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Contents

The Basics 2 Mechanics 6


Game Setup 3 The Dice 6
Story Setup 3 Dice Pools 6
Character Creation 4 Challanges 7
Advancement & Re-Spec 4 The Rewards of Success 7
The Cost of Failure 7
The Story Begins 5 Variant Rules 8
Initiative & Turn Order 5
Pace & Action 5 Splats 9

The Basics
NO GAME MASTER???
This system works by alternating control of the setting Optional Rule: Priority
between all the players. Each turn a player takes control This is an optional rule ment to help groups that cannot
agree on story outcomes and game flow. Starting with the
of their character deciding their actions, while the other initiating player, each round one person has Priority. This
players act as the game master. The active player will means they have the final decision on the outcome of rolls
describe their actions in the environment potentially and story details. After each player has had a turn the Priority
leading to a challenge. The active player will then passes to the next player in order.
describe how they plan to over come the challenge and This rule should mainly be used to solve disputes and
the other players decide the challenges difficulty. Once keep the story from devolving into an argument about what
the roll is made the non-active players describe the should happen next.
outcome of the action and the next player begins his If your group is using a voting system for decisions,

turn. consider giving the person with priority an extra vote to break
ties.

Cooperation
This system relies on a LOT of group cooperation to tell The Story Comes First.
a story smoothly. To help facilitate this, the initial game At the core this system is intended to tell fun, engaging,
setup allows the group to decide together the general and interesting stories. With that in mind the group
ground rules for the game. All players should take part should always try to work together to progress the story,
in this process so that everyone knows the Setting, even in the face of failure. The way the active and non-
Theme, and Scale of your game. This will help ensure active players alternate is intended to help keep the
that everyone is on the same page about the rules and story moving along at all times.
gameflow for your story.
After game setup the group will need to maintain that This is YOUR system.
colaberative mindset as it will help each player when This guide is to help your group design a unique story
they are acting as both player and game master. telling system of your own. You may collaberate with
other story tellers and gain ideas from them on how to
adapt your gameplay but in the end the way your group
plays at your tables is the right way. As long as everyone
agrees on the rules you establish during the game setup
process the story will be fun and that is what’s most
important.

2
Game Setup
Story Setup Once your group decides a starting tier, your group
This is a simple guide to help your group decide the can progress your characters to higher tiers as your
Setting, Theme, Scale, Character Rules, & Variant group sees fit with your story. If the characters are
Rules for your groups game. In the end your group will overcoming their challanges with ease it may be a good
have a unique system to tell a fun and engaging story. idea to push the story to the next level. This should
involve a large narrative shift that changes the story in a
Setting way that the characters are involved in larger or more
dangerouse challenges.
One of the core decisions your group will need to make Character Rules
before your story can really begin is where is that story
taking place. Stat names and amount, Tier (based on Scale), Feature
Is the setting SCI-FI, fantasy, modern, a mix of some Limitations
sort or maybe a setting from your groups favorite Variant Rules
show or game? Diverse ways to customive the gameflow. Large list on
What type of characters are available for the story? PAGE ###
Is there magic, advance technology or some other
super-natural force? Can the characters access it?
Theme
The Theme of your game is used to set guidelines for
what the story is about and what types of things are off
limits for the group. This can be helpful for groups of
players who are less aquainted with each other.
Your group should decide what the general focus of
your story will be. This could be anything from horror to
epic heroism but once the group decides on the initial
Theme of the story it shouldn’t be changed on a whim. If
the story has a major shift in power or scope your group
may decide to change your theme but it should generally
be done between session.
The theme of your story will help with deciding what
stats and features your characters may need to
overcome the challenges they will face.
Scale
The scale of your game represents the general power
level of the story. Choosing the scale is much less
abstract than the other parts of setup as it is divided into
4 tiers that represent the general area of influence and
power available to the characters. With each tier a
characters maximum stat and feature dice pools
increase by 1.

Tiers of Gameplay
Tier Level Stat & Feature Area of Influence Max Success
& Character Type Max Dice (example) (w/ 3 modifiers)
T1 Commoner 1 Local (a town and its surrounding area) 5
T2 Heros 2 Regional (a large country or province) 7
T3 Legends 3 World (an entire planet) 9
T4 Godly 4 Beyond (a universe or dimension) 11
3
Character Creation The Story Begins
Many of the methods for character creation are decided Initiative & Turn Order
by the group in tandem with story setup. The setting,
theme, and scale will help guide your group in deciding Can be decided by roll or simply around the table in
what stats and features your characters will have as well order. Starting player has initiative, passes in turn order
as how large your characters dice pools can be. each round.
Character Creation Points Player with Initiative decicdes pace and challenge
type for the round.
Seperated into Stat and Feature Points When playering with 2 players your group might
Stat Points = (2 multiplied by the number of stats) decide to forgo Initiatvie and just decide the pace and
multipled by the tier challenge type as a group each round
Feature Points = 6 multipled by the tier
Pace & Action
Stats
The initiating player decides the pace of the rounds
Stats represent hte main way in whcih your characters actions. This decides in loose terms how long each
will be challenged in the story. Your group should characters actions will take in that round. The pace
decide on how many and what the stats are called for all could be a few seconds or as long as a year or more. It is
characters based on the theme of the story. simply used as a guidline for each character to act
The Splats listed in Chapter ### give exmples for equally in a round.
different story setups which give examples for stat Set the Scene
setups.
Features Your group may decide to take a round to set the scene
allowing each player to contribute details to the
Features are intended to loosly represent your scenario. Players should think about the environment
characters unique methods for overcoming the and each take a turn describing an additional detail of
challenges they face. These can be built free from with the scene. No rolls should be needed by the charracters
simple descriptions or use preset templates your group for the round but the group can use different rolls to
agrees apon at character creation. By default, there is help randomize and inspire the scene.
no limit to the amount of features a character can have
but your group may decide to restrict this to keep
characters more focused on core features.
When using free form designed features its important
that your group agrees apon what the features
descriptions are. With this in mind it can be useful to let
each player have a chance to reveiw each others
characters before the story begins.
Non-Dice Features
Equipment, Resources
Motivations
1 per tier. scaled d6 to d12
Advancement & Re-Spec
Decided by the group. Basic progressions are Slow and
Fast. Slow for longer stories. Fast for rapid stories to be
told in 1 or 2 session.
Slow = 1 point at the end of each session.
Fast = 1 point per successful roll.

4
Mechanics
The Dice will be challenged in your story.
This system uses a custom scaling dice mechanic that Your story can use any number of stats but I’ve found
generally scales from d6 to d20, though the d20 is only that 2-8 is a nice range to stick with. This allows for
used in specific situations. Each dice is represeted as a character diversity while still keeping the story
box with lines maked through it. The number of lines in constrained to a theme.
the box shows which dice to roll. When prompted for a The maximum dice for characters is decided by the tier
roll choose the stat and feature you will roll and of the story as shown in the chart on PAGE ###
combined those dice and any other modifiers to crete Features
your dice pool. Roll all the dice in your dice pool and Features are usually free form designed character traits
any result of 5 or higher counts as a success point. The that the characters use to over come the challenges they
number of success points needed to succeed the task is will be confronted with. Like stats they are restriced by
determined by the other players using the challange tier.
difficulty system below. Your group will need to decide the guidelines for these
features and their limitations narrativly. You may also
decide to restrict the number of points that can be spent
on any one feature (a good default limit is 2 times the
tier). Limiting the point max of features is useful for
forcing characters to have a more diverse list of
features.
Non-Dice Fetures
Some character features represent something that
doesnt require a dice roll but needs to be tracked for the
sake of the story. Examples are a characters inventory
or the languages they might speak.
Modifiers
These are all optional modifiers to the dice pool. Each
one adds 1 die to your dice pool based on certain
circumstances. Your group may decide to use all or
none of these or even come up with your own, but be
aware that using too many modifiers may effect the
scale of your campaign allowing characters to
accomplish the challanges for their normal tier easier.
For a general balance its best to not use more than 3 or
4 modifiers in a dice pool.
Help
One die from another characters chosen stat (highest
dice available)
Stunt
Dice Pools Free Form or Restricted by key word? Scaled d6-d12.
When a character is confronted with a challenge you Decided by non-active players based on active players
will need to decide how they will overcome it. Choose description.
one of the characters stats, one feature, and any
applicable modifiers your group is using. Roll all the Motivation
dice and count results of 5 or higher to get your total 1 per tier, Scaled by tier d6-d12. Decided on character
success points. creation.
Stats
The number and names of stats for your game is
decided by the group. They can be named anything
really but should represent the main ways characters
5
Challenge Difficulty
Difficulty Success Points Tier Success Cap Challenge Examples
Required (w/ 3 modifiers)
Why Roll? 1 Open a normal unlocked door
Mundane 2 Lift a 50lb object 1/2 your size
Moderate 3
Specialized 4
Hard 5 T1
Extreme 6
Extreme 7 T2
“Impossible” 8
“Godly” 9 T3 Reshape the local area
“Godly” 10 Reshape the region
“Godly” 11 T4 Reshape the world
“Godly” 12 Reshape the Story*

Challanges together to decide the CD based on the table above. For


A player’s turn will regularly result in a challenge of group challenges, all players decide on a CD for the
some sort. If the character is doing something mundane challenge. Boss challenges are contested rolls which do
that the other players agree doesn’t present a real not use normal CD.
challenge to the character the group can decide to for go The Rewards of Success
a roll and just allow the player to describe the rest of the
action before ending their turn. Success = meeting require success points + action goes
as the active player intended
Challenge Type
Exceptional & Critical Success
When a challenge is presented the initiating player will
decide what type of challenge it is. There are 3 types of Exceptional = 2 more success ponits than required =
challenges; Character, Group, and Boss. scale the action up narritivly
Critical = all success = maxiimize the action narritivly
Character , ??player takes initiative??
Resolved with a single roll. The non-active players
decide the required number of success points. The Cost of Failure
Group Moderate Failure = not enough success points = action
Usually started by the initiating player at the beginning doesn’t go as planned but story continues forward
of the round. ALL PLAYERS decide the on the Crit Failure = 0 success points = actions fails and the
challenge difficulty based on the chart above. They must story shifts to a new angle, character gains 1 wound
also decide how many rolls must be made to decide the Wounds & Injuries
outcome of the challenge. A good base number is
(1/2 the number of players) +1 and add more for a more Wounds are narritive penalties that hinder the
difficult challenge. The group then takes turns trying to characters action. Gain Wounds from crit fail. Wound is
complete the roll until the challenge is overcome or tied to the Stat rolled.
failed. Injuries are more serious penalties that reduce a
characters dice pool by 1 stage. Gain Injuries from
Boss multiple Wounds to the same Stat
Boss challenges work similar to group encounters but
instead of a CD, bosses use contested rolls. Can be a
character style stat block or for a faster game flow use
max stat and feature dice pools ( 1/2 d12s & 1/2 d10s)
but no modifiers.
Challenge Difficulty (CD)
Each challenge requires the character to roll a certain
number of success points based on the difficulty of the
action described.
For single character challenge, the active player
describes their action then the other players work
6
Variant Rules
Point Based Character Religion, Animal Handling, Insight, Medicine,
Perception, Survival, Deception, Intimidation,
Development Performance, Persuasion)
Characters gain points at a predetermined rate. They Asemetric Characters
can spend these points to increase their dice pools. The
group must decide how often they gain these points as Each players character can have different points for
well as how manya are needed to advance your dice creation and/or act on different scales. Turn order and
stages. game flow remains the same, but one player is
A good default system would be, each character gains 1 potentially the main antagonist of the story.
point for every successful roll (2 or 3 for exceptional and This rule can be useful for competitive or PvP style
critical success). They must spend points equal to the stories, as well as a traditional system where one player
current dice’s max value to increase it to the next stage. acts as the setting and the other players are the
To gain a new feature or dice stage the cost is 4 points characters in the story.
to gain the d6 stage. EXAMPLE : One player acts as a town or dungeon, and
Props (Grid Maps, Cards, the other players act as characters exploring the area.
Tokens, etc.) Increased Criticals
For grid maps, the group decides move distance based Permanent Injuries
on the pace of the round.
Rescource Management Boss Regeneration
This rule allows for systems like Hit Point style health Priority
tracking and resources that would be used to activate This is an optional rule ment to help groups that cannot
abilities. Characters gain each resource based on a agree on story outcomes and game flow. Starting with
predetermined roll or stat based formula. the initiating player, each round one person has
If you choose to add a hit point system you will need to Priority. This means they have the final decision on the
consider how damage is calculated. This can be done by outcome of rolls and story details. After each player has
deciding damage values of wounds and injuries had a turn the Priority passes to the next player in
respectivly or your group may decide to use some sort of order.
dice system. This rule should mainly be used to solve disputes and
Large Groups as Characters keep the story from devolving into an argument about
what should happen next.
Each player controls a team of characters or even an If your group is using a voting system for decisions,
entire town. consider giving the person with priority an extra vote to
EXAMPLE : For a town management type game, each break ties.
player creates a town for their character and the story Weakness/Resistance
involves trades, wars, and development between the
towns. Each feature and character is given a modifier (usually
no dice). Characters gain auto success and fails based
Restricted Features on the modifiers in certain situations.
Character features can be restricted to a preset list of
skills or abilities.
EXAMPLE : For a more strict D&D inspired game your
group could use the following list of features based on
D&D’s skill list with a few additions for combat
features and other abilities.
Features
CLASS FEATURES (Weapon Proficiency, Spell
Casting(Arcane, Divine, Nature), Sneak Attack, Martial
Arts, etc.)
SKILL FEATURES (Athletics, Acrobatics, Sleight of
Hand, Stealth, Arcana, History, Investigation, Nature,

7
Splats
D&D
Tier 2-3
Stats Strength, Dexterity, Constitution, Intelligence,
Wisdom, & Charisma
Features Mostly based on class and race.
Templates Class, Race, Magic Items
Variant Rules Restricted Features, Grid Map

Civilization
Tier 1-4
Stats Research, Development, Exploration, Military,
Culture, Diplomacy
Features Technology Tree
Templates Nation
Variant Rules Resources, Grid Map

MTG
Tier 3-4
Stats White , Green , Red , Black , Blue , Colorless
Features Free Form/ Spell Based
Templates none
Variant Rules Resources, Props (Grid Maps & Cards),

Might, Mind & Magic


Tier 1-4
Stats Might, Mind & Magic
Features Free Form
Templates none
Variant Rules Point Based Character Development

Pokemon
Tier 1-4
Stats HP, Attack, Special Attack, Defense, Special
Defense, Speed
Features Free Form (based on games)
Templates Stats based on games
Variant Rules Point Based Character Development,
Weakness/Resistance System

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