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Dungeons & Glory v1.0
Dungeons & Glory v1.0
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General Principles 3. Events Other PC’s that haven’t already taken an
action this round may skip their turn in
The most important rule: Whenever the Once the PC’s have decided what they want order to help out. If they can convince the
rules are unclear use common sense and to do, the GM describes what happens next GM that they can help, then the active PC
personal preference. Have fun! and presents them with an Event. This could may add +1 die to their roll. PC’s may also
be anything from a simple interaction with skip their turn in order to help other PC’s
GM & PCs: One player is going to take on
someone or even a combat encounter. that come after them in the round.
the role of the Game Master (GM), creating
a narrative for the game and controlling all When an event starts, all PC’s must roll-off The situation will then change based on the
Non-Player Characters (NPC), whilst the rest to determine a turn sequence, going from amount of successes rolled:
of the players act as Player Characters (PC), the player with highest result to lowest.
roleplaying, exploring and adventuring. Successes Result
Starting with the first player, each PC must 0 The action fails, and things get
The Final Word: In order to keep things describe one action that they want to take, worse for the PC’s.
moving along quickly, the GM has the final before play passes to the next PC. Once all 1 The action succeeds, but with a
ruling on anything that happens. PC’s have taken their turn, the GM gets to small complication.
take a turn controlling all other characters 2 The action succeeds, with no
Preparation and events that are taking place, and then further good or bad.
3+ The action succeeds, and with
The Session: Before each play session the the round ends and the PC’s go again.
a bonus effect on top.
GM should prepare the story that is going to Note that the GM may freely interrupt the
be played out (see GM rules). PC’s between their turns, presenting them If you roll doubles and succeed, then you
with new challenges or updating them on get a moment of insight, and you may ask
The Characters: Each player should prepare
different events that are taking place. the GM one yes or no question about the
their character sheet before the session in
event, and the GM has to answer honestly.
order to keep track of their progression, After all of the events and challenges have
items and other notes (see next page). been overcome, the Events step is over. If the action fails, then any of the PC‘s may
sacrifice one appropriate item to negate the
Playing the Game PC Actions bad roll, counting as 1 success instead. If the
The game is played in a sequence of steps PC’s manage to convince the GM that the
During their turn PC’s may describe one
during which the adventure plays out and item can save them, then it is immediately
action that they want to take, and then the
the PCs get to take actions. Each step is removed from their character sheet.
GM tells them what happens next.
played in order, and once all steps have
Most actions are simple and require no dice
Leveling Up
been completed you go back to the start.
rolling, however some actions that are more At the end of each session the GM must
1. Story Time risky can lead to conflict resolution. award the PC’s with 1-3 XP each, based on
2. Exploration
Note that PC’s only get to describe their how they performed:
3. Events
intention with actions, and not the actual • Showed up: 1 XP
1. Story Time result, as that is determined by the GM. • Overcame difficult challenges
During the first step the GM describes the within their abilities: 2 XP
Conflict Resolution
situation that the characters are in and the • Overcame difficult challenges
world that surrounds them, and may give Whenever a PC is attempting to do anything beyond their abilities: 3 XP
hints as to what the PC’s should do next. that either poses a challenge, or that might
If all of the players showed exceptional
have a variety of results, then the conflict
Note that there is no interaction between team work, you may award everyone with
resolution rules are used.
the PC’s during the Story Time step. an additional +1 XP for it.
The player must either pick one of the skills
2. Exploration The players may then assign their XP toward
from their character sheet, or else describe
any of their current skills, bringing them
a new skill that they wish to use to resolve
In the Exploration step the PC’s collectively closer to a higher mastery level.
the conflict at hand (which they may add to
decide where they want to go or what they
their character sheet if they wish).
want to do next. They may also take basic
actions such as repairing equipment or Then the player may roll one die, plus as
treating to their wounds during this step. many dice as the mastery level of the skill
that they are using, trying to score 4+.
Note that the GM may freely interrupt the
Exploration step at any point, presenting the The GM may also classify an action as being
PC’s with an event. particularly easy, in which case the PC only
needs to score 3+, or instead to be hard, in
which case the PC needs to score 5+.