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DIE RPG Beta Arcana v1.1
DIE RPG Beta Arcana v1.1
1
ARCANA
KIERON GILLEN
©2019
Copyright © 2019 Kieron Gillen Ltd & Stéphanie Hans. All rights reserved. DIE, the Die logos, and the likenesses of all characters herein
or hereon are trademarks of Kieron Gillen Ltd & Stéphanie Hans. No part of this publication may be reproduced or transmitted in any
form or by any means (except for short excerpts for journalistic or review purposes) without the express written permission of
Kieron Gillen Ltd or Stéphanie Hans. All names, characters, events, and places herein are entirely fictional. Any resemblance to actual
persons (living or dead), events, or places is coincidental.
2) PRE-GENERATED SCENARIOS
4) EXPERIMENTAL RULES
5) ESSAYS
INTRODUCTION
Welcome to the Arcana. Make yourself comfortable. No, wait, not that comfortable. Put
that back on, this minute. This is a respectable game manual.
You’ll have noticed that the DIE Beta is a considerable beast. That makes it intimidating.
It was even more intimidating when this bunch of stuff was included too. That’s why I
removed it, you silly goose.
There’re basically five sorts of “things” in the Arcana, helpfully arranged into numbered
sections.
Firstly, there’s alternate world-building and scenarios. The DIE Beta suggests a single
set scenario – people who played an RPG as younger people getting back together and
then getting sucked into a warped version of their teenage D&D game. This was chosen
as it is a strong enough structure to work for any group you throw into it – plus the
simple fact that kids getting back together as adults is the same structure the comic
uses. This section gives my notes for completely different ways of running DIE – both in
terms of the groups of people, and the worlds you drop them into. These are often
considerably more demanding on a Master’s planning and/or improv skills, as you’re on
your own a lot more. Still – there’s lots of fun stuff in here, which can be added to
literally any game of DIE. There’s even one way which makes things simpler.
Thirdly, there’s additional worked examples of how various people have run DIE. If
you’re still chewing over how a DIE game could go and what sort of prep you may wish
to do, this is more grist for the mill. This is the Arcana at its most accessible – in fact, the
only reason it’s not in the main text is that having five long examples of how DIE could
run in the document could overwhelm a newcomer instead of helping them.
Fourthly, we have some additional, slightly fiddly non-core rules. The most useful are
probably the Minor Miracle generation, which are likely useful to a GM of a more
technical bent. There’s a couple of other minor things. If there’s any future Arcana
additions, this is likely where I’ll lob stuff for extra playtesting.
If you’re a newcomer and looking for more assistance, I’d suggest reading the third
section, as it’s the one which is designed to be most helpful – and the second section
for other examples of how to prepare for a game. The others are generally designed to
try and destabilise your thinking, and get you to figure out what you find interesting.
This is some of the weirdest stuff that is in DIE, and stuff which is most easily lifted to
use in games elsewhere. Feel free to rip it to pieces and make it your own.
Basically, this is me down the pub. After one drink, I’m fine, but at some point in the
evening I’m going to start talking absolute nonsense and all we can do is pray that you
still find it compelling.
Kieron Gillen
London
Can I tell you a story? to run an adventure on. You generated
the details of their teenage world by
You know the way locales are generated asking questions during play, and then
in the main rules? As in, “Just drop the deconstructing it. You made up
personas into their teenage RPG world”? something to be nostalgic about, then
Up until January 2019, that didn’t exist – you applied a darker lens.
over a year into development and
scarily close to the release of the Beta. Immediately, about 10,000 words of
The most obvious idea in this whole different ways to generate worlds were
bloody system and I hadn’t had it, until I no longer essential to the Beta. They
was prompted by a playtest. This is, of were cut.
course, one of the many reasons why
we do playtests. They now follow here. This whole DIE
ruleset is experimental, but what
Before then I had a whole set of follows is the most experimental of it.
different tactics for generating the It’s mainly of use if you choose to
locale. Like, a bunch of them, and they generate a group who didn’t play RPGs
all kind of work for different kinds of together – in other words, if you choose
groups of personas. However, as fun as to go that way, you are wayyyy out of
they were, they were also esoteric as all the safety bounds of the playtest.
hell. Some would work for one group, but
none would work for all groups, which But there’s other tactics to generate a
mean it’s a bad thing to stick in a Beta locale. They’ve led to some of the most
set of rules. fun DIE games I’ve run… but they also
ask a lot more of the person running the
Essentially all of them were much more game. The easiest way to use the
based on extrapolating from players’ following is to add them as elements to
obsessions. So a failed band ended up in the core DIE game you already know, to
a horror version of the Reading music add weirdness to an already existing
festival, and a group of workers at an IT standard fantasy world – for example, if
company ended up in a hellish take on you’re in a traditional D&D castle, and
actual office space we were running the open a door… and find yourself in your
playtest in. A lot of games were set at persona’s teenage bedroom? That can
cons, as a lot of playtests were at cons. be creepy and interesting.
Then I hit a playtest where the group But we’re getting ahead of ourselves.
didn’t actually go hyper-vivid, and just
developed what the rules asked them to. I said in the main manual that the
They were a group of people who played further encounters and world building
RPGs at school, and then grew up. there weren’t a recipe, but rather a
cupboard of ingredients and spices to
I had no idea what world to drop them in, throw into a dish. This is the stuff you
and then hit what is now the basic keep on the top shelf, as it’s so spicy.
version of the game. As in, if you
generate people who (at least mostly) A key idea here: you are running this
played RPGs together, you can drop game. You are the keeper of this world.
them into their old D&D world and get an I'm providing tools which are useful to
interesting game with sufficient hooks you. Flexibility is absolutely key here. As
are unpredictability and magic. The 1) THEY ENTER THEIR PRESENT
players can see that there is some TABLETOP RPG WORLD
meaning here – they can see you're
actually clearly doing stuff, moving stuff I’ll put this here explicitly, to remind you
from the (soon to be explained) Box of that it’s an option. The core DIE game
Crap and similar... but they can't really rules describe a group getting back
entirely understand it, not completely. together and getting dragged into their
teenage RPG world. It doesn’t have to be
This is entirely the effect we're looking their teenage RPG world. It can be the
for. Confronting a world they don't quite RPG they’re normally playing on any
understand, but clearly has some week when they’re not being dragged
manner of rules. That gives a weird screaming into another dimension.
solidity to the world, as well as a
ritualism and totemism. DIE differs from The time-jump in the core rules is
many RPGs as it is trying to fetishize the explicitly about echoing the comic. The
RPG, to explicitly mystify it, to use all core DIE game experience should be
these bits and pieces and props as what the comic does, right? That’s why
producers of mystery and wonder. the game does it.
The core process to using the following The only problem is making sure there’s
methods in a game of DIE is this: enough narrative meat in the personas.
This all comes from asking questions to
1) Generate a group of people who ensure the group has needs and
know each other. Remove all connections, as always.
limitations from the Beta in terms of
the questions they’re asking and 2) DARK MIRRORS OF REAL LOCATIONS
asked – all that remains is that
they’re getting together for some This is arguably the easiest way to
reason to play an RPG. generate a map. Take a real-world
location and set-dress it like it's in a
2) Look at the resultant personas and horror or dark fantasy film. Ideally, this
decide which of the available tactics map should be in the Box of Crap, but
would generate a useful world. any real-world location you know (and
Choose one or more. ideally the players know) is great. For
example, using a local mall, an old
3) Continue as a normal game of DIE. school or a museum.
In terms of interpreting the maps, rather If there’s a place that seems to speak to
than just basing it on what's in the map, one of the persona’s obsessions
also pay attention to details in the (especially the Master persona you’re
legend of a map. Often these are playing) then dropping the players in
numbers. As a number is related to each this world and letting them explore can
player (the number of sides on their be fun.
dice) this may be used to hint towards
which rooms are important to each The story and encounters are generated
player. Look for patterns and exploit by intersecting the players’ obsessions
them. Even if the players never figure and desires with the fiction. Say you
out your mystic code, that you are drop the players in Middle-earth, in
working according to a predefined Rivendell, during the council to decide
pattern will add to the reality of the the future of the Ring. If a persona is
fantasy they are exploring. worried about their wedding, there’s
obvious connective tissue there.
4) JUST USE ANY FANTASY WORLD Gandalf merges with traits from his
overbearing Grandfather who Knows
Rather than using any specific dungeon What’s Best For Him. The level of that is
map and riffing on it (as above), or a entirely to taste – it can be incredibly
generic fantasy world, just drop people overt (Gandalf Actually Looks Like
into whatever fantasy world you like. Grandfather) or more subtle (Gandalf
works in a similar relationship).
Middle-earth. Narnia. The Forbidden
Realms. Dragonlance’s Krynn. This choice does mean that the setting
Warhammer 40,000’s Necromunda. may simply be too large. This would be
great for a campaign (and skipping
Anything. between fantasy worlds, as fictionauts
is certainly something that I’d hope stop and draw a tarot card. If it inspires
someone does in DIE down the line) but me, I use it. If it doesn't inspire me, I go
for a standalone scenario trying to come “hmm” and pretend it's influenced what
to a climax, it may simply be too large. I'm doing in some way that's entirely
You will especially have to think about mysterious to the players. For example, I
ways to bring the drama to a climax. A was playing at a con, and drew a card. I
useful choice is to limit the setting. drew the star, and took it entirely
Rather than Middle-earth, you could literally, bringing in the con guest of
drop the players into the battle for honour as an undead bartender.
Helm’s Deep and set the whole scenario
in that relatively small locale. There's a more elaborate approach, and
it's something I call tarot maps.
There are many advantages to this
approach, but it’s also one which most Here you lay cards face down to
presents a world some personas may be simulate the map, and as the players
attracted to staying in. As it is clearly a explore the dungeon, you flip them over.
whole world rather than a small fictional You use the details on the card in
bottle. “Would you rather live on Earth or conjunction with the details of the
Middle-earth?” is a question which is players, to inform whatever encounter.
certainly open for a game of DIE and, in At the very least, it can suggest
many ways, cuts close to the heart of environment. If you know a lot about
its themes. tarot, use what you know. If you don’t,
use your Imagination.
It is also presented here to underline a
key point in the design: each of these There are two ways of creating a tarot
bottle kingdoms can be literally any size, dungeon.
up to and including a copy of a whole
universe (or even multiverses). And The first involves you laying all the
there’s not just one Narnia inside DIE - cards in the dungeon in one go, in a
there’s possibly a nearly endless pattern like so. This means the players
number of them… see what appears to be the entire size
of the dungeon in one go. Something
DIE is big. It has room for all your like:
fantasies inside it. That’s kind of what
it’s for, for better or worse.
5) TAROT MAPS
2) Go full Alice and lean into the Okay. You're a classical RPG
inability to go back. Like Sarah in Gamesmaster. You're worried about this,
Labyrinth, you just travel through and have no experience in improvised
these symbolically loaded games. You'd be happier if you actually
encounters, and any attempt to had a much stronger structure you
retrace your steps is frustrated. The could add some more details to.
trick here is to make the inability of
the players to do that the entire Do that. Just do it like you would a
point, and one of your special standard role-playing game. You have
effects. “You can't go back” is worse all the players’ personas and yours. You
than bad – it's boring. Going back have time between the first two
down the corridor you've come from sessions to develop it. Do so.
and ending somewhere else is what
we're looking for. This is something If you're trying the one-off session, this
of a trippy game. Make it trippy. is trickier. You should develop your
Master persona, and then base the
Both these approaches are what is backbone of the dungeon around it. You
generally referred to as Railroading – as will also likely select a set group and a
key character to lead to a tighter Oh yeah - the Box of Crap!
conceptualised group which is of use in
the scenario you're running them THE BOX OF CRAP
through. You can still add some details
from players, but this is decorating a When planning a game, you can
Christmas Tree rather than trying to consider whether you wish to generate
grow a Christmas Tree in front of them. a fake copy of the game DIE (aka the
Box of Crap). This is both a prop and a
I'll give you a robust one for free: the gameplay prompt, and can be as much
Master is a frustrated writer or fan, and or little effort as you wish.
the dungeon you're going through is
their own hacky take on whatever First, find a box. It can be a mysterious
they're obsessed by. cool box. It can be a cardboard box. It
can even not be a box. Anything you can
This option is also here just so a player put stuff inside is a suitable box for our
who has chosen to read this will realise purposes.
that the GM may not actually be making
it all up. Hey, player. Don't be too sure Secondly, find some crap.
about anything, ever. This is fantasy.
You are not in control here. No one is. If you have a history of roleplaying,
throwing in some old supplements for
9) SOME RANDOM METHOD OF YOUR random games, character sheets,
OWN campaign notes and maps is ideal. If you
don't have a history of roleplaying, then
There’s some more of this in the Box of putting childhood maps or stories you
Crap section, but if you like the tarot made inside the box can serve the same
dungeon, there’s lots of methods folks purpose. Random old maps from
have used to make random dungeons holidays are good items. Maps of
from other objects. Or you can make up famous locations everyone will know.
one of your own. We’re collaborating on Old photos of childhood. Magazine
this game, friend. I can’t wait to see clippings. The result should look like a
what you do. somewhat geeky memory box.
10) COMBINE ANY OF THE ABOVE OR If you have none of the above, you can
ANYTHING ELSE ask the players if they have anything
they're willing to share.
Including on the fly. Start with a
standard map and segue into weird non- You can also buy random old
linear areas, then get the tarot cards supplements/gamebooks cheap off
out for the finale. These are all valid eBay, or in second-hand shops. You can
tactics. simply google “RPG maps” and save and
print out anything you find amusing. If
It's worth noting that as DIE develops, you want something novel, there’s
“alternate ways to generate content” is many online map generators. I linked to
certainly on the list of things I'll be some of them in the previous section. Go
doing. The mystery box of the Box of print some out. Same goes for maps of
Crap is key. old real-world period cities.
If you want to fake distressing newly idea. You get to pull it out and be
printed out material, you can. There's dramatic. If your players are up for
the old childhood trick of simply dousing boundary-pushing material – which you
them in tea and putting them in the should check before playing – this also
oven. works well if you have the players' old
RPG material. Pulling out a player's old
Tarot cards? Great. Lob 'em in. Can't go character sheet from a previous game,
wrong with tarot, and you can always and then using an awful echo of that
use a tarot map. loved character as the basis of a
character can be very creepy.
Thirdly, put the crap in a box. Add the
dice, and shut it (perhaps even seal it). To stress, this is clearly extra-credit
behaviour. Playing without an explicit
I’ve written PROPERTY OF SOLOMON on prop will work perfectly. The Box of Crap
the side of mine in a marker pen, which is most used when playing with the
adds to the sense of a period artefact. alternate-world-generator ideas. It’s a
The point of this box is twofold – firstly, source of objects to play with and
as a mood-setting object to encourage interpret.
atmosphere and buy-in from the
players. You’ve put this box on the You can also add things to the Box of
table, and it adds a mood. It deliberately Crap between sessions, if you’re feeling
tries to make old RPG stuff weird. sneaky. In one memorable game players
said they were all working in a real
Secondly, as a divinatory device which Italian restaurant in Brooklyn, so I
you will interpret as you explore the quickly downloaded the restaurant’s
fantasy world, to inspire the adventure actual menu to use as a random
and challenges. Or, to use more encounter generator. Fear The Baked
traditional RPG lingo, as your random Aubergine.
generators.
I AM TOTALLY LOST
For example, you can literally randomly
flick through a book from the Box of Oh, it’s okay, Kitten. I love you. The
Crap and select whatever is in it. A D&D following three set scenarios in the next
monster manual is obviously the section give an example of how some of
archetypal one, but it could be anything. the above can work. If you want a
Children's picture books played straight couple more worked examples, go to the
can be creepy. I've used a con essay on “Story Logic” which gives you
programme / content guide as a some more advice on planning.
monster generator, for example.
Feel better?
If you have miniatures or similar
monster tokens in the Box of Crap, PURRRRRRRRR
drawing one randomly also works. A bag
full of tokens and miniatures isn't a bad Good kitten.
DIE is also meant to intensely enough to run well in a one-off game,
personalise a player’s choices, but is likely to be more suited to the
which means that a traditional start of a standard 2-4 session DIE
scenario doesn’t really work. What game.
follows are three examples of how,
by constraining the questions at the “Christmas Knights” is a quick third
opening, you can limit options scenario, written the morning before
enough so you don’t have to create release after being urged to do so by
something entirely on the fly, while the DIE Discord. It's less polished, but
still including a lot of space for group gives the core of a particularly grim
customisation. Christmas adventure.
“Con Quest” can work well in a single Feel free to use these as templates
session, and expand into a multi- for making your own scenarios,
session game. either to share with friends or for
your own peace of mind before
“Development Hell” includes some running a game.
suggestions on how to constrain it
DIE: CON QUEST
PREPARATION • Writer – What’s your greatest
strength as a Writer?
As well as the usual, a convention map. • Publisher – What’s the Writer’s
If you’re at a con, use the map of the greatest weakness they just can’t
con you’re at. If you’re not, use any con admit?
map you can find and/or download. It • I used to be an Editor at <Company>
tends to work best with a con you’ve working on <Book>.
been at, so you can easily visualise and • Publisher – Why did you fire me?
explain it. • Publisher – So what’s the reason
we’re still in social contact and
PERSONA GENERATION friendly?
• Writer – What was the worst thing
Each persona will take a set role. The about working with me?
Master plays the Editor. • Artist – You’re the co-creator of
<Book>.
• 2 players: Comic Publisher and • Artist – When did you quit working on
Writer (feel free to tweak Writer to <Book>… and why?
“Cartoonist” in a two-player game). • Artist – When did your art start getting
• 3 players: add Artist. worse?
• 4 players: add Fan. • Artist – Why have you come back for
• 5 players: add Journalist. another run?
• Writer – <Book> is your big hit. Your
Ask the below questions, in order. Skip only hit. Why?
all questions related to a persona who • Fan – You’re a fan of <Book>. Why are
isn’t in the game. (i.e. in a two-player professionals cool with you hanging
game, only ask the Publisher and Writer with them?
questions.) • Fan – You want to work in the
industry. What job do you want to do?
• Who wants to be a Writer? A • <Whoever has that job> – Does the
Publisher? An Artist? A Fan? A Fan have any talent in your field
Journalist? whatsoever?
• Take a second and each think about • Fan – Who do you think is most
that. What sort of person could that important to the success of <Book>?
be? • Fan – <Writer>’s new run (with Artist).
• Writer – Congratulations! You’re the Why is it not as good as the old stuff?
creator of a very successful book. • Journalist – What sort of sites do you
What’s it called? What is <Book>’s work for? Why have you been invited
genre? to hang out with this bunch from
• You’re the Publisher of <Book>. What’s <Company> comics?
the name of your company? • Publisher – Why do you hold a grudge
• How come you own the rights to against Journalist?
<Book>, not the Writer? • Writer– Why do you sneakily respect
• Publisher – Do you care about this journalist?
comics? • Fan – Why have you leaked rumours
to the Journalist?
• Journalist – Why do you think <Writer> worked. Meet you in <Whatever the main
is actually just bad? hall is>.”
• Artist – Who was your best friend and
why did you stop talking? Give them a little while to get used to
• <The person the artist has called out> their situation, and then a group of
– do you miss them? Fallen enter. They’re the Big Name
• Around Table – Who is your hero Creator and a group of Wannabe Hacks
figure? – writers with blades for hands. Have
• Around Table – Why do you think the one Wannabe Hack for each player. If a
TV show of <Book> didn’t happen? rival creator has not turned up in the
world generation, use one (or more!) of
This should give a fairly robust basis for the personas’ hero figures as the
a game of DIE. If doing a longer game, inspiration for the Big Name Creator. If
feel free to ask more questions. no other motivation has presented
itself, the Big Name Creator is angry at
CHARACTER GENERATION them for plagiarising them.
Inside they find the Master, who If the personas choose to stay, it’s a
explains everything. Everyone has little unusual in that the world they’re on
equity in the company, so we all need to is basically earth. Basically. Bar the
vote to stay in this perfect recreation of things which aren’t quite… right. Your
earth. Encourage cynicism in the creepy extra note is likely to underline
players regarding how “perfect” it that. “It’s a perfect life. You barely even
would be. The Master will likely say any notice the world slow down when you’re
glitches are just teething problems. He in a crowd any more. Barely.” is likely a
clearly doesn’t quite understand how useful angle to take.
this all works, but in this new universe,
the game is complete. They can all move THE SINGLE GAME SESSION
on with their lives and bask in the glow
of this huge creative success. The game will be simplified hugely by
choosing the game the Creative Director
Of course, if they don’t all come to an is obsessed with yourself. That means
agreement, the universe will crash and you can prep assets in advance. Instead
they’ll all die. They could all agree to go of asking about the game’s identity, ask
back to reality, but then the game the players how they feel about the
wouldn’t be finished. We wouldn’t do Creative Director’s game in questions to
that, right? Right? seed the game as a key idea.
This plays out like a standard DIE game, The first encounter should be simplified
in terms of reaching agreement, one to a single crash bug, to introduce the
way or another. The Master will be mechanics and allow the players to get
reluctant to escalate to violence, but to the trip into the Creative Director’s
certainly will if it looks like agreement is inspiration game as quickly as possible.
impossible and reality starts to fall Then just ensure there’s time for the
apart. It’s likely that some players will final confrontation. I’d also suggest you
want to tweak the world in a significant use the Light Character sheets. Fill in
way. Assume “enormous riches from the the archetypes in advance if you really
success of our game” is a given. Each want it to move.
cheat token can be used to offer one
“wish” to each persona. Unless your Thanks to Playtesters: David Walker,
Master is especially sympathetic, the Puckett, Matt Phillips
DIE: CHRISTMAS KNIGHTS
INTRO Explain this to the players: you are a
group of family members who have got
As the Arcana was set to be released in together on Christmas Eve. The parental
the week of Christmas, there was talk figure is going to run a game for them,
on the DIE RPG Discord of how you’d run for the first time.
a Christmas game. I immediately had my
core idea, and then realised I could write Ask questions to discover who is who in
it up in a very brief form on Monday the family. Children. Grandparents.
morning and get into the Arcana for Spouses. Siblings. When there’s a
release at noon. suitable space in the relationships,
insert your Master as the parental figure
As such, it’s more sparse than the other everyone looks up to.
scenarios here, and is written to be
expanded a little by you, the brave and Ask each player why you respect or love
noble Master. It also has not been the Master’s persona.
playtested at all. It is designed really for
a single seasonal session, and breaks a Alternate the questions “Why have you
lot of DIE’s usual story structure. always previously liked Christmas
time?” or “Why have you always
PREPARATION previously hated Christmas time?”
around the room.
To play as written, you will require as
many D8s as there are non-GM players Tell the players that the parental figure –
and at least as many different the Master – is dying. Ask each player
Christmas cards as there are players. how they responded when they
discovered this would be the last
Content Warning: Parent Figure Death. Christmas with this parental figure.
There are some suggestions at the end
on how to run one with a less grim Say that this has caused huge strain in
element at the end. the family. Ask each persona which
other persona they’ve fallen out with?
PERSONA GENERATION Why? When a few players have said
they’d fallen out with someone, narrow
The scenario is aggressively about a the question to “Why have you fallen out
family at Christmas. It doesn’t have to with a specific non-picked persona?” to
be a blood family – it doesn’t necessarily ensure each persona has beef with a
need to be a family that cares about or different persona.
observes Christmas, but that is the core
buy-in required from the players. Before At this point some players may have
play, check if players are okay with expressed a certain emotion on the
doing a scenario with Parent Figure emotion wheel strongly – anger, grief
death in too. and fear are likely ones. Ask the players
who you don’t connect that strongly
with a single emotion whether they feel
more X emotion or Y emotion and why (X
and Y being unused emotions from the INTO DIE
wheel). Strong negative relations are
also good – people who are repressing The players arrive in a warped version
feeling a specific emotion. of the room they’re presently in. Resting
on the nearest surface are as many
Ask some silly questions about who unopened Christmas cards as there are
does what at Christmas and what players. In front of the players there are
presents they have got for folks, if any. as many small prettily wrapped boxes
as there are players, each with their
Ask further questions until the group name on. Inside each box are the
feels grounded enough to continue. players’ D8s, which transform each
individual the second they touch their
THE MASTER’S MOTIVATION own dice.
The Master is dying. They know they The Master picks up their own dice
won’t be with the family for Christmas (which was resting on the table), but
next year. They want to be able to go to before they can speak a huge red
the grave knowing the family will be dragon talon reaches from behind them
okay without them – to see them pull pulls them through a hole in space.
together. It’s not just for their own
peace of mind – they also want to show Writing appears on the wall in blood-red
the family how much they need each berry juice, as if written by an invisible
other and can pull together. This is a hand: “SAVE ME.” Use the scrawled
story about using fantasy to prepare berry messages to give challenges or
people for the hardships of the real hints to players from this point onwards.
world.
THE CARDS
The endgame is different from normal –
do not reveal the “everyone has to After sufficient screaming, the
agree to go home” rule, as it is not here. characters now have to open their in-
Regular DIE players may presume it. game cards, one at a time. When the
Others may believe this is a way to save first one is opened, pass one of the pre-
the figure from death – this is also an prepared real-world Christmas cards
idea you may wish to seed in the game, and put it on the table.
but is simply untrue.
The whole group is transported into a
CHARACTER GENERATION different realm. When they complete the
encounter, they are transformed back
All players are Emotion Knights. Fill in to the room, and can select another
the emotion for each Knight, based upon card.
which emotion was ascertained in the
Persona generation. So the player who Use the card as inspiration for the
expresses anger most is the Rage encounter. Look at the imagery, subvert.
Knight, and so on. Alternatively, it could Feel free to introduce other classic
be the emotion they are least capable of Christmas elements. The encounter
showing – so a character who has their should be about that persona’s problem
anger locked down and doesn’t express with another persona, and them
any of it is the Rage Knight. reaching some level of understanding or
reconciliation. Equally, as each player is wound, the target is on fire and suffers 1
connected to an emotion, the Creative wound every round until the flames are
Violence is a good tool for overcoming extinguished). The dragon cannot be
seemingly intractable difficulties. Use killed until everyone has joined in the
standard monster stats from the main fight against it. If all the players attack
manual if you need them, but hopefully simultaneously, they can add their dice
you don’t. Remember to always draw pools together. (So three knights with
from anything fun mentioned in Persona Strength 4 each would roll 12 dice in
generation. their attack pool.)
I knew I wanted to use Claire’s old That seemed like enough to go on.
NPC and the bar. Since Claire’s core Encounters that would mean
drive was obviously being stuck in something to each of the players, a
her dead-end job and having failed at pair of plot threads that could
her ambitions, I decided Violet should motivate them, and a couple ideas
have been bought out and now stuck for big dramatic beats. Time to
behind the bar while the guy who actually run this thing.
proctored Claire’s LSAT ran the HOW THE GAME WENT
place. That seemed a good first
encounter – the players had reason The Claire/Marc explosion managed
to go there, and going to the bar to to happen over getting a free ride
get information is a classic. from a taxi driver, which was
hilariously small stakes, but hey, it’s
For a second set piece, I figured I always nice when you have multiple
should do something to bring Amy character fatalities in an effort to
and Alice into things. Amy hadn’t avoid a two-hour walk. Other than
given me a ton to work with, but I had that, things mostly went smoothly
gardening. There’s a botanical and according to plan until the end,
garden near me that has a couple of where Claire burnt a major miracle to
corpse flowers that they hold parties just incinerate the Silver Wasps,
for the opening of, so that sprung to bringing an abrupt end to my third
mind as a possible setting, with the encounter. We were running a bit
corpse flower being a viable over time at that point anyway, and
McGuffin to offer a resurrection if Marc had gotten a lot of plot with the
that was still needed. (If not, I'd just tension of controlling Fallen Claire,
wave my hands vaguely and mutter so I decided to have Rachel show up,
something about people with perversely enthusing about how
information about the Silver wasps.) much fun this was, and try to make
And I liked the idea of a Grimes-like the sale. (Having her apologize and
figure holding a ridiculously luxurious fix Marc to sweeten the pot a bit.)
gala full of eye-candy men that she Unsurprisingly the players weren’t
could offer to Alice. This would also having it, so she flew up into the air
entice her for the eventual “don’t
and summoned an undead Al Capone BIO
riding a giant steampunk tank as a
final encounter. This resulted in a Elizabeth Sandifer got into RPGs
more combat heavy ending than I’d because they were what all the cute
been anticipating, but it worked as a boys in trench coats were doing in
leadup to the party making amends high school. She’s the author of The
with a broken and defeated Rachel Last War in Albion, a saga of magical
and everybody going home. warfare and British comic books, and
of Neoreaction a Basilisk, a work of
horror philosophy about Nazis. She
blogs at eruditorumpress.com.
EXAMPLE GAME: “REPENT, HARLEQUIN!”
AND THE HOUSE OF MONTMARTE
THE GROUP • Wild partier, insecure, in the closet.
• Loves hardcore and punk music.
They used to be in an art rock band in • Younger brother, Peter, died and this
high school (“Repent, Harlequin!”) and sent him into a downward spiral.
would play a Vampire-the-Masquerade- • He left the band and hit rock bottom.
style RPG (The House of Montmartre) • Now he’s sober, living in NY, and
after band practice. The band broke up working as an actuary.
near graduation when the youngest • In a controlling relationship with his
member of the group died (Doug’s fiancé, Angus.
brother, Peter). They went their • Core Drive: to be “normal.” To stay in
separate ways and have been mostly control.
out of touch for the past 15 years. Doug
is getting married and decides to have Kennedy, a Dictator named Marissa
the wedding back in his hometown. The Llewellyn
group agrees to get together for one • Played keyboard, sang.
last game at the local bar. • Used to be the GM.
• Named the band after a Harlan
Kath, a Neo named Vox Ellison story.
• Played bass and sang. • Pushed weird outfits.
• Wanted to be a pro skater. • Theatre geek.
• Favourite band is Paramore. • Uninterested parents.
• Hates Twilight but loves Anne Rice. • Felt misunderstood.
• Now works at a local pub, the Wild • Sees self as radical, an activist, and
Goose, and has worked there for too cool for everyone.
years. • Loves sci-fi, gothic literature, and
• Still skates. Lord Byron.
• Plays in a band, Lucille Baller • Idolizes Bjork.
(sounds like Best Coast). • Now she works for a small theatre
• Lives with bandmates. company and plays in a band, Mary
• Sleeps around. Shelley Duvall – theatrical pop.
• Has HPV. • Core Drive: to be special, important.
• Wiccan. Wants to be understood.
• Thinks of life as a joke.
• Core Drive: to have a good time. Angie Brenner, a Fool named Ray
Doesn’t want to commit to anything • Played flute.
or admit time is passing by. • Use to play a sorcerer, Astraia.
• Got good grades.
Doug, a Godbinder named Sir Ashley • Dated Doug in secret.
Burr Strathclyde • Never fell in love again after their
• Used to play drums in the band. breakup.
• Old character was a Warlock named • Rivalry with Kennedy.
Decarabia. • Loves Twilight, K-pop.
• Now plays flute in the SF symphony, • One player has the best sense of
performing Carmen. humour and loves making jokes in
• Parents see as failure because she’s RPGs, so I gave her the Fool.
not a doctor or married with children.
• Depressed. Lost in life but pretends • One player loves storytelling and
it’s going great. appreciates the power of story. He is
• Core Drive: to find something she’s a huge fan of DIE, the comic, and
passionate about. would enjoy playing the class of the
main character, so I made him the
Ro, A Master called The Portal Dictator
• Played guitar.
• Was best friends with Doug when Ironically, a couple of the players ended
they were kids. up making personas that were basically
• Super nerdy and awkward in school. opposite their class personalities. The
• Got As in Math and Band and failed player I gave the Fool ended up breaking
all else. from her usual and making a super
• Tried to keep the group from serious persona. The player I gave the
breaking up. Neo made someone who was carefree
• Cut off contact after the breakup. and reckless, a perfect match for the
• After high school Ro became famous Fool. The player with the Godbinder
for a short time for the musical made a persona with a history of
project, The Portal – psychedelic, addiction, so that would have fit the
guitar shredding based on Neo. But I decided not to switch any
mathematical equations. classes around, and I think this added
• Became more and more “out there” some interesting tension.
as a celebrity, then disappeared.
• Most people assume Ro died. The group steps out of my spooky
• Core Drive: to be truly seen. To live in bedroom after fighting some fallen, and
a world with a chosen family. To into the vampire world of their RPG from
make all their dreams come true so high school; the grey, gothic grounds of
they want to stay. a classic manor house. This gave a lot of
possible locations for encounters – the
One of the players Skyped in to play, so I gatehouse, mansion, gardens, orchards,
picked the classes for everyone rectory and chapel. The personas all
beforehand. That way he could print out liked different styles of vampire/gothic,
his character sheet before the first so there was a lot of content to pull from
session. I chose the classes based on – the Brontës’ moors, the ballroom from
what I thought the player would like Interview With a Vampire, villains and
playing most. heroes based on the characters from
Twilight. The group encounters two
• One player is studying to be a vampire clans at war, one good, one
computer programmer and loves evil, battling for control of the manor.
animals, so I gave her the Neo. One
player loves making up intricate THE PREP
details about the lore of his
characters, so I gave him the A lot of the information the players gave
Godbinder. about their personas was about bands
they like and bands they played in, so I
got the idea to create a secret playlist. A All the personas are musicians and have
lot of my prep time was spent finding a desire for recognition, so I wanted to
songs for each encounter, then I wrote have the group be famous and adored
in my notes when to play each track. I here. There was a prophecy by the
filled in the playlist by asking players Oracle that foretold the group would
more music-based questions like, “Was come and save Skate Coven. The coven
there any type of music your persona was excitedly waiting for their heroes to
used to listen to a lot?” and “What does arrive, and begged them to perform.
your persona’s current band sound
like?” Kath still has the same lifestyle she had
in high school. She doesn’t want to grow
Ro is obsessed with patterns and they up, so I wanted to give her the
try to control other people to cope with opportunity to stay in her teenage
their fears. Their motivation is to live in a fantasy. The group met Hayley Williams,
world where they think they can indulge singer of Kath’s favourite band, and she
these obsessions and manipulate their debriefed the group. I also made Hayley
surroundings without consequences, a bard so I had a reason to play the first
like in their old high school RPG. Ro track of the playlist.
never felt like anyone saw them for who
they really were, except during their Kath is a Wiccan, and a skater. I thought
games. They didn’t realize they could be a whole community of people like her
accepted in real life, so they are trying would be very appealing, and might
to stay in the game forever with their even make her real life of one-night
chosen family. The encounters are stands seem shallow. I named the
meant either to make the group’s real “good” vampire clan Skate Coven. In
lives seem terrible or to make this world place of a garden, there’s a skate park,
seem as wonderful as possible. and I planned for Hayley to tempt Kath
to stay by asking her to join their coven.
The basic idea of encounters and
locations: Kath has been at the same low-level bar
job for years, so I wanted to represent
1. Briefing from a likable character who the bar and the drudgery of her real life,
introduces them to the “good” which is going nowhere. I made the
vampire clan, Skate Coven – monster a giant robotic wild goose that
mansion ballroom plays Best Coast.
2. Encounter with a monster – gardens
3. Encounter with old characters – I think Kath’s carefree attitude is
chapel covering up her deep fear of death. I
4. Encounter with “bad” vampire clan, thought if she saw someone she cared
the Mortavi – orchards about die, it might force her to confront
5. Find the Oracle who gives them a key her fears or create some interesting
to discovering the secret base – character transformation. Hayley was
moors kidnapped by the Mortavi (they looked
6. Encounter with the Mortavi leaders – like the group’s high school bullies) and
secret room in the mansion fatally wounded in front of the group.
7. Final encounter with the Master – The group was forced to participate in
rooftop of the mansion. the next part of the adventure of this
world if they wanted to save their new production space, run by the Oracle
friend. (Bjork) and her assistant (Lord Byron).
After Lord Byron gives the group a tour,
Doug has little joy and excitement in his he tells Kennedy she is the only one
real life, so I thought I’d give him some worthy enough to take the honoured
opportunities to connect with these place of Bjork as the new oracle. I made
suppressed emotions. I wanted to tempt Bjork’s glowing crown the key to
him to return to his partier ways, so I discovering the location of the secret
made the ballroom encounter a cross base.
between the dinner party from Interview
With a Vampire and the rave from Blade. Kennedy’s core drive is to be
But I also wanted Doug to have the understood. I wanted to add a detail
option to connect with something really from her more obscure interests, so she
positive, so I planned on asking during would feel like this world really gets her.
the session if there’s anything he used I skimmed the Harlan Ellison story
to really enjoy when he was young, then Kennedy named the band after for
added that activity to the party something I could put in this world that
(traditional Japanese drums). the other personas wouldn’t know
about. Then I had Lord Byron ask the
Ro thinks Doug’s marriage is a big group to play as a test of their
mistake, so I wanted to give Doug a dark worthiness, and the audience threw
vision of how terrible marriage could be. jellybeans onto the stage.
The group met Doug’s old character,
Decarabia, in an unhappy marriage to a I wanted to give Angie an opportunity to
troll, surrounded by dozens of crying feel worthy and a sense of meaning in
babies. Decarabia was forbidden from this world, so I made her old character,
going on any more adventures, so he Astraia, into a martyr here. She was the
uses his wand to flick the fireplace on coven’s beloved leader who sadly died
and off like a television, while ‘Guillotine’ in battle. The group sees a huge shrine
by Death Grips angstily plays in the around a portrait of Astraia (who looks
background. like Bella Swan). The coven senses a
similarity in Angie and tempts her with
I also thought Doug might prefer to live this meaningful role.
in a reality where he never had to grieve
his brother’s death, so I brought Peter Angie loves cheesy romances, but
into this world as his old cleric doesn’t have any romance in her real
character. He is happy, healthy, and has life, so I thought I’d tempt her with a
a good life here. He also has the power passionate love interest. the group
to heal, so the group has to go to him if encounters Edward, who woos Angie
they want to save Hayley. while Thousand Years by Christina Perri
(from Twilight soundtrack) plays in the
Kennedy used to make decisions for the background.
direction of the band, she was their old
GM, and she has a creative job in her Angie’s parents never thought anything
real life. I wanted to tempt her with full she did was good enough, so I wanted
creative control in this fantasy world, to have an opportunity for Angie’s skills
and appeal to her huge ego. I made the to be recognized. I made the final puzzle
entire moors area a theatrical something she could solve. I made the
sheet music for the Habenera the I added basic stats from the manual and
passcode to open the door to the tweaked them a bit as the group went
Mortavi base. along.
That’s the key thing. Let’s put it in bold. These are experimental rules. I’m
showing how I’ve codified spell
The point of this system is to give you a difficulties. The point of these rules is to
difficulty and some core rules for the try and ascertain what the difficulty
spells in the game. It is not meant to cost of a spell should be. As in, you sit
limit what sort of spells you can create. down, work out what elements could go
into a spell, and come up with a number.
If something is clearly nonsense, don’t
do it. The point is to work out what a spell
should cost, not to work out what the
REMIND ME WHAT THE DIFFICULTY system can let you get away with.
NUMBER IS ACTUALLY FOR
While these rules are mainly for the GM,
Sure. The difficulty is the target number they’re also accessible to players.
of successes the players’ dice pool Certain players are going to explicitly
must match or exceed to successfully look for things to exploit in the system,
catch the spell or miracle. Godbinders and work out something ludicrously
base their dice pool on their Wisdom. powerful, impossibly cheaply.
Masters base their dice pool on their
Intelligence. The rare magic-using Fool Magic is supernatural, so against
uses either Intelligence or Charisma, scientific meddling. Gods are egotistical
depending on the players’ preference. beings, fickle, and liking of respect.
Neither like being treated like this.
QUICK AND DIRTY METHOD?
If a GM believes a spell is actively trying
If you want the simplest rule of thumb to to exploit the system, the difficulty of
generate a spell to keep in your head? the spell is doubled.
LIMITS AND EFFECTS
Here’s a selection I’ve used for making example, if level 1 is 1 difficulty, and level
the spells. 2 is 3 difficulty, then to cast it at level 2,
it would be 4 difficulty.
The number in brackets is the cost. With
multiple numbers, that’s the cost for You should feel free to create keywords
multiple levels of it, with the implication of your own. Beta rules, darlings. We are
you can stack. As in, you buy level 1 highly hackable.
before level 2 and then level 3. For
LIMITS
DISTANCE AREA
Fire Damage
SPELLBOOK
Here are some classical RPG spells Magic Missile (Damage, Ranged) =
transformed into the language of DIE. Difficulty 2
For more examples see the DIE A magical projectile which will hurt
archetype sheets for the Godbinder and someone up to medium range.
the Master, but remember those core
abilities have a difficulty of one less Mimic (Illusion, Duration) = Difficulty 2
than the system described above. Transforms to be visually identical to
someone else. You gain none of their
Flash of Light (No Effect) = Difficulty 0 special abilities or statistics.
Makes a momentary flash of light.
Illusion counts as “light” for our Sleep (Stun, Range, Area) = Difficulty 3
purposes. It’s a minor effect, so has no Makes anyone in a given area go to
cost. sleep.
It's worth stressing the general principle CHEATING IN FAVOUR OF THE PLAYERS
of “If something is reasonable, it should
just happen” remains. For example, if DIE is based on the idea that the
someone is unchivalrous enough to slit universe is relatively objective. The
someone's throat, you should probably players are just characters like any
skip the dice rolling and just kill the others, and their advantages and
victim. Shooting at someone from disadvantages are based entirely on
across the room may require a hit roll to their unique state – namely, that they've
deliver hits – though normally with got these massively powerful magical
advantages due to the immobility of artefacts – the eponymous dice.
their foe. In this, and all things, the GM
should ascertain whether they think However, this causes a conflict with a
something is reasonable or not, and classical GM move. GMs have been
once they have decided it’s reasonable, known to cheat on rolls to favour the
it remains reasonable (and repeatable) player if the alternative would break the
for the whole game. game or be boring. Alternatively, some
GMs have been known to cheat to save
RECOVERY FROM INJURY an NPC from death when there's a more
If an injured character receives interesting plot ahead.
successful treatment the injury is now a
Treated Injury. The character receives a I’m shocked, shocked, I say.
disadvantage on any challenge that's
directly linked to the injury. Certain Generally speaking, we encourage
tasks may remain impossible until the letting the dice speak, but there may be
injury is fully healed. times you wish to cheat in favour of the
players in a quasi-objective manner.
Fragile Findus has his broken arm
treated. He now only suffers one If you do so, the Master gains a Cheat
disadvantage in combat challenges or Token.
(er) typing. He now has no problems
charming people, remembering ancient Yes, DIE’s dedication to quasi-
lore, everything else. He still can't wield a objectivity is as such that we include
rules to justify where the GMs cheat.
STORY STRUCTURE FOR BEGINNERS
Okay, experienced RPG folks will see This is a little like Chekhov's gun, but I
exactly how they'll take the various much prefer the terminology of the
personality traits and dreams of the juggler as it doesn't involve the fiction. It
generated personas. Others will be, to places you outside the fiction with you
use the technical gaming terms, shitting manipulating it, which is exactly how it
themselves. How the hell are they going works.
to generate some emotional arcs for
these people? Where Gaiman was simplifying is that
there's all sorts of ways to throw a ball.
Firstly, don't worry. If the players just Most of what he's talking about are big
have a dungeon adventure in another obvious throws. You show the audience
world before going home? That'll be fun. the ball and send it into the air. For
Remember the first principle: people example, in The Fugitive, “Who is the
getting together and doing stuff they one-armed man?” is a huge ball. It's
enjoy is enough. Don't beat yourself up what the story is about. If you never get
too hard. Sometimes it's not an evening around to doing something about that
for melodrama. Sometimes it's just one-armed man, the audience is going
mellow. Don't make it into a drama. to going to be lost, confused and
disappointed.
Secondly, let me tell you about what
9/10ths of my day job is. There's a second kind of ball, which you
throw casually, in ways so the audience
I throw balls in the air and catch them. don't realise that a ball is being thrown.
They remember the setup, but don't
This is a mode of writing that I first realise it's actually set up. My favourite
heard described by Neil Gaiman. You example of this is in Hot Fuzz, where
mention something earlier in a story? As Pegg's cop is mocked by the two
long as you pay that off at some point detectives with the memorable line “If
down the line, the audience will read it you want to be a big cop in a small town,
as a meaningful story. More than that – you can fuck off down the model
a clever story. Hell, throw a ball at the village.” Audience laughs hard, story
start of the story, and catch it three continues. An hour later, the climactic
years later, and they'll think you're some fistfight happens in the model village.
kind of genius. Likely, you're not. You It's a delightful scene, but it's even more
just remembered there was a ball up delightful as the audience remember –
there that you've got to prevent hitting oh yeah! The model village!
the floor.
There's a third kind of ball, which is the
(Honestly, in that case, you'll probably sneaky literary ball. This is thrown so
do best to explicitly remind the readers quietly that barely anyone would ever
multiple times that you know the ball is notice it in a first read. This is a ball that
in the air, as otherwise they'll think is only noticeable on a reread. It's
you've forgotten it, and likely will have unlikely the audience will remember it,
forgotten it themselves.) as it's taken initially as just detail. It's
when you come back to it that you see You take all the big balls, and want to
what you thought was just throwaway use them at some point. The sneaky
detail was actually key, and your balls are the spice. You don't have to
understanding of the work explodes. use them. You get to pick and choose
what amuses you, what combines with
How does this apply to us? those big balls in interesting ways.
Put it this way. A character talking about
RPGs are solely interested in the first their lost love and someone who looks
two kinds of balls. You don't get to like their lost love turns up? That'll work
reread RPGs, so only things which the as a meaningful scene. But, if due to
players are consciously aware of are some pre-game chat where a character
useful. I write that, and am now chewing makes a Breaking Bad joke, they enter
over how Actual Play recordings change Die and come across the Breaking Bad
that bit of advice. Hmm. Winnebago and their lost love is now
Heisenberg and they want you to join
With DIE the persona generation is the their drug empire? That's something
players throwing you balls. else, and pure DIE.
The first kind of ball – the big balls – are As a rough guideline to appearing
the huge character traits. If a persona's clever, combining one big ball and one
lover died tragically and they're sneaky ball will give you something
distraught over it? That will inevitably passably original.
form part of the story. If you don't, they'll
be disappointed. The big balls are the If players only give you big balls, you
player telling the GM what sort of story can get a similar effect by combining
they want to play. the big ball with a generalised fantasy
trope. Or, to give the most obvious
The second kind of ball – the sneaky example, mash their lost love into
balls – are the ones that the players Galadriel/Aragorn and you're sorted.
almost don't realise they're saying for
their persona. Just little details. What's In short: the arch plot of DIE is robust
their favourite TV show? Where did they enough to support whatever
go on holiday as a kid? How they are personalised material you add to it. You
very into Mars bars. These are the don't need to worry too much. You just
details they will be amazed with when need to catch a few balls.
they end up showing up in the story.
They're also the details you can pick and Yes, the word “ball” has lost all meaning
choose from according to your now.
interests, because the players will not
be expecting them to turn up, and not
mind when they all don’t.
“NOTHING HAPPENED”
When I see people talking about comics individual, and thus you can tailor the
(and not always mine) a fairly common experience to them. It is unlikely that
complaint is “nothing happened”. A any tone or approach you take will
naïve reading would take that as “There satisfy the whole group equally, so
was no progression of plot.” This would being aware of what is appealing to
be often correct, but not always. As each player (and when they haven't had
always, turn to Oscar Wilde: all criticism anything to appeal to them for a while)
is autobiography. When they say is key.
“nothing happened” what they mean is
“nothing happened... that I am This is particularly important as we
interested in”. This means the “nothing reach the conclusion of the adventure.
happened” speaks to the reader’s own The climax of a DIE adventure will likely
aesthetic preferences. Sometimes it be chaotic, and you should be looking to
means “I get no sense of characters’ give all characters a chance to be
personal arcs progressing.” Sometimes involved with it. For some players, it's
it means “no one punched each other”. giving an opportunity to close the
emotional arc of their damaged
This, as a working creator, is sometimes relationship with their estranged parent
somewhat frustrating. Clearly, you figure. With other players, it's making
wrote stuff happening that you thought sure they get a chance to hit the big
was interesting. That's why you wrote it. baddie with their glowing magic sword.
With others, it's both. Nothing wrong
Of course, that doesn't matter. If it with emotional closure at sword-point.
doesn't work for someone, it doesn't
work for someone. They're allowed their It need only be a grace note, but having
own aesthetic preferences. something in the final encounter which
is 100% theirs does a lot to make a
Leading back to RPGs generally and DIE player feel like their journey meant
specifically, you have an advantage. something, and walk away from the
You have the audience in front of you. table thinking of not just the story, but
You can see what is appealing to what their story, ensuring they feel that their
time was worthwhile and Something
Happened.
ENCOUNTER LOGIC
When trying to explain how to construct It doesn't have to be so literal. A
an adventure I worked out a way to monster that won't let you pass is
create a checklist of what was needed effectively a door too, though the player
for a game. The more games I ran, the won't necessarily realise that it's a door
less I thought it was essential. Still… I that has a key. A monster could state
want to show this to folks and see what that it wants gold to let you pass, which
they make of it. makes its “door” nature clearer, but
most monsters could desire something
So… as you're developing encounters, that would let you get past them.
here's a useful way to break down the Whatever that is, that is their key. Some
sorts of encounters and how they tie doors don't have keys and need to be
together. This is a way to develop a bashed down with force. In other words,
necessary backbone for the game - in any monster encounter which blocks
practice, it’s merely a more elaborate your progress is a door.
version of: “Where are they at the start?
Where are they at the end? What’s to A well-signalled door tells players to
stop them from getting from the former work out what to do to get past it, and
to latter?” can logically guide them into side-
quests. A monster that says it wants its
This is an “Elements of an Adventure” memories of a lost love back, when the
checklist to ensure there is a core players saw a lost-memory emporium
structure. Further detail on each one previously on their travels, implies a
follows underneath. course of action which doesn't involve
hitting the monster.
1) Doors
2) Chests Doors are what create the structure and
3) Keys pace of your adventure. The more you
4) Signposts have, the harder it will be to get to the
5) Smoke Machines final encounter.
6) Menus
7) Specific Details of the Encounter If you want to create a hard problem for
the player, you can create a door with a
ELEMENTS OF AN ADVENTURE necessary key. This means that it is
almost impossible to circumvent. A key
1) DOORS is definitely required. For example, a
magical door will only open with a
A problem which means you cannot certain unique magical key. It is
progress in this direction unless indestructible otherwise.
circumvented in some way. A Locked
Door is the classic example of a door. To (We could enter a philosophical
open it, you need to open it with a key. argument over whether any door is truly
Or something that can bash it down. Or necessary. This is videogame thinking
someone to open it from the other side. with one solution. I would advise always
Or any other way a player could work being slightly flexible. Even for the
out to get past it. above, perhaps the players work out a
way to create a convincing fake, etc. If it is obviously a key... but so is someone
leads to an interesting adventure, it's revealing the actual location of
good.) something you're looking for.
For example, in Lord of Rings, the door Keys are usually rewards. They are
to enter Moria is a door. As is the Balrog often found in chests. They are rarely
– it is effectively a door which stops you left lying around, but you never know.
leaving Moria. The sword Arthur tugged from a stone
worked pretty well, though, strictly
2) CHESTS speaking in our terminology, the Sword
in the Stone is a chest.
A problem which does not block the
players’ progress. A chest in a room sits It's worth noting what isn't included in
there, and you can just ignore it and this list, which is treasure. You can
carry on your way. The classic example absolutely give players treasure, but
of a chest is a Locked Chest. You can this is not actually a structural concern.
find its key and unlock it. You can pick The only treasure you need to consider
its lock. You can break it open. You can at the large-scale planning stage is that
do pretty much anything to get inside it. which solves future problems. Namely,
keys.
Once more, be less literal. A casual, non-
threatening monster sitting in the room, For example, the ents realising that
relaxing, who has the memories of Fangorn has been cut down by
another monster’s lost love in its back Saruman is a key.
pocket is a chest. A merchant selling
things is a chest. A seer who knows the 4) SIGNPOSTS
weakness of the Master’s greatest
champion is a chest. Exposition is a dirty word, but some is
needed to orientate. The signpost
Chests primary use is to contain Keys. provides useful information to the
player, with no cost. The classic
For example, the ents of Fangorn having example of a signpost is a signpost,
a big old chat are a chest. The hobbits which presents its information to you if
strictly speaking needn’t have you look at it. Once more, there is no
interacted with them that much, but if need to be so literal. The bartender who
they did, they can then have them tells the players that the Master who
attack Orthanc. rules the dungeon lives on the lowest
level is also a signpost.
3) KEYS
(The bartender who needs to be
A thing which solves a problem the convinced to give you that information,
player faces, allowing progress. The of course, is a chest.)
classic example of a key is a key, which
unlocks its matching lock. Once more, This information may be a key to unlock
we need not be so literal. A key could be a door or a chest. It is perhaps more
a magical chant, a rare item, making two likely it will be used to point players in
warring families be at peace, or simple the direction of a problem.
and necessary information. A password
For example, Gandalf turning up to tell game of many tones, and Sophie's
Frodo everything about this big scary Choice is always an option.
ring and what they have to do to get rid
of it is a signpost. Menus also include moral choices, as
anyone who's ever played a Bioware
5) SMOKE MACHINES RPG will tell you.
There is one signpost which is pretty The GM now only needs to fill in the
much necessary – to make the players details of what the challenges are in
know what they have to do to go home. each of these encounters.
For example, consider a GM who has sat How much detail do you actually need?
down and worked out a structure first.
The GM decided that the final As much (or little) detail as required to
confrontation with the Master is in their be able to play them out. Do this for
secret lair. The players can't get there, every encounter, including the climactic
so the GM needs to make up an encounter. Be aware that this is a spine
encounter that is a door to stop the – it’s entirely possible your climax will be
players getting there. They want their elsewhere. These is your preparation,
game to have three main encounters. So remember - it’s not the game. Things not
as the door is one, they add two chests going to plan is the plan.
each of which provides a key. Both keys
are needed to open the locked door. Oh For any given encounter, it’s possible
– they also realise they need something you will have an idea for an encounter
to point the players in the right direction based on the persona’s temptations. If
to the secret lair, so they'll need a not, it’s likely you already have a detail
signpost scene. suggested by the locale. If an encounter
is set in a fantasy version of the kitchen
That means they need ideas for three of your house, or the Egyptian Hall of the
sizeable encounters (the two chests British Museum, by the Nine of Swords
and the door) and a signpost to have a or a large room in an old computer game
backbone for their game. Ideas for more with 396 Berserkers in, that implies
signpost or smoke machine scenes something about what happens when
could be fun to have additionally, as the players arrives there.
they rarely slow the players down. An
idea for another door scene could also The second part is combining it with one
be useful. The GM hasn't thought of the players' backgrounds. This can be
enough about the characters yet to a minor detail or a major one. Meeting
know if a menu could be useful, but Grima Wormtongue or Bart Simpson may
they’ll progress with that in mind. be a minor detail. Meeting your dead
lover is likely a major one. Think about
In practice, I suspect most what emotional journey each persona is
Gamesmasters are the sort to look at a on.
map and then work out the encounter
rather than vice versa, but it takes all For an encounter, it’s possible you will
sorts. need some statistics for the players to
interact with. It’s worth noting this is not
always necessary. It is also possible
you will need to pull a character out of
your posterior during a game. Either
way, the following is a useful
methodology for making other people…
DESIGNER NOTES
There’s been a lot of me talking about their lacks and obsessions and then see
the game and games in general, but this whether they want to stay or not. A set
is very much “Hey, Kieron, wtf you doing situation – the rules remain constant in
here, man?” terms of whether to go home, but god
knows how many outcomes.
My primary aims were to:
Honestly, this is the stuff that I’m most
1) Support the themes of the comic in a pleased with. In terms of how it turned
different format. out. The structure basically operates as
2) Be as accessible as possible. I wanted it to. Phew.