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MAGES

A GM Emulator by Brandon Chase

Booklet Layout by Ed Brannin

What is MAGES? -------------------------------2

License ------------------------------------------2

Acknowledgements ----------------------------2

Why MAGES? -----------------------------------3

Materials ----------------------------------------4

Set up -------------------------------------------5

The Oracle --------------------------------------6

Oracle Examples -------------------------------8

Events ------------------------------------------10

Event Types ------------------------------------11

Scenes -----------------------------------------12

Chapters ---------------------------------------12

Game Example --------------------------------15

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)

A Game Master (GM) in Role Playing Games (RPGs) will begin a


collaborative story-telling adventure: bound by dice rolls and the imagination
of the players.

A GM usually has a general scenario and world in mind, is in charge of


characters, backstories, environmental elements that aren’t within the
players’ control, and is in charge of giving players a challenge.

Generally, there is a shortage of GMs or scenarios. Thus a GME can be used


to emulate a GM for a solo game, or assist the GM with scenarios in party
play. A GME can also be used to facilitate ctional writing.

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

Original MAGES by Brandon Chase



Logo font is VNI-Butlong

Booklet layout & edit by Ed Brannin


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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 seeks to add surprises by frequently changing how players


understand the world, NPCs, or their situation.

Structure: A real GM has to create a story and plot beforehand. And if


players go o the rails, a GM will get them back on track, or quickly need to
make a new story for players to discover. A GM’s job is to ensure the story
goes somewhere. When the dust settles, the GM will give some ending for
the players.

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:

• Rescue the princess


• Uncover assassination plot
• Merchant Guild is being unusually helpful right now.

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 both the Yes value and the No value are 4 or greater,



then it is a Yes And or No And.

• If both the Yes value and the No value are 3 or less,



then it is a Yes But or No But.

• 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:

• “Did I defuse the bomb?” Wrong Question:



The bomb may not even be a real bomb, but a facsimile to keep you
occupied.

• “Do I disarm the crook?” Wrong Question.



He may not even be a crook, but an undercover agent.
Finally, every answer can trigger an event:

• 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 No die is bigger than Yes die, so it is No.

• 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.

50/50 Question: 6,3,6 (Yes, No, Wild)

• The Yes die is bigger than No die, so it is Yes.

• 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.

• Result: Yes, with an event.


50/50 Question: 4,4,4 (Yes, No, Wild)

• The Yes die equals the No die, so it is Wrong Question.

• 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 Yes die equals the Wild die, an event is triggered.

• Result: Wrong Question, with an event.

50/50 Question: 2,3,5 (Yes, No, Wild)

• The No die is bigger than Yes, so it is No.

• 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.

Unlikely Question: 5,2,5 (Yes, No, Wild)

• Since it is unlikely, the No Value is either the No or Wild die, whichever is


bigger.

• The Yes value is the Yes die.

• Since the No value equals the Yes value, it is Wrong Question.

• The Wild die must equal the No die to trigger an event with an Unlikely
Question, so no event is triggered this time.

• Result: Wrong Question.


Likely Question: 1,4,5 (Yes, No, Wild)

• Since it is likely, the Yes value is either the Yes or Wild die, whichever is
bigger.

• The No value is the No die.

• The Yes value is more than the No value, so it is Yes.

• 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.

• Result: Yes And.


Events
When rolling for an event, roll the 3 dice. Add the Yes die result and No die
result together: this is the event type. Refer to the look-up table below. If you
aren’t sure how to use an event, use a motif for ideas or skip the event. If
you wish to consult the Oracle, you may do so.
The Wild die result determines if another event is triggered. 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 check is true, another event is triggered, and you
must make another event roll. In this way, multiple events can take place.

Event Types
Simplify a thread means that a thread becomes more straightforward to
resolve. It moves the thread resolution toward the PCs, rather than the PCs
toward the thread resolution.
Introduce a new character means to bring a new PC or NPC that wasn’t
previously in the scene. This isn’t the only time you can make a new NPC:
Eg, PCs going into a new bar will likely have a new bartender NPC. However,
this will bring a new NPC into the scene without consulting the Oracle. Other
than motifs, MAGES is agnostic about NPC creation. Feel free to use any
method you wish to create an NPC, including consulting the Oracle to ask
about NPC characteristics.
Disclose a thread means to reveal information to the PCs. This information
is generally to progress. Advance a thread means PCs move closer to
thread resolution. Mostly, PCs move closer to thread resolution through their
actions, but this event can mean anything that moves the PCs closer.

A notable but unimportant thing occurs means something within the


scene occurs that draws many eyes and ears momentarily. PCs have the
option of moving on as if nothing happened, or making this event relevant.
Something important happens o screen means a small “mini-scene”
played out or is mentioned to the players. This “mini-scene” is usually
thread-relevant, has none of the PCs within the current scene in it, and ends
when it stops being thread-relevant. Generally, used to foreshadow or set up
a future scene.
Complicate a thread means a thread now has more hurdles to jump
through to get the thread resolution. This may result in many “mini threads”
that must be resolved rst before resolving the original thread.
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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.

During a scene, do the following:

1. At any point in time, if appropriate, PCs may take an action.


2. Ask a Yes or No question about the scene, a PC result, an NPC action
and result, event, etc. Consult the Oracle. Interpret the answer. See the
The Oracle and Oracle Examples sections for more information and
details.

3. If the answer is Wrong Question, at least one assumption about the


question is false, so a di erent follow-up question may be asked instead.
4. Roll for events if triggered. If you aren’t sure how to use an event, use
one or more motifs for ideas, or skip this step.

5. Continue asking and answering questions, with PC actions, until the


scene is resolved, or a large change in the scene occurs.

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.

Chapter requirements may also be ful lled by retroactively “counting”


something added organically during a scene of the current chapter, e.g. the
Oracle. Players do not have to immediately count it after it happens but may
count it at any point in time, even in a di erent scene. However, once it is
“counted” it can no longer be “uncounted”.
If a chapter requirement is ful lled, it can still be “ful lled” again organically.
There are 3 types of chapters, and you must select which chapter to use:
Normal Chapter, Climax Chapter, and Conclusion Chapter.

• In most cases, use the Normal Chapter.

• If you are about to resolve a thread, use the Climax Chapter.


• Use the Conclusion Chapter right after the Climax 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):

• Any Element (benign, hostile, or neutral)

• A hostile Element or obstacle

• A Twist
• A Threat

Climax Chapters Require (in any order):

• Reintroduce an Element

• A hostile Element or obstacle

• A Twist

• A Large Threat
Conclusion Chapters Require (in any order):

• Reintroduce Any Element

• Reintroduce Any Element

• Closure and Aftermath during a thread

• Tie Loose Ends or New Thread


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An element is anything: a friendly NPC, a tall building to scale, a cursed
sword, etc. This is the ultimate wild card players have. This element may
show up again later.

A hostile element or obstacle is anything that actively or passively, directly


or indirectly, hurts or impedes any one of the PCs.
A twist alters an element, scene, obstacle, or thread to be di erent from
current expectations or beliefs. Twists don’t need to be drastic, and can be
small in nature or scope. Twists may have a crucial e ect on the thread, or
no impact beyond the current scene. Elements can be added or removed for
the twist to make sense. Some twist examples include:

• When PCs get ready to break down a door, someone from the other side
opens the door.

• An NPC lied about their true motives.

• The kidnapping was staged.

• PCs get sti ed from promised rewards.

• A dead body isn’t dead.

A threat is something that will challenge PCs’ abilities. There are


consequences to the threat, success will drive one set of results, and failure
will drive a di erent set of results. To keep the stakes high, threats should be
external and not allow a “try again”. An Impasse or stalemate is allowed,
giving a “cli hanger” that will only end with escalation or intervention of
something from the outside. An Impasse requires a new scene afterward.
Consult the Oracle if needed.
A reintroduced element is anything that PCs have experienced from
previous chapters, whether injected by players, created organically, or even
something that was not a previous chapter’s requirement.

A large threat is similar to a threat, except in thread importance, and an


Impasse is not allowed.
Closure and Aftermath are about re ecting on the results of the PCs’
actions and interactions, both successes and failures. The results can a ect
PCs and the world.

Tying Loose Ends is about answering lingering questions or resolving


remaining issues. Any of these questions or issues can become a New
Thread instead.
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Game Example
John is going to play a small one-shot: his character, Tom, is hired to help
farmer Mr. and Mrs. Brown. There is going to be a raid, and Tom will have to
protect Mr. and Mrs. Brown along with their belongings. John writes the
thread Protect the Browns and their stu . For motifs, John puts Medieval
fantasy, small town, survival. Additional threads and motifs may come up, but
those are the ones John likes. John also decides to only use MAGES instead
of incorporating other RPG systems, even though he could. John imagines
the rst scene.
After nishing morning chores, Tom sits down with the Browns for a
homemade breakfast.
Rather than asking about the scene, and situation, John decides to get to
brass tacks. John injects an element: an alarm system.
Just then, the town bell starts ringing, but it is the call-to-arms ringing. It’s
signaling that the raiders that have come o and on for the past few years
are back.

• Does anyone have dedicated weapons?



(1,1,2) Wrong Question.
• Are we using repurposed weapons?

(4,3,1) Yes.
Everyone all scrambles to grab anything that will cause damage.

• 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.

• Are there traps set up beforehand to deal with raiders? (Unlikely)



(2,5,1) No.
Tom grits his teeth. If he got out of this, he’d give an earful to the Browns for
not setting up a trap for any raiders. “You turn back right now!” He yells
trying to sound intimidating.

• Are the raiders intimidated by this?



(Unlikely) (1,5,2) No.
• Do the raiders say anything in response?

(4,1,6) Yes.
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“Don’t worry, we’re just here to visit our neighbors, and have some small-
town hospitality.” “Come closer and you’ll meet my friend pitchfork”

Do the raiders stop approaching?



(5,4,4) Yes And.
The raiders do stop, and take a few steps back.

• Are the raiders going to negotiate with me?



(3,5,5) No with Event.
• (2,3,3) A good thing happens to PC, with another event.
• (4,3,5) An NPC takes action.
The pitchfork Tom is holding is re ecting the sun o it, blinding them a bit, so
they had to take a couple of steps back to see Tom.

Do the raiders make an ultimatum?



(6,6,3) Wrong Question.
At this point, John decides now would be a good time to inject the threat,
since negotiation isn’t going anywhere, and one of the raiders is taking
action. The threat will have real consequences and change many things,
depending on Tom’s success. Normally, a twist would be injected before the
threat, but John couldn’t think of a twist to add up to this point, so he will
inject it after the threat is resolved one way or the other.
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Questions/Exceptions
How many events can I trigger in a row?
Technically, you can trigger in nite events. Practically, you’ll need to stop
at some point.
I resolved a thread in the middle of a Normal Chapter instead of a
Climax Chapter.
That is ne. You can have a Conclusion Chapter for this thread afterward
if you want to.

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

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