]. At the same time, also
erase all checkmarks from [Fan Powers] that have been used.
6) Adjust [Idol Skills]
a. If a character has more than 4 [Idol Skills], erase skills until there are only 4 [Idol Skills] remaining.
7) Data Reset
a. Erase all [Recollections] and [Fans Gained]
b. Reset all [Understanding] levels to 0, and erase any checkmarks in that section
c. Set [Mental] back to your [Idol Class’] base value
d. Remove all [Items] from your character, then gain one new [Item] of your choice.
8) Respec
a. With the Producer’s permission, you may change your character’s name or any [Specialties] she
possesses other than her [Individual Specialty].
Idol Rank Table
[Total Fans] [Idol Rank] [Idol Rank Multiplier] [Chances]
19 or less Idol Candidate X1 2
20 to 49 Newbie Idol X1 3
50 to 99 Novice Idol X1 4
100 to 299 Future Idol X10 6
300 to 599 Somewhat-known Idol X10 7
600 to 2,999 Idol to Watch X100 8
3,000 to 5,999 Fast-Rising Idol X100 9
6,000 to 29,999 Hot Topic Idol X1,000 10
30,000 to 99,999 Charisma Idol X1,000 15
100,000 and above Top Idol X10,000 20

Retirement Table (1d6)


1 Your character became a regular private citizen who has little to nothing to do with idols.
2 Your character became a Producer, to serve as a guide for her junior idols.
3 Your character became a trainer, nurturing the next generation of idols.
4 Your character became a fashion designer and a trendsetter.
5 Your character moved on from the idols’ stage and debuted as an actress.
6 Your character returned to her hometown and took up a stable job.
GM/Producer Guidance
5.1 The role of the Producer
The role of the Producer is twofold: first, it’s your job to support the idols and lead them to success. Second, it’s also
your job to push and challenge them so that they can surpass their limits. It is this duality that leads to the Producer
both being the one who sets the game’s challenges and difficulty levels, as well as the one who uses special powers
during the [Intermission] to help the idols succeed.

As the Producer, your job is to structure and guide the session. You decide when a [Scene] should stop, as well as
controlling the flow of the game. If the table gets too distracted with unrelated table talk, it’s your job to get them
back on topic and keep the game moving. Whenever a player wants to use a [Specialty] for a [Check], it’s your job to
clarify with them exactly how they’re using the [Specialty], and to say no if they’re unable to justify it.

As the Producer, you are also in charge of playing the NPCs in [Scenes], or otherwise delegating these NPCs to non-
active players. This falls under your job of bringing the world to life, by creating opportunities for interaction with
special characters. Of particular importance is the Producer NPC – this is basically your in-character proxy, and serves
as the coordinator/manager of the PCs. He/She/It can be as similar to or different from you as you like.

As the Producer, you are also in charge of preparing the [Setlist] ahead of the session. The nature of the Live in the
[Live Phase] will greatly affect the type of session that is being run. Your responsibility as Producer is to generate a
setting and backdrop that can serve as a seed for a dramatic, heart-warming, and fun session. With this in mind, set
difficulties that are high enough to be a challenge, but so hard as to be unreasonable. Your job is to challenge the
idols, not to obstruct them.

As the Producer, your metric of success relies on the answer to two questions: First, did the players have fun? And
second, are you all satisfied with the story you’ve told together? If your answer to both questions is “yes”, then
you’ve done your job properly. If your answer to either or both is “no”, then you probably need to review the session
and see what you could have done better.

5.2 Filling in the [Production Sheet]


The [Production Sheet] is a sort of campaign sheet that tracks the progress of your idols’ unit. It can be found on the
next page; but I’ll detail the sections of it here.

1) World Setting: This is the type of setting you want for your game. I’ll go into more detail in 5.3 World
Settings
2) Production Name: This is the name of your idol project, or campaign. Depending on the scale you’re using,
this can be the unit name, or it can be the name of this specific branch of your project, e.g. |The Cinderella
Girls Project|.
3) Production Level: How well-known your project is. If this is a new [Production], set its [Production Level] at
2.
4) Producer: This is where you write down the basic details about the Producer NPC. Fields are hopefully Self-
Explanatory.
5) Fan Powers: This is where you fill in the [Fan Powers] your [Production] has attained. Fill in the relevant [Fan
Powers] in this field, and shade the checkbox next to them when the PCs use them. [Fan Powers] with
shaded checkboxes cannot be used.
6) Status Effects: This is where you track [Status Effects] that have been suffered by the [Production].
Fundamentally speaking, [Status Effects] are circumstances that affect all the idols, i.e. <Uneasy> means that
there is a general air of unease among the idols that affects their performance. The exception is the <Injury>
[Status Effect]. <Injury> means that some kind of physical or mental injury has actually befallen the Producer
NPC. When a [Status Effect] is assigned, shade in the box next to it. It remains in effect until it is cured, at
which time you erase the shade mark.
5.3 [World Setting]
Idol anime is not monolithic in setting. There are a lot of different types of idol anime/manga, such as those where
the girls are a small company’s last-ditch effort to salvage its financial situation (OG idolM@ster), or those where the
girls are a large, established firm’s newest project struggling to prove their worth amidst budget cuts and
restructuring (idolM@ster Cinderella Girls), or those where the girls are all highschool students who joined the idol
club for whatever reason (LoveLive).

Each of these types of idol shows present their idols with notably different challenges and milestones. Many of the
conflicts that apply in LoveLive, for example, would have much less weight if applied to the setting and tone of
idolM@ster. (I apologise for only referring to these two, but they’re big names, and therefor likely to be most
accessible)

Beginning Idol recognises this differentiation between idol shows and seeks to simulate it through its use of the
[World Setting] field. The core book details four (4) different [World Settings] for you to choose from, and each
[World Setting] has its own {Job Table}, {Fan Powers} and {Scene Building Tables}!

More details about the different [World Settings] can be found in the {World Settings} Appendix, but I’ll give a
brief overview here of the base 4, so that if you have to run a game in like, an hour, you can just choose from here
rather than flipping through the Appendix.

1) Big Talent Agency: Your idols are part of a large production firm that has tens, maybe hundreds of idols
signed under it. Your idols will have little to no problem finding rooms to practice, and many jobs will be
available. However, the corporate nature of the setting means that most [Scenes] will be spent in company-
owned property. Pick this setting if you want a game set right in the middle of the glitz & glam of showbiz.

2) Small Talent Agency: Your idols are part of a small production firm that has maybe 10 (if they’re lucky) idols
signed on. Perhaps they’re the agency’s last-ditch investment, and if they fail, the agency will fold. You’re
going to have trouble finding places to practice, meaning that many of your [Scenes] will occur in random
places like a park or a small shop, and it’s going to be slightly harder to get jobs. Pick this setting if you want
a game that’s all about fighting the odds as the underdog to come up on top.

3) Live Theatre: This setting is a bit less common, and perhaps requires a bit more explanation. This setting is
for units of idols that are based out of a single Live Theatre. Live Theatres in this setting are essentially small,
enclosed stages where idols come to try and make a name for themselves and sell a couple of CDs. The key
appeal of Live Theatres is that the distance between the idols and the fans are much closer. If you’re familiar
with the “Underground Idol” scene in IRL Japan, then that’s by and large the type of feel the setting has.
Because most [Scenes] take place in the same location, the interactions between PCs is going to be the main
differentiator between [Scenes]. This setting is probably harder to pull off than the others, so I wouldn’t
recommend it if it’s your first session, but if you want a game that focuses on tight character interactions
and idol-fan connections, pick this setting.

4) Idol Club: Your idols are all students and part of the idol club. They have to balance idoling, studies, and
parents. Most [Scenes] are going to be in school-related locations or maybe small shops, and most of their
[Fans] are going to be other students. Also, because they’re minors, they’re not going to get job offers very
easily – their {Job Table} has the most number of [Off] results among the core [World Settings]. As a result,
proportionally more of your [Scenes] are going to be [Play Scenes] or [Practice Scenes] where the focus is the
interactions between idols rather than the actual act of idoling. Pick this setting if you want a game that’s
heavy on inter-character banter and development. Or if you literally just want to play Love Live: the TRPG.

If none of the settings strike your fancy, you can try to make your own, but I wouldn’t recommend doing it until you
get a feel for the game. The supplements introduce several new [World Settings], but given that I’m not translating
those just yet, I’m not going to talk about them here. Anyway, once you’ve decided on a [World Setting], write that
down in the relevant field on the [Production Sheet] and move on to the next bit of planning a session – the [Setlist].
5.4 [Setlist]
A [Setlist] is the list of programmes scheduled for a given performance. It serves as a sort of schedule that directs the
crew to get things ready in advance for an upcoming programme, and it’s vital to any professional show.

Beginning Idol attempts to emulate that by presenting the Live of the [Live Phase] in the form of a [Setlist]. As the
Producer, both in the sense of you as GM and you as in-universe coordinator, your job is to create a [Setlist] with a
good amount of variety and appeal. If we use other RPGs as an analogy, the [Setlist] would essentially be the
statblock of the final boss.

Just like how the setlist for IRL performances is confirmed way ahead of time, the [Setlist] in Beginning Idol is made
known to the idols right from the beginning – they know the contents of the performance, and so they know what
they need to prepare for, or what [Stats] they need to raise in order to meet the [Prerequisites] for the [Key Person
Scene]. This both helps to give the PCs a sense of focus, while also serving to simulate the process of preparing for a
big performance. Note that they might not know exactly who the [Key Person] is, but they should at least have an
idea of that person’s profession or relation to the scenario.

The [Setlist] template is included in the next page, but I’ll explain it here.

1) Key Person Section: This is where your record the details about your [Key Person]. More details about
deciding on a [Key Person] can be found in 5.5 [Key Person] Creation. Once you have your [Key Person]
prepared, fill in their details in this little box.

2) Scenario Title/Venue: Your scenario title is surprisingly important! It’s like an episode title. Ideally you want
it to capture the sparkly, brilliant feeling of idols doing their best to shine. If you’re having trouble coming up
with one, feel free to consult the {Sample Scenario Title Table} in the {Setlist Prep Tables} Appendix for
inspiration. Similarly, the venue is the location of the final Live. If you have trouble deciding, feel free to roll
on the {Venues Table} for your chosen [World Setting].

3) Target Fans: The [Target Fans] count for your game to be considered a success. The higher this number, the
harder the scenario. You may feel free to set this target at whatever number you like, but for the first
session, please use 100 as the [Target Fans] number.

4) Pressure: The toll that the Live takes on the girls’ [Mental]. The suggested values for this are 2d6 for the
[First Half], and 4d6 for the [Second Half]. You may change these if you wish, but it is not recommended to
do so until you are much more familiar with the system.

5) Programmes: The types of [Programmes] that constitute your Live. You may increase or decrease the
number of [Programmes] as you wish, with more [Programmes] leading to a harder session, but the
recommended number is 6. Of these 6, one must be the [Starting Performance] and one must be the [Ending
Performance, where all idols must participate. More details in 5.6 Designing [Programmes].

6) Unit Name: The name of the idol group. Either fill this in yourself, or wait for your players to tell you. If you
get stuck, you can consult the {Name Tables} in the {Character Creation Tables} Appendix.

7) Pressure Type/Special Effects: The source of the [Pressure] can be different depending on the type of
[World Setting] you’re using. Each [World Setting] has its own {Pressure Type Table} to help you decide on
the kind of [Pressure] you want to apply on the idols. The [Special Effects] field is where you list any [Special
Effects] that are influencing the Live due to external factors. If you are unfamiliar with the system, just write
|None| for now. More information can be found in 5.7 Special Effects.

8) [Fans Gained]: This is what you use to track each idol’s [Fans Gained] over the course of the [Live Phase].
You’ll note that there are 6 spaces, corresponding to 6 [Programmes]. The process of filling these in should
be self-explanatory.
5.5 [Key Person] Creation
As detailed in Section 4, the [Key Person] is an NPC of some importance that can be persuaded to lend the PCs their
support if they PCs manage to impress them. They provide the players with [Fan Powers] that can alter the course of
a [Live Phase] drastically.

When creating a [Key Person], first decide on their name and their [Fan Power]. If you’re having trouble naming
them, you can consult the {Name Tables} in the {Character Creation Tables} appendix. As for their [Fan Power],
please consult the {Generic Fan Power Table} below, or refer to the relevant {Fan Power Table} for your chosen
[World Setting], and select one. The nature of the [Fan Power] should give you a clue as to what kind of person the
[Key Person] is, and therefore will allow you to flesh them out more effectively.

After that, decide on the [Prerequisites] that the players need to fulfil in order to meet them. This [Prerequisite]
should be based on something that the [Key Person] in question considers important. The [Prerequisite] should take
the form of either a [Stat] requirement or a [Fans Gained] requirement. In the first case, the PCs need to attain a
value of a selected [Stat] that matches or exceeds the minimum. In the second case, the PCs need to (individually)
gain a number of [Fans] that matches or exceeds the requirement.

For example, a [Prerequisite] of “[Voice] 3” would mean that only idols with a [Voice] of 3 or higher could meet the
[Key Person], while a [Prerequisite] of “[Fans Gained] 12” would mean that only idols who have gained 12 or more
[Fans] over the course of the session are allowed to meet the [Key Person].

You may set the [Prerequisite] thresholds freely at your discretions, but if you are still unfamiliar with the system,
please use one of the following as the [Prerequisite]:

 [Stat of your Choice] 3


 [Fans Gained] 12

Finally, decide on the [Performance Stat] and [Persuasion Threshold] for your [Key Person]. The [Performance Stat]
should be something valued by the [Key Person] in question, while the [Persuasion Threshold] should be equal to
your [Production Level] + 8. In other words, for a brand new [Production] at level 2, set the [Persuasion Threshold]
to 10. This is the number that the [Performance Score] needs to match or exceed in order for the [Key Person] to be
persuaded.

Once you have decided on all of these things, write them into the [Key Person] section of the [Setlist].

Generic [Fan Powers] Table

Type of [Fan] Usage Timing Effect


After the [Ending Initiate another [Programme]. The [Programme Name] is [Encore], and
Passionate Fan
Programme] the [Performance Stat] is [Your Highest Stat]. All PCs must participate.
After any
Fan Letter All PCs gain 3d6 [Mental].
[Programme]
At the start of a If this [Programme] uses [Voice] as the [Performance Stat], increase the
Famous Songwriter
[Programme] [Fans Gained] from this [Programme] by 10.
During the The [Producer] picks an [Outfit]. Any PC may change their [Outfit] to
Dress Designer
[Intermission] that [Outfit] if desired.
At the start of the During this [Live Phase], any [Programmes] that use [Visual] grant
Accessory Shop
[Live Phase] another 2 [Fans Gained] on a successful [Performance].
At the start of the
Drink Shop All PCs gain 2 of the <Stamina Drink> [Item].
[Live Phase]
5.6 Designing [Programmes]
First things first: What, exactly, constitutes a [Programme]? Simply put, anything that could be stage directions or a
choreographed segment is a [Programme]. Note that you can have multiple [Programmes] to a single song! For
example, a song that starts with a long musical intro, followed by a musical interlude wherein the idols continue
dancing, ending with a dramatic pose and shout can be resolved either as a single [Programme], or as up to 3
different [Programmes]! How you want to assign your [Programmes] is entirely up to you.

With that said, the first step to populating the [Programmes] section of the [Setlist] is to decide on the types of
[Programmes] to run. If you get stuck and need a bit of inspiration, you can consult the {Sample [Programmes] Table}
below, but the items listed are deliberately vague so you can build off them rather than using them wholesale.

Remember that your [Starting Programme] and [Ending Programme] need to have all idols participating, so make
sure to come up with a segment that allows for this! A simple solution would be to have both the [Starting
Programme] and [Ending Programme] be full-length songs. Use your discretion for this.

Anyway, after deciding on the type of [Programme], the next step is to determine the [Specialty] used for its [Check].
This should be the [Specialty] that’s most applicable to the [Programme] at hand. So, for example, if it’s a dancing
sequence, the [Check] should be made on the |Dance| [Specialty], and if it’s a fashion runway segment, the [Check]
should be made on the |Fashion| [Specialty]. As Producer, use your discretion to assign [Specialties] to
[Programmes] in the way that you feel fits best.

Note that the [Blank] spaces in the [Specialty] chart are also acceptable [Specialties] to call a [Check] on. In this case,
call for a check on “The [Blank] space in the |_____| [Category],” where the underscored space should be replaced
with the [Category] of [Specialty] that is most relevant for the [Programme].

The next and last step is to determine the [Stat] used for the [Performance]. Again, use the nature of the
[Programme] to determine which [Stat] is most relevant and therefore should be used. As a general guide…

 If a [Programme] involves Singing, Speaking, or anything involving the use of one’s vocal chords, it should use
[Voice].
 If a [Programme] involves dancing, acrobatics, or anything that might challenge one physically, it should use
[Physical]
 If a [Programme] involves fashion, grace, or just generally the ability to look stunning, it should use [Visual].

If you can’t decide which [Stat] to use, you may also ask idols to use their [Lowest Stat] or [Highest Stat] for the
[Performance], as you deem appropriate.

Sample [Programmes] Table (1d6)

1 MC (Talking Segment; Self-Introductions and casual banter fall under this category)
2 Dance
3 Call & Response (Idol shouts something, audience shouts a predetermined phrase back. Audience Interaction.)
4 Stage Walking (Moving up and down the stage, possibly greeting fans on the way, usually while continuing to
sing. A Fashion Runway segment also falls under this category)
5 Sponsored Commercial
6 Signature Pose
5.7 Special Effects
This is kind of an advanced rule. Basically, [Pressure] in the idol industry takes many different forms, and may affect
the idols adversely in various ways, in addition to merely taking a toll on their [Mental] strength. These special
penalties are known as [Special Effects]. For first games, or if you have players unfamiliar with the system, it is highly
recommended that you do not set any [Special Effects]. If so, write “None” in the [Special Effects] field on the
[Setlist].

If, however, your group has been playing for a while and is comfortable with this system, then you may choose to
add a [Special Effect] to spice up the game and make it more difficult. In that case, please pick from one of the three
[Special Effects] written below and write it in the [Special Effects] field.

 During the [Live Phase], treat all idols’ [Physical Stat] value as 1 point lower.

 During the [Live Phase], treat the threshold for a [Fumble] as 1 higher. (For example, if originally you
[Fumbled] on a 2 or lower, now you [Fumble] on a 3 or lower)

 Whenever you gain any number of [Fans] during the [Live Phase], reduce that number by 1. Apply this before
applying your [Idol Rank Multiplier].

Note that any [Special Effects] written on the [Setlist] are considered to always be active as long as the game is in the
specified [Phase].
Building a Scenario: Step by Step

Decide on your [World Setting] and the


type of session you want to run: light-
hearted? Melodramatic? Have an idea of
the story you want to explore.

Develop your Producer NPC and fill in the


[Production Sheet]. At this time, also think
about how you want your Producer NPC to
interact with your idols. Is he/she friendly
and approachable? Or does he/she only
see their relationship as one of pure
business?

Decide on the premise of the Live in the


[Live Phase] – why are the idols
performing there, and what’s the kind of
scale you’re looking at?

Create your [Key Person] and figure out


ways to work them into your narrative.

Fill in the [Setlist]

Write out 0-4 [Producer Scenes] and


decide on a good timing to insert them (at
the end of the first [Cycle], during the
[Introductory Phase], etc. etc.)

Name the Scenario

Bring the Scenario to game night and play!

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