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introduction
dramatic fantasy
Fantasy World is a game that focuses on dramatic fantasy
adventuring.
Dramatic fantasy is not about soap opera melodrama among teen
wizards, although this could be a lot of fun, please someone make
this game!
Dramatic fantasy is about the very personal conflicts, internal
and external, that turn a bunch of drifting murderers into a group
of heroes. It’s about the consequences of their actions, and how they
affect both the Protagonists and the world around them. It’s about
the tough choices and personal sacrifices and joys and sorrows and
scars and hopes driving the Protagonists through their adventures.
It’s about the things that make you care for what happens.
When you don’t care, something as epic as saving a kingdom
could feel like a trivial and bothersome chore. When you do care,
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something as trivial as keeping a promise to a random village kid
can feel epic and fulfilling. What this game’s rules do is help you
and your friends inject this level of meaning and engagement in
whatever kind of adventure you end up playing.
tl:dr
If you already know everything about everything and can’t be bothe-
red to wait and follow the book’s pace then here is a compressed
summary of the key elements at the core of this game...
At the heart of Dramatic fantasy adventuring are these elements:
• Social ties are important.
• Accountability for one’s own choices and actions is central.
• Morality is not something trite and pre-packaged, but an on-
going critical conversation with oneself.
On top of all this Fantasy World adds particular attention to
three key points:
• The Fellowship is at the centre of the game and expresses how
and why the Protagonists stay together
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adventure could end. This usually takes around ten sessions, and is
called game campaign. Some campaigns could be shorter, others
could take longer, some can even string together several story arcs.
Because of this, I strongly advise to gather participants with
space in their lives for this kind of commitment. Playing super-short
campaigns is possible, even ones that explore a complete story arc
in the span of a single one-shot session, but this usually requires
special arrangements to expedite things and special expertise on
the part of the World to move things along faster than usual. This
kind of play is meant more as a way to demo and showcase the
game than to actually enjoy all it has to offer, as many features can
only emerge over a longer time-span.
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chapter 1
World - You finally reach the outskirts of the forest, with its tall
palm trees and...
Player - Wait, weren’t we on a snowy mountain? It feels weird
to have palm trees in such environment. Are you sure they are
specifically palm trees? Couldn’t they just be pines? Or something?
World - ...and then it rends the flesh from the creature’s neck.
You hear a ripping wet sound...
Player - Hmm, it’s all cool but... could you please tone down
the gore?
Explicit Trust
Sometimes there could be a good in-fiction reason to offer a se-
emingly jarring and out of place description. When this reason
is clear to one participant (usually the World) but obscure to the
others (usually the Players) it’s ok to ask for a bit of leeway “Trust
me on this, they really are palm trees!”
This is an important difference with most other games, as FW
encourages Players and World to not trust each other implicitly, but
rather explicitly. It encourages everyone to always express doubts
and problems and weird sensations, so that others can acknowle-
dge them and either openly ask for some extra trust or accept the
critique and somehow address the issue.
Used sensibly, the One Golden Rule helps people listen to
each other and have a more civil and friendly game conversation,
helping everyone to voice, solve and often prevent a whole category
of very common RPG problems.
Safe Play
14 The One Golden Rule is not, strictly speaking, meant as a tool to
make the game “safer” but rather as a practice to make the game
“better” by facilitating communication among the people at the
table. That said, it can also be used as a safety instrument.
First, the One Golden Rule works as a problem-detector.
Ignoring or abusing this rule highlights who is behaving badly,
disrespectfully, disruptively. In such cases the game has to stop. No
game can fix social problems for you, so stop the game, talk it out as
human beings, possibly as friends, and try to understand each other.
Sometimes the problematic behaviour will turn out to have been
just an unintentional mistake or some sort of miscommunication.
Other times, deeper issues might emerge. Play should resume
only if possible and desirable. There is no shame in admitting that
a specific combination of people are, for whatever reason, not able
to play a certain game together. Acknowledge it, set the dice aside,
and do something else that you all can enjoy together.
Second, the One Golden Rule can be leveraged in a protective way.
Remember when we said that this rule can’t be used to change
the choices made by people at the table? This still stands, but it
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also highlights how an argument such as “it’s not me, this is what
the character would do” has zero legs in Fantasy World. You, the
person sitting beside me, are choosing to behave in a certain way. So
while the One Golden Rule doesn’t grant the power to instantly veto
your choice without appeal it nonetheless clarifies how everything
happening at the table is because of deliberate Player and World
choices. No childish in-fiction alibis are allowed.
This, on top of training participants to give voice to their ga-
me-related needs and issues, and by providing a formal/mechanical
tool to do it, facilitates the conveying of any sort of request. So while
there are no direct tools to say “Nope, cancel this whole thing”. It is
perfectly natural to express something like “I find the thing you are
choosing to do problematic, could you please not do it?”
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chapter 1
In Fantasy World both the World and the Players share a single
true objective, one core reason to sit down and play: to find out.
Find out things about the characters. What kind of person is
my PC? What do they love and hate? What do they desire and
fear? What are they willing to do about that? What will the sad
16 farmer NPC do when confronted with this choice?
Find out things about the setting. What lies hidden in the
forest? What marvels and terrors await beyond the next hill? How
are the inhabitants of this land like me? How are they different?
What would they consider art? Are the stories about the legendary
treasure true?
Find out things about the ongoing story. Will the ork warlord
conquer the salt plains? Will the spider queen poison the eternal
fountain? Will the Fellowship save the dragon from the evil prin-
cess? Will our Priest preserve their faith?
You play because you don’t know. The answers could be anything.
Possibly something you never would have expected. Of course
you have a hand in how things play out, but you will also need to
be open to foreign ideas, be willing to be surprised, to partly let go
of what you hoped for and embrace what others put on your plate.
If you are determined to have things go your own way no matter
what, then there are going to be problems when both the rules and
the other participants eventually push back. Don’t be that person!
fundamental knowledge
core elements
The tone and details of your campaign will depend on the mo-
ment-by-moment choices of all participants: some will go for a
bleak and gritty outlook, others will bask in the light of epic high
fantasy, others will try for comedy and hijinks, etc. That said, a few
elements will always be present in any iteration of Fantasy World.
Dramatic Fantasy
This kind of fantasy puts emphasis on social ties. Protagonists don’t
exist in a relational vacuum: they come from somewhere, they care
for something, and in general they are tied to a network of people
who have names and faces and a meaning within the Protagonists’
lives. This is then mirrored in every other character in the narrative,
be they secondary characters, random people, even animals and
monsters... and the “villains” of the story.
Another staple of this genre is personal accountability for
one’s own choices and actions. Whatever you do, or don’t do, has
an impact on other people’s lives, the consequences of which will 17
be shown by the narrative.
In dramatic fantasy the morality of actions is never inherently
and obviously good or evil. This does not mean that good and evil
do not exist, or that everything is relative and thus nothing matters.
No. Instead these stories engage the Protagonists in an open and
critical discovery of what good and evil mean for them, personally.
The gods are silent game truth has a lot to do with this element.
Fellowship
The game follows the story of a Fellowship of adventurous
Protagonists. The scene by scene action can often see each PC do
their own thing individually, but overall the Fellowship is always
united and working towards a common goal.
The emergent story might go in a direction where PCs will want
(or have) to leave the Fellowship. This is possible and interesting,
but in so doing the parting PCs will also leave active play, turning
into NPCs. Their Players will continue to play by creating new PCs
that fit the Fellowship and its goals. Theoretically, if it made sense
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Protagonism
Although the World is a very important participant, as they
literally run the world, the Players are the true engine of any story.
Right from the start their Protagonists can make a difference, push
things around and change society. But they will also face risks, be
held accountable for the consequences of their actions, and might
also fail in their endeavours.
To succeed in anything they have to act smartly and proactively.
They are offered opportunities, but it is up to them to realise or
squander them.
Violence
Violence has swift, brutal and messy consequences. Stepping into a
fight is no laughing matter, and even in victory the wounds suffered
will have a meaningful impact as there is no way to instantane-
18 ously heal them. Getting hurt is easy. Being healed is hard. This
is intentional.
Fantasy Genres
Whether you play by referencing an outside source (a novel? a comic
book? a movie? a video game?) or an original creation to which all
participants have contributed, the important thing is to make sure
you have “adapted” it to the core elements just described.
The rest is secondary and can be rendered as you see fit. The
tone of the story can be light and hopeful, or grim and cynical. It
can feature high bombastic wizardry, or low subtle magic. You can
easily steal the trappings of other fantasy genres to tell a Fantasy
World version of those stories. All of this is made easy by the
game mechanics and doesn’t require much effort or awareness.
A Fantasy World version of Lord of the Rings would still be a
wondrous and epic journey, but without the binary morality. Fantasy
World frames everything, even animals, objects and places, as people
(I’ll explain this well later) and so Sauron, as powerful and alien
an entity as he may be, would still be presented and handled as a
person: driven by motivations, hopes, fears, meaningful relationships,
past experiences, etc. Could one bargain with Sauron? Could he be
blackmailed? Or deceived? Could he be redeemed? Could he be 19
understood? Could one be “corrupted” by his logic and worldview?
What about his followers? Are they all incapable of change?
In Tolkien’s text, the answer to all of these questions is simply
no. Evil is evil, good is good. In Fantasy World, however, these
are open-ended issues where the very act of asking the question
and pondering the answer constitutes the beating heart of the
game experience. It’s a matter of “the journey matters more than
the destination”.
Most of the Cosmere stories written by Brandon Sanderson
would fit right in, as they really are a varied patchwork of very
different narrative genres tied by them happening in the same
setting and sporting the same hard magic system: the Mistborn
book series blends elements of caper story, coming of age story, war
story, detective story, and more into one sprawling saga, made uni-
que by its peculiar metal-inspired magic. And while in Sanderson’s
universe gods can meddle quite a bit in their world’s affairs, they
are also just people: very powerful magical entities, but in no way
omnipotent, omniscient and infallible and, as such, the Protagonists’
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things to always do
While playing there are a few things that any participant can do
which will improve the game for everyone:
• Ask questions about anything. Be curious about each other’s
characters and the world around them.
• Make maps of anything. And sketches, diagrams, and any kind
of ephemera that seems interesting.
• Seriously... ask questions! The World should ask all kinds of
internal questions to the PCs (how do you feel about X, what
do you want from Y, are you being sincere with Z, etc), while
Players should ask questions about anything, especially when
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they feel stuck or lost and don’t have a clear idea of how to pursue
the Protagonists’ goals. The answers will often give hints about
possible next steps, pushing the game forward.
timeline of play
After you have finished reading the entire rulebook, these will be
the steps for preparing and conducting the game...
Game Prep
Decide who will play the role of World and who the Players will be.
It is necessary for each Player to have a copy of the Class
Playbook they choose to play. It is helpful for everyone to have a
copy of the Common Moves Summary.
The World must have a copy of the World Summary available
Having blank sheets of paper on which to take notes will pro-
bably be helpful to everyone. Gather your dice, pencils and erasers,
some drinks and snacks, and you’re good to go!
22 First Session
The World leads all Players through the First Session procedures,
explaining fundamental rules, helping out with the creation of each
PC, their Fellowship, and a few basic details of the game setting.
These activities are already active play as everyone is already
imagining and describing stuff, planting the seeds of future stories
and getting to know the Protagonists and the world around them,
discovering the places where their lives are unstable, tenuous, and
unpredictable. This directly feeds the World in the creation of lively
and engaging locations, characters and other game elements (all
called Agents).
Subsequent Sessions
The World builds and escalates on what happened during the
previous session, pushing the situation, following the logic of the
Agents to its conclusion, acting and reacting to the Players’ choices
and actions.
fundamental knowledge
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