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minutes to jot down notes and ideas before the game begins.
● The game should begin in the middle of the action, so think up an
exciting scenario within the world you’ve all created to drop
your players into.
○ Example: Against all odds, the Cyber-Spiders have infiltrated
the high school and are wreaking havoc among the student
body. The player characters were knocked out in an explosion
when the Cyber-Spiders breached the outer walls.
● Once you’ve established the opening shot, think of several action
scenes that you can slot into the story that challenge your
players’ specific Skill Verbs. These don’t have to be used in
game, and it’s likely that you’ll think up different ones as the
game progresses. This will just get you thinking in the right
direction.
○ Example: The GM thinks about Alan’s character, and writes
down “distant lever” to test the Lasso Skill, “pile of
rubble” to test to throwing skill, “spider turrets” to test
the dodging skill, and “skeptical teacher” to test the lying
skill.
● When you’re ready to begin to game, start with the opening line
“You awaken in a strange place...”
● Describe in great detail the Strange Place that the player
characters have Awakened in, then ask them what they want to do.
● Once the players have a firm grasp of the situation as they know
it, you should encourage them to discuss their scenario and come
up with a Goal. Remind your players to consider the previous
Statements about the world and setting so they can draw their
goal from there.
○ Example: The players all discuss, and decide that their Goal
is to escape the school before the Cyber-Spiders tear the
whole place to the ground.
● Once the Goal has been decided, you should continue the narrative
in service to this Goal.
● As players are exploring the world, you should always look for
ways to test their Skill Verbs in fun and interesting ways.
Whenever a player wants to accomplish something difficult, or you
throw a challenge their way, have the players roll 2d6 + their
bonus points for a given skill to determine their success.
○ <6 = Failure: The player fails to get what they want.
○ 7-9 = Mixed Success: The player gets what they want
partially, or at a cost.
○ 10-12 = Success: The player gets exactly what they want.
● When players roll Mixed Successes or Failures, try to place new
obstacles in their way, or twist the existing obstacle, in a way
that makes the story more exciting. You’re not trying to punish
the player for bad rolls; you’re trying to use them to create
more thrilling storytelling for you and the players both!
●
Players can also make new Statements about the world during the
play session, but now they’ll have to roll to determine their
success. Use the same rolling rules as you would any other skill
check, and on a Mixed Success or a Failure try to find fun ways
to complicate or twist the new Statement that creates
complications for your players.
● Sometimes players might want to search for useful items in the
game world. All items that players find are called Resources, and
a Resource is whatever the player needs it to be at the time of
its usage. If a player wants to find Resources, they can roll for
it! On a success, they find 2 Resources. On a mixed success they
find 1 Resource, but cause a problem. On a failure, they fail to
find anything and cause a problem.
○ Example: Samantha rolls a success and scrounges around a
ruined classroom, finding 2 Resources. Later in the game, she
needs to cross a large chasm, and determines that one of the
Resources she found was, in fact, a long rope that she then
uses to cross the gap. Samantha now has 1 Resource remaining.
● If the players achieve their Goal, and the game doesn’t feel
finished yet, ask them to set a new Goal. If you need any ideas,
you can pivot to a different initial world Statement for
inspiration!
○ Example: In the process of escaping, the players learn that
the school was betrayed by one of the faculty, Professor
Gonald Biggensby, and they shift their goal toward finding
him and taking their revenge.
● Play continues in this way until players have achieved their
Final Goal and the story has reached a satisfying conclusion.
● Always remember that your ultimate job as the GM is to create a
playground for your players to have fun in, and to assist them in
telling the story that they want to tell.