Professional Documents
Culture Documents
License ------------------------------------------2
Acknowledgements ----------------------------2
Materials ----------------------------------------4
Set up -------------------------------------------5
Events ------------------------------------------10
Scenes -----------------------------------------12
Chapters ---------------------------------------12
Questions/Exceptions ------------------------18
What is MAGES?
MAGES is a Micro Adventure Game master Emulator System. (Micro refers
to the system, not the adventure!) It is a Game Master Emulator (GME)
License
CC By 4.0
Acknowledgements
Mythic Role Playing by Thomas Pigeon The Oracle by Ray Otus
Recluse by Graven Utterance
Chapter System by Rory Bracebuckle
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Why MAGES?
MAGES has 3 goals in mind: simplicity, surprise, structure.
Simplicity: A real GM has to have tables, references, books to aid his work:
come up with a general plot, a bunch of side quests, backstories for any
Non-Player Character (NPC), etc. No one wants to do that. Otherwise,
everyone would rather be the GM than a Player Character (PC).
MAGES keeps things simple for the players with a few dice, a few look-up
tables, some notes for bookkeeping, and a general hook idea.
Surprise: A real GM won’t let players get what they want for free.
Sometimes, the GM will throw in curveballs, red herrings, and plot twists to
keep the players on their toes. This is one of the biggest bene ts of a GM.
He adds challenges so that the players feel that they earn their success.
MAGES ensures that one or more plot threads move forward, one way or
another, and players can anticipate a climax of some kind brewing up ahead
before all is said and done. Afterward, MAGES provides a resolution that will
have players re ect on their actions in the world, and tie up loose ends.
A MAGES scenario consists, from smallest to largest: scenes, chapters, and
arcs. A scene, is like a scene in a movie, or a story. It is a particular
timeframe, setting, etc. Between scenes are like jump cuts. A chapter
consists of one or many scenes, that have requirements in it that are
deliberately injected in by the players to drive the plot threads forward. An
arc is one or many chapters that resolve one or more plot threads.
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Materials
You need 3 di erent colored dice.
One die is the “Yes” die, another die is the “No” die, the last die is the “Wild”
die.
When you roll the dice, you will roll all 3 dice. In addition, you might need
paper and pencil for characters, elements, threads, motifs, and notes.
Although it isn’t strictly necessary, we recommend you keep the Oracle &
Events tables handy.
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Set up
In the beginning, players will need to write up one or more plot threads, or
threads to shape the story. These are things the players wish to accomplish
or answer during the game. Examples include:
In addition, write up motifs. These are the genre, tropes, consistent ideas,
themes, morals, etc. in the world. They are useful as idea generators,
because players will be making many brand new NPCs, threads, scenes,
etc, and it helps with having a consistent focus. For example:
• Fantasy
• Peasantry v. Nobility
• Family
• Necromancy and Death.
If a new merchant NPC is created with these themes, it could be, for
example:
• A struggling family pulled together to sell passable goods for low prices, or
• A well-connected wealthy merchant with some hidden necromancy items.
Set up the rst Scene as a Normal Chapter.
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The Oracle
The Oracle is a core component of MAGES. A question to consult the Oracle
is anything outside of PC control, such as world details, events, PC action
results, NPC actions, NPC results, etc. Not all details are necessary to
consult the Oracle: they are small or logically deduced.
The Oracle answers Yes/No questions. When asking the question, determine
what type of question it is. The Oracle defaults to 50/50 questions but also
allows Likely and Unlikely questions. Likely questions don’t guarantee a Yes
answer, but more often answer Yes. Unlikely questions don’t guarantee a No
answer, but more often answer No. Use circumstances, modi ers, logic, or
even a gut check, to determine if it is 50/50, Likely, or Unlikely. If you are
unsure, use 50/50.
Roll the 3 dice to determine the answer:
• For 50/50, the Yes value is the Yes die result. The No value is the No die
result.
• For Likely, the Yes value is the bigger result of the Yes die and the Wild
die. If they are the same result, then pick one arbitrarily. The No value is the
No die result.
• For Unlikely, the Yes value is the Yes die result. The No value is the bigger
result of the No die and the Wild die. If they are the same result, then pick
one arbitrarily.
• If the Yes value is bigger than the No value, the answer is Yes.
• If the No value is bigger than the Yes value, the answer is No.
• If the Yes value equals the No value,then the answer is Wrong Question.
A Wrong Question is a special result. A question has many assumptions
taken for granted. Wrong Question means that the question is itself wrong
and that at least one of the assumptions is incorrect. Sometimes, a follow-up
question for the Oracle is needed.
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For example:
• If the question is 50/50, check if the Wild die equals the bigger of the other
two dice. If they are the same result, then pick one arbitrarily.
• If the question is Likely, check if the Wild die equals the Yes die.
• If the question is Unlikely, check if the Wild die equals the No die. If the
check is true, then an event is triggered, and you must make an event roll.
Oracle Examples
50/50 Question: 1,5,1 (Yes, No, Wild)
• The Wild die must equal the other bigger die to trigger an event.
• In this case, the No die doesn’t equal the Wild die, so no event is triggered
this time.
• Result: No.
• The Wild die must equal the other bigger die to trigger an event.
• In this case, the Yes die equals the Wild die, so an event is triggered.
• The Wild must equal to the bigger other die, but because they are the
same, it doesn’t matter which die is picked (let’s pick Yes, arbitrarily)
• Since both the Yes value and the No value are 3 or below, it is a No But.
• The Wild die must equal the other bigger die to trigger an event.
• In this case, the No die doesn’t equal the Wild die, so no event is triggered
this time.
• Result: No But.
• The Wild die must equal the No die to trigger an event with an Unlikely
Question, so no event is triggered this time.
• Since it is likely, the Yes value is either the Yes or Wild die, whichever is
bigger.
• Since both the Yes value and the No value are 4 or above, it is a Yes And.
• The Wild die must equal the Yes die to trigger an event with a Likely
Question, so no event is triggered this time.
Scenes
A scene is like a set in a movie, play or book. It represents a time, place,
mood, etc. Set up the scene with the characters, environment, initial places,
etc., like a director.
6. Update your threads, motifs, notes, etc. Set up the next scene and go
again.
Chapters
A chapter consists of one or more scenes. What distinguishes a scene from
a chapter is that chapters are driven primarily by players, and scenes are
driven primarily by the Oracle and dice.
Chapters have requirements that must be ful lled within the current chapter
before going on to the next chapter. Chapters do not overlap with other
chapters. Chapter requirements are generally thread relevant, directly or
indirectly, but do not need to be.
Chapter requirements may be ful lled by players deliberately injecting the
requirement. Player injections happen once per requirement per chapter.
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Players can skip injecting a requirement if it is already ful lled within the
current chapter.
• Start with a Normal Chapter, and pick a new chapter when nished with
the current chapter and scene.
Normal Chapters Require (in any order):
• A Twist
• A Threat
• Reintroduce an Element
• A Twist
• A Large Threat
Conclusion Chapters Require (in any order):
• When PCs get ready to break down a door, someone from the other side
opens the door.
• Am I using a pitchfork?
(6,1,4) Yes.
• Is Mr. Brown using a scythe?
(1,1,1) Wrong Question with Event.
• Are Mr. and Mrs. Brown opting to hide instead?
(4,2,1) Yes.
• (5,4,6) A bad thing happens to NPC.
In the scramble to get a weapon, Mr. and Mrs. Brown injured themselves, so
they are going to hide.
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• Do they have a cellar?
(6,2,6) Yes with Event.
• (5,2,5) An NPC takes action, with another event.
• (4,2,6) Disclose or advance a thread.
The Browns will run into the cellar and block it o . Tom heads out to put all
animals into the barn, and look out for the raiders coming down the road.
• Is Tom able to put all the animals back into the barn? (Likely because
Tom’s done this numerous times)
(6,3,4) Yes.
Tom easily puts every animal back in the barn, like he’s done many times
before, this time though in broad daylight.
Now it is a waiting game, and John decides it’s time to inject the opposing
element, some of the raiders. Rather than ask a bunch of questions, John
decides to make them from whole cloth, (without asking questions) since he
is injecting them, using medieval fantasy.
In the distance Tom sees four men approach, they are armored, but it is a
hodgepodge. One has a bow, two are armed with swords, and the last has
an ax. Tom isn’t sure if any of them have magic, but it is likely if any of them
do, it is low-tier magic.
John realizes with this, although it makes sense in the world, he might have
bitten o more than he can chew. Since one of his motifs is survival, that
likely means that they are just going to raid for food. John thinks that Tom
probably can’t win in a straight-up ght, so that leaves negotiation, or ghting
dirty.
Or you can proceed to resolve a di erent thread, and include this thread
with the di erent thread in its Conclusion Chapter.
I had a Climax Chapter too early/fail and I want the thread to continue.
Use a Conclusion Chapter to give a small respite, but don’t end the
thread, or rephrase the thread if needed. Then use a Normal Chapter.
Eg, the Hero confronts the Villain during the Climax Chapter and loses.
During the Conclusion Chapter, the Villain can put the Hero in a death trap
(aftermath and new thread) and monologue his plan with details the hero
missed (closure and reintroduce elements). The next chapter is a Normal
Chapter, with an immediate threat of escaping the death trap.
Can I have multiple threads have the same Climax Chapter?
Yes! Yes! A thousand times yes! Be sure that the large threat is related to
all the threads, and that the Conclusion Chapter handles all the threads as
well.
Can I use the element requirement of a chapter as a “Get out of Jail
Free Card” for a threat?
Yes, but be reasonable. If you make it something like the “Amulet of
Invincibility”, you will only cheat yourself.
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How should I use the “Advance a thread” event while I am in the middle
of a threat?
You should end the threat faster. If you are currently succeeding a threat,
end it quicker in the direction of a success. If you are currently failing a
threat, end it quicker in the direction of a fail.
Can I use <Favorite RPG System> alongside this?
Yes. MAGES is about emulating a GM. Go ahead and use your common
sense for how to combine the two. Anything outside the RPG system, or
any calls that would normally be made by a GM, will be handled by
MAGES.
Can I have an Interrupt Scene or Altered Scene or <Insert feature> like
other GMEs?
Sure, but you’ll have to gure out how to add it. It isn’t standard, but go
ahead and expand MAGES how you would like.
I’m making up so many NPCs and I’m running out of ideas.
MAGES assists with ideas with motifs. You can play with some
combinations or some antithesis to some motifs.
And if all else fails, use another resource for idea generation, because
additional assistance for idea creation outside of motifs, is beyond
MAGES’ scope as a GME.
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Normal Chapter
• Any Element
• Hostile Element/Obstacle
• Twist
• Threat
Climax Chapter
• Reintroduce Element
• Hostile Element/Obstacle
• Twist
• Large Threat
Conclusion Chapter
• Reintroduce Element
• Reintroduce Element
• Aftermath/Closure
• Tie Loose Ends,
New Threads