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building with polymorph™
a roleplaying construction kit
by Chris O’Neill
www.9thlevel.com/polymorph
1
If you want to delve into the whys and
wherefores, start on page 3.
Table of Contents
Tabletop Roleplaying 3
A System for Roleplaying 5
Core Design Philosophies 10
built with polymorph™ 18
Emulating the Fiction 19
Each Is Its Own Game 20
Words have Power 21
To Emcee or Not to Emcee 22
Scope and Scale 25
You Only Ever Roll Your Die 28
The polymorph™ Resolver 29
The Four Roles 36
The Vanguard 39
The Fighter 40
The Tank 41
Rolling Dice 42
The Moment 45
What are We Playing For? 46
The Drive 48
The Threat Economy 52
Edges 58
Class 61
The Resource Economy 62
Hazards 65
Levels and Experience 68
The Five-by-Five Framework 71
built with polymorph™ License 73
2
Tabletop Roleplaying
A tabletop roleplaying game is a unique type
of game and experience. While it does share
similarities, mechanics, and even systems with
live-action role-playing, board games, video games,
and (most importantly) other storytelling games –
RPGs are a unique form.
3
All of the people involved in roleplaying are
“players”. Interestingly, we use the term player
because it’s a game, but it’s also a performance of
sorts – where the term “player” also conveys the
idea of being an actor or participant.
4
A System for Roleplaying
9TH LEVEL GAMES believes that a roleplaying
system must provide and define at least rules
for Player Characters and Meaningful Action
Resolution.
Player Characters
A roleplaying system needs to define a method for
creating characters and these characters should be
mechanically differentiated from each other. If all
of the characters are the same mechanically, the
game will veer into pure storytelling.
5
Meaningful Action Resolution
At least, a system needs a method to determine
what happens when a character does something.
More importantly, there needs to be a method
for resoloving actions that have an effect on the
narrative. In addition, provide a way to affect the
randomness of that resolution provides the core of
the “gameness” than other forms of storytelling and
improvisation.
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As part of this, define the story structure, the game
needs, and what a session looks like.
7
polymorph™
polymorph™ is a roleplaying platform.
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At its most basic, polymorph™ provides a
framework for resolving actions, creating
interesting characters that have noticeable
mechanical differences, and provides a structure
for building up and emulating group stories. Each
Game built with polymorph™ brings specific layers
that are important for emulating that story shape,
for telling that specific kind of story.
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Core Design Philosophies
The following are all core design philosophies of
polymorph™ as a game framework. These are the
reasons WHY we made the decisions that we did.
Understanding these philosophies will make it
easy for you to use this system to build roleplaying
games.
` Elegance
` System Matters
` Story Comes First
` Rulings over Rules
` Mechanical Depth
` Minimize Moving Parts
` Remove Barriers to Entry
` Funny Little Dice
` Media Agnostic
` Inclusivity
` The Rules are the Rules, the Rest is Optional
Elegance
polymorph™ strives for elegance. The rules are
limited to those that need to be there. When you
interact with a mechanic in a game built with
polymorh, it should grow out of the existing
rule structure naturally and without artifice. In
practice, this means that the rules are clear, easy
to understand, and a game master can easily make
decisions or “rulings” on unforeseen interactions.
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Design elegance intrinsically means that Esoteric
Rules Mastery is not a requirement in order to play
a game well or “the right way”.
System Matters
9TH LEVEL GAMES believes that System
matters – the rules to a game should be flavorful,
embedded, and part of the experience. A game
master has the most direct impact on a session of a
game; you can always have a great time with a great
GM, regardless of the game that you are playing.
The rules of a game define a large part of the
experience. Not all rules systems are equally good
at everything. Some game systems are better than
others at emulating specific types of stories. Every
game system rewards and punishes players with
its mechanics which will lead to widely different
outcomes.
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Funny Little Dice
People like to roll dice, it’s true, and there are many
ways that effectable randomness can be inserted
into a game system – cards, dice, etc. – but part of
the unique fun of roleplaying games is the funny
little dice.
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Mechanical Depth
But, roleplaying is more than just storytelling.
Having enough mechanical depth to allow
players to affect the story via the mechanics of
character is a key difference between storytelling
and roleplaying. We’ve designed polymorph™
with enough depth to allow characters to have
noticeable mechanical differences between one
another, as well as giving those characters the
ability to affect their world.
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Minimize Moving Parts
Wherever possible remove the need for systems
and math. Small incremental bonuses and effects
created through small math are not necessary or
desirable – this isn’t academic homework. The
same is true for all systems – ask yourself “do we
need this?” before adding any additional rules or
flash. Can this function be handled with an existing
system? If it can be, it should be. Is this a needed
rule or simply a ruling on circumstances that can
be decided during play?
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work mechanically and as the designer intends –
without having to recreate the wheel every time. In
addition, the system is designed to make it easy for
content creators (authors, artists, etc.) outside of
gaming to realize their creations with a system that
doesn’t require them to “become a game designer”.
Media Agnostic
As the roleplaying genre of tabletop games
continues to become less about being played
around a table and more about cross-media play
– online via video and virtual tabletops – and
especially as the Actual Play entertainment genre
grows and roleplaying games are ingested not by
firsthand play but as presentation – it has become
important for a game to be constructed so that
it can be experienced and played the same way
regardless of the media it is played through. To that
end, polymorph™ is a platform to build games that
are presentable in multiple formats, require little
math, and where rules questions can be resolved
intuitively.
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Inclusivity
Roleplaying is for everyone.
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The Rules are the Rules,
the Rest is Optional
9TH LEVEL GAMES thinks that systems matter,
that you should play games the way the rules as
written say they should be played. This is because
good games have rules for reasons that have been
tested, that work to provide the designer’s expected
outcomes for the player’s experience. That being
said, it’s your game. Especially if you are making
the game. At the start of creation, everything is
optional. Choose the parts of this platform that you
want to use, and jettison the rest.
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built with polymorph™
While we encourage hacking and creative
exploration, if you want to state that something
is “built with polymorph™” you have to leave the
“mechanical core” of polymorph™ alone. It works.
It works for a reason and has been playtested
extensively. It has been tested to allow creation
built on top of the engine to run smoothly and
effectively. This means sticking to the RESOLVER,
and wherever possible staying away from
numerically or mathematically changing the die
rolls.
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ask that you not touch the “engine”. Our goal is to
make a system that answers all of the questions
of roleplaying using the least amount of rules. We
want every rule to feel organic and intrinsic to the
game. Our hope is that this framework will be a
guide that will lead you to “evolving” rules from the
core system to meet your specific needs – and that
those rules will seem obvious after being created
because they are natural extensions of the rules
presented.
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was shot by a cannon, laser beamed, crushed by
dinosaur feet, or ran out of resources circling a
space station ,they are all the same mechanically –
the only difference between them is the nature of
their fiction. polymorph™ says that the fiction is
easily malleable – whereas rules and dice rolls are
harder and more resilient. You can change the color
of the fiction to enhance the narrative but when
building with polymorph™ be wary of changing
the numbers.
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Words have Power
When creating a polymorph™ game – change
the name of everything and anything to match
your story, style, and setting. Names are powerful
– simply changing the name of an ability can
evoke the right mindset for your game, extend
your setting, and help players pick up what you’re
putting down.
21
To Emcee or Not to Emcee
When creating a polymorph™ game – you need to
decide how the game will be run (and by whom).
There are 3 standard answers to this question that
shape how a game is run and presented.
MC
MC lead games (often not mentioned as MC led
games are the assumption) are the traditional
roleplaying approach.
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In an MC led game – one player is the final arbiter
of the rules, and the “owner” or “host” of the game
being played. They invite the other players into
their fiction and are ultimately responsible for the
world and the game.
Shared MC
In shared MC (sometimes Shared GM or Group
GM) games the players in the group take turns
running parts of the game – either with each player
running a portion of the game’s systems, or each
player runs a specific section or session of the story.
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MC-Less
In some situations, a polymorph™ game may be
MC-less (or GMless). This is the least common
model for polymorph™ games being made by 9TH
LEVEL GAMES, but they are a viable option.
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Scope and Scale
Among the key decisions for a polymorph™
game are: “What is the SCOPE of the Action and
Activity?” and “What is its SCALE?”
Scope
Scope defines what the field of play looks like.
Scope defines what the players do from session
to session, game to game. It’s a fence around the
activities in the game, but it is also permission and
encouragement to do those things.
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Scale
Scale defines the size of the playing field, as well
as the size of the effect that the players have on the
world. How much of an effect can a player have on
the world around them?
Street
The players have the power to affect their immediate
surroundings. Their decisions affect a town or a
neighborhood; the lives of hundreds. Regular people, or
heroes in the worlds of regular people. Sword and Sorcery,
nitty gritty, down and dirty. Slasher movies.
City
The players have power over a town, city, or country. Their
decisions affect the lives of thousands or tens of thousands
of people. Superheroes and legends. Fantasy and Movie
Horror.
Nation
The players have the powers of nations – with the ability to
affect an entire planet. Their actions can affect history and
the lives of millions or billions. Truly powerful super heroes
and demigods, high fantasy heroes. Kaiju and Giant robots.
Cosmic
The players are gods. They have the power to affect reality
itself, and their actions could destroy the universe.
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Let’s look at SCALE as it affects a single power
decision. In our example, we are going to punch a
zombie, and then roll our effect die getting a 3.
Street
We do 3 Hearts, doing some damage to a Zombie.
City
We deal 3, obliterating 3 zombies.
World
We destroy all the zombies, and knock the building
down.
Cosmic
We punch the zombie into space, where it crashes
into the moon.
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You Only Ever Roll Your Die
In a polymorph™ game, each player character
is controlled by a single die, and a collection of
fictions that define them (EDGES).
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polymorph™ Resolver
Whenever a PLAYER is taking an action or making
a save, there are six possible outcomes that a
PLAYER can access/perform, based on the value of
the roll of their die, referenced against this chart,
called the RESOLVER.
Outcomes
Mental Action (Mental)
Physical Action (Physical)
Conflict Resolution (Conflict)
Strength of Body and Spirit (Strength)
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– Mental, Physical, Conflict, or Strength. Because
of the distribution of these numbers, each of the
roles is more or less likely to roll them - these
mechanical differences result in each role behaving
differently in the game. Combined with EDGES,
this creates unique characters at the table.
Mental
Roll Mental Activity when you attempt activities
that are about knowledge, perception, and mental
powers. Mental also covers anything sensory –
listening, seeing, remembering.
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Physical
Roll PHYSICAL ACTIVITY when you are
attempting any physical movements or athletic
activity – running, jumping, sliding, dodging,
skulking. Physical is a character’s reflexes, agility,
and dexterity. In some settings where combat is
not the primary method of conflict resolution, this
could also cover types of fighting.
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Conflict
Roll Conflict whenever you are attempting an
action that is the “primary” conflict resolution
method in your fiction – whether or not you
are actually in conflict. This could be fighting,
weapons, debate, spell craft, food prep, math, sharp
words – it really depends on the game. In Mazes,
this is called BLADES – because Adventurers in
dungeons tend to resolve issues with swords but
this can be any type of attack – bare-handed, with
a weapon, or with a spell. If you are trying to hurt
something or avoid being hurt, then you want to
roll CONFLICT.
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Strength
Roll against STRENGTH whenever you need to
steel your resolve, resist pain and disease, or show
heart or bravery. Strength is both your body’s
health and your overall strength and endurance.
Roll against Strength to save versus poisons, or to
avoid getting sleepy during an all-night watch.
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Key & Crown
While you are making rolls against the Resolver,
there are two other results possible outside of the
four goal outcomes – the Key and the Crown.
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Every die has a “crown” – the highest number that
the die can roll (a 4 for the d4, and a 10 for the d10,
etc.).
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The Four Roles
There are 4 basic Roles (d4, d6, d8, d10). Each
role has distinct strengths and weaknesses, based
on the math of rolling that specific die as well as
the effect of rolling 1s or “crowns”. Below you will
find a description of the FOUR ROLES within a
polymorph™ framework. Each of the Roles has
strengths and weaknesses. As part of creating a
polymorph™ Game you want to think about how
to flavor these roles with your setting and game
idea – but remember that the mechanics behind
the roles are not going to change (i.e. using the
polymorph™ Resolver a d8 is always going to be
the best at offense, etc.)
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The Expert
The Expert is the most cerebral of the character
roles; focusing on thinking, talking, and using
their senses over combat and action. The Expert
uses their special skills more than other roles, and
shines when they are rolling against
Mental Activity.
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they have few, or using Danger where they have a
low roll) and in combat roles in general. They are
easy to hurt and require help or defense from other
players.
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The Vanguard
The VANGUARD is the most
active of the character
roles - they are good
at almost everything
– physical action,
combat, and skills.
They shine most
when they are rolling
against MENTAL and
PHYSICAL.
39
The Fighter
The Fighter takes center stage when the conflict
starts. They are at their best in combat scenes (or
their equivalent – make room for our best debater).
The Fighter is always in the middle of the action
during a battle, often acting on the
offensive. They shine when they are
rolling CONFLICT.
40
The Tank
The Tank is the most defensive of the character
roles. They are good in combat, and especially
good at brawn tests and health tests -
STRENGTH. They do the most
damage (or effect) and have
the greatest effect – but the
Fighter is more accurate or
consistent.
41
Rolling Dice
Action and Save Rolls
The conversation between the players that is at the
heart of roleplaying eventually comes to a point
where an action or reaction has a chance to fail, or
requires a random outcome. This is when -
42
a response to an action. For instance, the player
opens a door, and the MC has them make a save
because the floor falls out from under them. A
SAVE is adjudicated otherwise like an action.
Effect Rolls
In some games, a third type of roll is available
called the EFFECT. An Effect Roll is a secondary
roll used to determine how well something
succeeds (and sometimes how badly it fails). An
EFFECT determines the impact of something that
the player has done – such as Damage, Duration,
or Distance. Effect rolls are part of an action or
save and can be affected by EDGES, just like any
other roll. Sometimes, an effect is simple – you hit
something with your sword, and you roll effect for
damage. Sometimes, it’s more of a “pointer” – for
something like distance, size, or count.
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‘Vantage
The primary way that you can affect dice rolls in
most polymorph™ games is through VANTAGE –
positive effects are ADVANTAGED, and negative
effects are DISADVANTAGED. When you have
‘VANTAGE - either good or bad - roll your die
twice (or roll two of your die if you have them).
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The Moment
In an effort to keep the game more about rulings
than rules, we are actively trying NOT to over
explain and over rule. There is no need for clear
“time” or “turns” in a polymorph™ game.
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What are We Playing For?
In a polymorph™ game, players are generally
motivated by a HARD NEED. Most games are
laser-focused on a single idea (in Pigeons 11 you
are going on a heist for bird food) so the hard
need is something that is built into the game itself.
In other situations, it will be defined by an in-
game trigger – something like a bond or a drive, a
mission.
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Example Needs/Fears
In a game where we play Dinosaurs, the players
need food. Everything about the game is focused
on the acquiring and devouring of food.
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The Drive
If the CORE ROLL is the heart and soul of a
polymorph™ game – the spine is the DRIVE. The
Drive is the most “Gamist” part of a polymorph™
game. Drive is a physical manifestation of the
NEEDS and FEARS of the characters, married to
their SCOPE.
The Mission
At its most basic, DRIVE takes the form of
“missions”. Players are given Missions directly by
the MC or another source, to succeed they have to
complete those Missions. Missions have parameters
that must be met, this is the spine of the action.
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Bonds
Bonds are a formal way of creating Needs between
the players’ characters and between their characters
and the world. Bonds can be informal (narratively
created and written down on index cards), or
formal (specifically created specifically for a game
and the players must choose from a pool).
EXAMPLE:
Cyrus has a bond to “protect Ayesha at all costs”. When
something threatens Ayesha, Cyrus has to act to protect
her. Gasman has a bond with the local street gang of “Keep
the Gang’s Secrets”. During play, Cyrus takes the condition
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“Stressed”. Since he is hitting his bond by protecting Ayesha,
the MC tells him to resolve STRESSED. At the end of the
adventure, Gasman has to break the gang’s secrets to help
Cyrus keep Ayesha safe. He resolves that bond and replaces
it with “Cyrus Owes Me A Big One”.
Alignments
For games where the focus is more
on interpersonal actions or politics,
the players could have Alignments –
where the party and the characters
have a stated “worldview” that
they are attempting to maintain.
Alignments are a simplified form of
BONDS, but without the additional
mechanical effects (resolving, hitting).
McGuffins
A McGuffin is anything that drives the plot
forward. In terms of Drives, a McGuffin is an
abstracted goal – getting the McGuffin moves the
story forward. Some polymorph™ games are built
on the acquisition of McGuffins.
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Drive Tracks
Finally, polymorph™ Games can use a Drive Track
to manage a game. A Drive Track is a number
– tracked with tokens or a die. As the number
increases or decreases, the situation that the players
find themselves in changes. Characters can be
motivated to increase or decrease the Track or to
put themselves into different spaces. The track can
also be used as a resource (we’ll talk about them
further along). When used as a resource (either by
the players or the MC), the value of the Track can
be spent to produce effects.
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The Threat Economy
When the Characters are in trouble, is there a cost
or penalty? Like most RPGs polymorph™ abstracts
THREATS. Unlike most games, polymorph™
works without threats of physical, mental, or
societal harm as a motivator – and so multiple
formats for emulating threats in a game are
possible in the framework – opening up options
for cozy gameplay, low stakes-high drama play,
etc. without removing the possibility of nitty-gritty
slugfest combat games.
No Threat/Low Threat
In games where there is no real threat, or no
real consequences for failure (other than the
failure itself), there isn’t a need to utilize a Threat
Economy.
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Danger
If your game needs to have consequences for
aggressive, dangerous, or bodily actions – but
doesn’t need anything discrete – the highly
abstracted DANGER mechanic is available to use.
Danger can be used alone or in combination with
Conditions (page 55).
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Besides rolling exactly, you can add mechanics
around taking a REFRESH SCENE to clear you
of all your Danger, as well as in ongoing games to
clear danger between sessions.
Hearts
When you need discrete control on the damage
of Actions – like in a combat heavy game –
polymorph™ can use HEARTS.
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Most games that use Hearts will also need a
way of “regaining hearts” or Healing – generally
through taking a condition (see below), taking a
rest, or having some kind of refresh scene. In most
situations, the idea is that you need a narrative reset
to refill your Hearts.
Conditions
Most any kind of polymorph™ game can use
CONDITIONS as a way to simulate threats. A
Condition is a tag that is placed on a character
(or a Hazard) and has an effect on that character
– either limiting their ability to do something
(Blind - you can’t see), giving them disadvantage
to a roll (TIRED – Disadvantage on Move Rolls),
or removing a bonus or the like (Stress – Rolling a
Key is always a failure).
Core Conditions
STRESSED - DISADVANTAGED on MENTAL
rolls, and you cannot gain the KEY BONUS.
TIRED - You are DISADVANTAGED on rolls
relating to PHYSICAL ACTIVITY.
HURT - You are DISADVANTAGED on rolls
relating to CONFLICT RESOLUTION and
STRENGTH of BODY and SPIRIT.
55
Other Types of Conditions
A Condition can also be used to provide abilities
that are like Edges but are intended to be limited
in use or effect. Other Conditions can be used to
simulate dangers that do not express as “damage”
in a classic sense – like sickness, paralysis, muted,
blinded, etc.
56
Cascading Conditions
Cascading is a way to increase the threat of a
condition. When Conditions cascade, it means
that when you take a condition, if you take that
Condition again, you take the the “next” Condition.
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Edges
A core tool in the polymorph™ framework is the
idea of “an edge”.
58
Mechanical Effect of an Edge
The easiest mechanical effect an Edge can have is a
defined ability that gives the player ADVANTAGE
when they roll using it. For example, if I have the
Edge BEAUTIFUL, I gain Advantage when I try to
use my beauty to charm a person.
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Invoking Edges
The players are encouraged to “invoke” their edges
as part of the gameplay. It is not the MC’s duty
to remember your edges or to ask for them. As
part of the roleplaying conversation – a player is
expected to fight for their edge but is also expected
to not argue with the MC’s or the Group’s decision
(depending on who is MCing a session).
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Class
A Character’s Class is a special type of EDGE.
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The Resource Economy
polymorph™ abstracts most resources.
A Resource Pool
The Resource Pool (usually represented by a die or
tokens) is a collection of things that the players can
use to take some narrative control of the story, to
provide Advantage, or to have an item needed to
accomplish a task. In some situations, you may use
a RESOURCE TRACK (similar to a Drive Track)
that has thresholds.
62
room for a system that provides player resources.
These resources can be gained through play or play
activities – e.g. treasure is gained in Mazes (because
the treasure is in the mazes that you explore) and
Lesson Tokens are gained in Awesome World (via a
play activity, when you fail at an action you gain a
Lesson.)
63
Stars
Effectively Hearts in the Threat Economy are an
individual Resource Pool, but characters can have
their own Resource Pools – the most common
being Stars. Stars are spent like the party’s shared
resource pool to pay costs or to automatically
succeed at something they can do (like fueling
magic spells). Star spends allow for a way for a
character to have a dramatic or dynamic effect –
without overpowering the character all the time.
Die Stars
d4 4
d6 3
d8 2
d10 1
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Hazards
A Hazard is anything that prevents the Characters
from progressing through the story. Hazards can
be MC characters, traps, monsters, environments –
anything. Hazards can have resources like a player
or can be powered or controlled by the Threat
Economy.
Hazard Hearts
A Hazard – whether it’s a character, a monster, a
trap, or an environment – generally has Hearts.
Like characters, the Hearts of a Hazard represent
how much physical stress it can take before it is
overcome. These Hearts are “lost” by the character
making EFFECT Rolls after performing an action
that hurts or hinders the hazard.
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Hazard Level
When creating an obstacle, you need to define the
potential effect it could have – called LEVEL. Level
will mostly be the Damage that a Hazard inflicts in
combat, as a failure, or as a trap.
66
Hazard Edges
When you define a Hazard, in addition to Hearts
and Level – you give it Edges (as you would a
character). Since everything is player-facing,
these edges don’t provide the MC Advantage
but instead produce Disadvantaged rolls for the
players, provide guideposts on how to spend your
Drive Track Resource, or provide some hurdle or
requirement that the players have to overcome to
deal with the edge (like flying for instance).
67
Levels and Experience
Since the original formulation of polymorph™, the
most asked question is about how player characters
can change and evolve – i.e. how do I level up?
When we first started working in polymorph™,
our expectation was that it was a system for one-
shot adventures that didn’t require experience
mechanics, but like all roleplaying tools, there
are times and places where levels and experience
improvements are natural, required, and desired.
Level as Differentiator
Game writers that want to include evolving
character play, or who need the ability to create
Hazards and narratives that are “above” or “below”
the abilities of the characters without having to do
that through the use of excessive edges, can use
Levels to provide that function. This simple level
framework adds an entirely different mechanism of
character control.
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Level Range
When you decide to have leveling in your game,
decide on the level ranges. A game with levels 1,
2, and 3 is different than a game with 5 levels (like
Return to Dark Tower); 9 levels; and way different
than a game with 100 levels.
Names as Levels
You can obfuscate the leveling system by replacing
the number for level with a word that means the
same thing. This works best for games with few
levels – instead of having levels 1 through 3, you
could have apprentice, sojourner, and master;
or amateur, pro, and star. This is best for limited
spreads of level difference as trying to remember 20
named levels is an unfun experience; but it’s really
easy and far less mathy to say “Pro Players have
advantage when playing against Amateur Players”.
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Gaining Experience
polymorph™ has two primary experience systems
at this time, the Bucket List and the Session Model.
Level Up
Leveling up can lead to a variety of gained
advantages (see a few examples below) and/or can
just result in the character gaining a Level.
` Gain a level
` Gain an additional Edge
` Remove a permanent Condition
` Increase the size of a resource pool
` Change the starting number on a Track
` Gain a narrative MacGuffin
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The Five-by-Five
Adventure Framework
One of the most commonly asked questions is
“how do I create an adventure”. Our polymorph™
philosophy is as follows. We encourage you to
include this type of assistance in your game by
using this template and structuring it to work in
the fiction of your game.
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Who is trying to stop them?
Define your Antagonist. Who is the Big Bad? Who
is the Marquee? Who is the Villain?
Define the baddies mechanically and narratively.
Give them a motivation - what do they want?
Where are they located? Who are their henchmen
or helpers?
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built with polymorph™ Licenses
Licenses and the linked System Reference Document are
subject to change. Please check www.9thlevel.com for the
latest versions of each.
Content
1. If you adhere to all terms included in the “building with
polymorph” system resource document and within this
license agreement, you are allowed to publish material
physically or digitally using the POLYMORPH system
without the express permission of 9th Level Games.
2.Art, text, and terminology from 9th Level Games’ titles
may not be used or translated, unless you have our explicit
permission.
3.The mechanics and any game rules in “Building with
polymorph” Document may be used and referenced freely.
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Branding
4.You are required to use the Built with POLYMORPH Free
logo.
5.You cannot use the 9th Level Games logo or any
other POLYMORPH logo unless you have our explicit
permission.
6.You’re not allowed to give the impression that this is an
official 9th Level Games POLYMORPH product or that
we endorse or sponsor you in any way unless we’ve made
special arrangements with you.
Legal
7. 9TH LEVEL GAMES takes no responsibility for any legal
claims against your product. Any legal dispute or claims
agaisnt this license are governed by the laws of the United
States of America, and are to be settled in a Pennsylvania
court.
Additional Definitions
Personal Use –You create a POLYMORPH roleplaying
game for your own gaming group, as a gift, or for your own
personal use at home in any form factor. This means you do
not list the game publicly.
Free Item –You create a POLYMORPH roleplaying game
and distribute for free to friends or list as a FREE item on
itch.io, DriveThruRPG, or a similar site. When listing for
FREE, that means no money transaction can take place.
FREE also means that your game cannot be offered as
part of another money transaction (crowdfunding reward,
stretch goal, patreon item, shipping payment only, cover
printing costs, etc.)
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Commercial License (polymorph
other)
Content
3. If you adhere to all terms included in the “building with
polymorph” system resource document and within this
license agreement, you are allowed to publish material
physically or digitally using the POLYMORPH system
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without any additional permission from 9th Level Games.
4. However, as a courtesy, we would ask that you do inform
us at contact@9thlevel.com with subject line POLYMORPH
OTHER RELEASE.
5.Art, text, and terminology from 9th Level Games’ titles
may not be used or translated, unless you have our explicit
permission.
6.The mechanics and any game rules in “Building with
polymorph” Document may be used and referenced freely.
Branding
7.You are allowed and required to use the Built with
POLYMORPH logo.
8.You cannot use the 9th Level Games logo or any
other POLYMORPH logo unless you have our explicit
permission.
9.You’re not allowed to give the impression that this is an
official 9th Level Games POLYMORPH product or that
we endorse or sponsor you in any way unless we’ve made
special arrangements with you.
Legal
10. 9TH LEVEL GAMES takes no responsibility for any
legal claims against your product. Any legal dispute or
claims against this license are governed by the laws of
the United States of America, and are to be settled in a
Pennsylvania court.
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