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ALIGHT - #TTRPGImpactJam Notes in Progress
ALIGHT - #TTRPGImpactJam Notes in Progress
Foreword
As often happens with my projects, this one started out as a small, and
then exploded into something huge and unwieldy. I still love the idea of
POC in TTRPGs’s Impact Jam, though, so I wanted to make sure I got
something submitted in time. In a bitter twist of irony, of course, the one
thing that I haven’t worked out to my satisfaction is the “impact” part of
the rules. There are some notes at the end of this document to that
effect, but a much more fleshed out edition is still in the works. I
appreciate any feedback you can send my way at
jason@pretendo.games.
Overview
Alight is a game about salvaging what you can from a broken world.
Time: A typical session might last 1–4 hours, but that’s largely up to
what you and your friends feel up for.
Supplies: You’ll need at least one full set of polyhedral dice, including
four- (d4), six- (d6), eight- (d8), ten- (d10), twelve- (d12), and twenty-
sided dice (d20). I advise at least a couple d20s, and two visually
distinct d10s—one for the tens place and another for the ones place to
roll together to make a d100. When the rules specify a number before a
die size, this means to roll that many dice and sum their results (e.g.,
2d6 means “roll two six-sided dice and add them”).
You’ll also need pieces of paper and writing implements to write notes
about your characters and anything else you want to remember, such as
notes about supporting characters, maps, or plans for the future.
Safety Tools
Before play—even with good friends you’ve known for a long time—it’s a
good idea to get on the same page about how to deal with potentially
sensitive content. As of this writing, at least, I recommend looking up
Big Bad Con’s “Safety and Calibration Tools” website, and Monte Cook
Games’ Consent in Gaming. At the very least, touch base about whether
any content should be off-limits entirely, or implied off-screen at most.
How to Use This Book
RULES OF PLAY
The following rules are engaged when the GM needs more guidance as
to how to adjudicate the results of challenging or complex actions, when
they could use some inspiration for what would be interesting to happen
next, or when the players describe doing something fairly dangerous,
and the GM would rather not get blamed for the likely terrible results.
The rules are not a bludgeon to discourage the players from taking
actions contrary to a pre-planned story by the GM or adventure writer.
Play to find out what happens.
Tests
If the character rolling has a score in an ability that seems relevant, they
can add that to their roll. Use Strength for tests requiring physical force
and toughness, Reflex for tests requiring speed and agility, and Focus
for tests requiring careful attention and willpower.
Example: Nyk attempts to tackle a fleeing thief, played by the GM. This
is resolved as an opposed test using Nyk’s Reflex versus the thief’s
level. The GM may roll a d20 and add their level, hoping to exceed Nyk’s
Reflex + 10, or Nyk’s player may roll and add their Reflex bonus, hoping
to exceed the thief’s level + 10.
Skills
While the character creation process in this text does provide some
ready-made skills, there’s no comprehensive skill list; the GM should
use their best judgment to adjudicate when a skill is needed, or what
skills make sense to learn during play.
Critical Results
Action Sequences
In cases where it’s not obvious whose actions should be resolved first,
follow this order:
Death
If an injured character doesn’t receive first aid within a round, they must
make a test to face death. The difficulty is 10 + their negative Health. If
they succeed, they pass out, but are still eligible for first aid. If they fail,
they hold on for another round, and then either apply Effort to face
death again, or fall dead. This can be repeated as long as they have
Effort, or until they receive first aid. (And yes, a character can drop
everything they’re holding to immediately get back Effort to spend on
this.)
Morale
Stunts
Effort
Uses for Effort are mostly open to players’ creativity and the referee’s
discretion. Some common uses could include:
Players can apply more than 1 Effort to a single action, but each Effort
must have a different effect. A player could apply Effort for advantage
on attack and for bonus damage, but not for two bonus damage dice.
Load
Characters are limited in how many items they can carry based on item
weight and available Effort.
Apply Effort for carried items when they are added to a character sheet,
or when a character needs to pick up many items at once. Otherwise, to
keep play flowing smoothly, don’t bother tracking Effort for lone items
picked up during an action scene.
Clocks
To track progress toward events that might come to pass in time, the
GM can use roughly drawn clocks or checklists. At the time of making
the clock, the GM only needs to specify what happens at the first and
last steps. The GM doesn’t need to explain the specifics of clocks in
detail to the players, but when the characters consider decisions that
would take considerable time, potentially endangering their ability to
meet a deadline, the GM should remind them as needed that the clock is
ticking.
Rest
Characters must rest to restore lost Effort and Health. A short rest, or
break, restores all Effort (excepting ongoing Effort or drained Effort, if
applicable). If a character also consumes food and water, they also
regain d6 Health during a break. Characters can take up to three breaks
a day, each longer than the last—first a few minutes, then a half hour,
then at least an hour.
Advancement
Supporting Characters
Each player besides the GM controls one character, while the GM
controls the rest in the world, which are known as supporting
characters. This includes allies, strangers, beasts, bugs, automata, and
beyond. All supporting characters are represented by a single stat: a
level, generally between 1 and 10.
CHARACTERS
How to Create Characters
To create a character, each player (save for the guide) follows the steps
below. If you want to quickly create a random character, roll the dice
indicated beside each item below.
Coordinated Homework: Share the rules with the players and let them
puzzle over character creation options on their own, before meeting to
play. Pitch character ideas in a group email list or online chat, just to
make sure everyone puts together unique characters who could
cooperate.
Bond
Practically speaking, what keeps the group of characters together is
that the players are hanging out together, and it's frustrating or dull if
their characters work at cross-purposes. Players tend to find it easier to
avoid that situation, however, when explicitly defining a reason for their
characters to work together.
Abilities
Strength is used for feats of brute force, physical endurance, and hand-
to-hand combat.
Reflex is used for feats of speed and agility, evasion and stealth, and
ranged combat.
Focus is used for feats of intellect and willpower, social interaction, and
arcane powers.
Capacities
Characters have two resources that start at full capacity: Health and
Effort. Each starts with a capacity of 5.
Traits
Player characters each start with three traits of three different types:
roles, personalities, and quirks. It's recommended—but not required—
to choose one trait of each type. This leaves the least risk of
nonsensical or contradictory combinations, and is most likely to produce
well-rounded characters with easy roleplaying cues. It may take some
extra thinking, on the other hand, to figure out how multiple quirks could
fit together.
Note that all character have the option to start with a set of light
clothing, but most other items are contingent upon picking a role.
(3) Scout. Skilled at stealth. What are you best at scouting for?
1. Game. You might call yourself a Hunter. Take a trained animal.
2. Salvage. You might call yourself a Salvager. Take machine-stripping
tools and d100 chips of salvage.
3. Paths. You might call yourself a Pathfinder. Take a compass and
map tools.
4. Undiscovered places. You might call yourself an Explorer. Take a
spyglass and a curio that glows brightly only when held.
5. Trouble. You might call yourself a Lookout. Take a loud whistle and
signal flare.
6. Secrets. You might call yourself a Spy. Take a disguise kit you are
skilled in using.
(4) Envoy. Skilled at communication. Why were you picked for this
expedition?
1. To teach you how to lead. You might call yourself a Scion. Take finely
crafted armor (+3 Armor defense, light).
2. To witness great deeds to tell of them. You might call yourself a
Chronicler. Take journal, pen, and a curio that records still images.
3. To arrange formal relations. You might call yourself a Diplomat. Take
a worthy gift (light).
4. To keep everyone in line. You might call yourself a Commander.
Take a light military outfit and a blade at your hip (d8 damage).
5. To keep spirits up. You might call yourself a Performer. Take a
musical instrument and juggling balls.
6. To tend to your flock. You might call yourself a Shepherd. Take light
vestments, and skill in offering words of solace and inspiration.
Personalities (d20)
1. Ambitious
2. Bold
3. Cautious
4. Charming
5. Cool-headed
6. Cooperative
7. Creative
8. Compassionate
9. Diplomatic
10. Friendly
11. Hardened
12. Honest
13. Inquisitive
14. Lighthearted
15. Penitent
16. Protective
17. Shifty
18. Tough
19. Weird
20. Zealous
Quirks (d20)
Custom Traits
GMs and players may wish to create their own traits as well. In that case,
use those listed here more as a blueprint than the final word on what's
allowed. In general:
RESOURCES
Work in progress, still very rough notes. I’m trying to encourage players
to consider the long-term ramifications of their choices a few different
ways, but right now it’s kind of a mishmash of Blades in the Dark
downtime, Apocalypse World fronts, and random-encounter-style tables
of possible consequences to certain categories of actions, which you
roll on when a clock ticks or when it is contextually relevant. It feels very
GMing-heavy to me right now, though, so I’m still thinking through it.
There are also some references to sample settlements and scenarios
that exist in my head in some detail, but aren’t written down yet.