Indie RPG Prompt Generator [working title]

by David J Prokopetz

Version 0.8

Table of Contents

Credits and Acknowledgements

Written and edited by
David J Prokopetz
Beta reading
pomrania
Research and consulting
MintRabbit and Alex Y.
Contributions to “Milieu” rules
bluebeagle4000, catwings213, martianjune, thecartonizer, theungrumpablegrinch
Playtesting and feedback
a-socialist-hobgoblin, aboleth-eye, aceofspiders, agnostic-angel, albino-troll-ninja, alwaysaprice, anarchscry, architeuthisducks-blog, askjellybean, athingofvikings, autumn-oceanopromises, avatarofextinction, barondoctor, baronetcoins, barzombi-shitpost, beacon-of-chaos, beboped1, bitternest, blog-ablue, bluedogxl, cactus-brandon, carrotzone, catwings213, chefwhatnot, chthonicrose, cipheramnesia, computationalcalculator, corvus-rose, cpt-bagel, darthvarious, digitrev, duorogue, dyogenesis, emotion-xp, epiglottalaxolotl, eradami, everyones-beau, florafaunaandeldritchhorrors, folaireamh, foolforbrightness, gentlyouttatime, h616h, if-i-had-bones, inalienable-wright, inbarfink, itskobold, jedda-martele, keyla-lovely, kiovenn, ladyarjuna, lakidaa, lapisamethyst, last-ticket-home, magicalspacedragon, matues13, mordcore, morganah, muffinsupremacy, mwchase, nacrebones, noriannbraindripshere, oldragsandcandleends, paradoxius, pepperdoken, ponydora, professor-pinewood, r0sequarks, raguna-blade, rainfallinhell, real-aspen-hours, rotationalsymmetry, sabotflask, scabbyboy, scrumpyfan43, shiningdrill, shsl-heck, st-george-and-the-dragon, starlithunter, steveneiman, subject94, tadrinth, taperwolf, taresivon, taunomorph, tetress, thecottageinthedark, thedarkbunny, thefrostyknight, thenightetc, thepringlesofblood, thevoidwatches, tiwaztyrsfist, triceraclops, twiceroyaldove-primary, wanderermochi, wolfdragonsrequiem, wolfiso, xanofmercia, xyzzysqrl and zukoandtheoc

This document uses the fonts “Proza Libre” by Jasper de Waard and “Crimson Pro” by Jacques Le Bailly, both under license through the SIL Open Font License 1.1.

Indie RPG Prompt Generator [working title] © 2021 Penguin King Games. The text of this document is licensed under CC BY 4.0 Creative Commons logoAttribution Required logo.

Return to Table of Contents

How to Roll

Follow the instructions in each of the following sections, in order. In each section, you'll be instructed to make one or more rolls.

When rolling multiple times on the same table, some instructions may direct you to re-roll duplicate results, while others may direct you to re-roll duplicate subtables.

When directed to re-roll duplicate results, a re-roll is called for only if you get exactly the same result as a previous roll on the same table, including rolls on any applicable subtables.

When directed to re-roll duplicate subtables, this means that each result must come from a different subtable; for example, if you rolled on table A and got a result of 42 (Roll on Subtable A10: Outsiders), no further rolls on Subtable A10 are allowed, regardless of what you rolled on that subtable the first time around; any subsequent roll of 41–42 on Table A would be re-rolled.

Instructions notwithstanding, you can and should re-roll at any time if the results you're getting don't work well together. However, it's recommended that you complete all five steps before going back and re-rolling any troublesome elements; you may find that later rolls end up suggesting ways to reconcile results that initially didn't seem to work.

Automation

This document does not include an automatic roller, as making individual rolls and being able to see the full range of possible results is an important part of the process. However, for the benefit of third parties who wish to construct their own rollers, the HTML structure contains a number of special attributes that allow this material to be used as a drop-in data source using any tool that can parse HTML documents. These attributes are as follows:

data-initial-table
Any section element that forms a step in the generation process has a data-initial-table attribute, containing the ID of the table to roll on. If absent, this attribute has no default value – a section element without an initial table is not a step.
data-roll-count
Indicates how many rolls to make on a section's initial table. May also appear as an attribute of an a element that links to a sub-table. If absent, the default value is 1.
data-reroll-policy
Indicates how to handle duplicates. Possible values are none (duplicates are permitted; never re-roll), initial (re-roll if the immediate result has ever been rolled before; do not roll on any indicated sub-tables), and final (re-roll if the final result including rolls on any indicated sub-tables is a duplicate; equivalent to initial if no sub-tables are indicated). May also appear as an attribute of an a element that links to a sub-table. If absent, the default value is none.
data-weight
Appears on tr elements within tbody elements to indicate the relative weight of that row in the event that the table is not equally weighted. If absent, the default value is 1.

The general process for automating rolls using this document as a drop-in data source, then, is as follows:

  1. Identify all section elements for which the attribute data-inital-table is defined. The text of the first h2 element within each identified section is the name of the step.
  2. For each identified section, select a random tr element from within the initial table's tbody element, respecting the data-weight attribute as needed. Repeat a number of times equal to the section's data-roll-count attribute, applying the relevant data-reroll-policy.
  3. For each selected row, the text of the first td element is the result. Examine the result for the presence of an a element to determine whether further action is needed.
    1. If no link is present, this is the final result.
    2. If the result links to a dt element, retrieve the text of the first following dd element as an additional description for the result. This is the final result.
    3. If the result links to a table element, make a selection from that table as described above; consult the attributes of the linking a element to determine the applicable roll count and reroll policy.

Return to Table of Contents

Part One: Dramatis Personae

Who are the player characters? Make a d6 roll and follow the instructions in the table below.

In the case of results 1 through 3, the default assumption is that the player characters literally are whatever is rolled, though symbolic interpretations – for example, taking “wolves” to mean members of a wolf-themed warrior clan – will sometimes be appropriate.

For results 4 through 6, it may be necessary to interpret the results more figuratively, and the names of the attributes, classes or factions need not exactly match what appears in the tables. Coming up with reasonable schemas for very unlikely combinations of results is part of the fun!

d6 Instructions
1 Roll once on Table A: Dramatis Personae
2 Roll twice on Table A: Dramatis Personae, re-rolling duplicate subtables; combine the results – each player character is both
3 Roll twice on Table A: Dramatis Personae without re-rolling duplicates; the results represent the player character faction and the non-playable antagonist faction, in whatever order makes the most sense
4 Roll three times Table A: Dramatis Personae, re-rolling duplicate subtables; the results represent the three affinities, alignments or attributes that each player character must mediate between
5 Roll four times on Table A: Dramatis Personae, re-rolling duplicate results; the results represent the game's four core character classes
6 Roll five times on Table A: Dramatis Personae, re-rolling duplicate results; the results represent the game's five major political factions (all playable by default, though one or two can be designated as non-playable antagonists if it would make more sense)
Table A: Dramatis Personae
d66 Instructions
11–12 Roll on Subtable A1: Abstract and Inanimate
13–14 Roll on Subtable A2: Animals
15–16 Roll on Subtable A3: Constructs and Undead
21–22 Roll on Subtable A4: Emergency Responders
23–24 Roll on Subtable A5: Entertainers
25–26 Roll on Subtable A6: Fantastic Creatures
31–32 Roll on Subtable A7: Henchpersons
33–34 Roll on Subtable A8: Magic Users
35–36 Roll on Subtable A9: Mercenaries and Outlaws
41–42 Roll on Subtable A10: Outsiders
43–44 Roll on Subtable A11: Pilot and Operators
45–46 Roll on Subtable A12: Professions, Blue Collar or Service
51–52 Roll on Subtable A13: Professions, Knowledge or Academic
53–54 Roll on Subtable A14: Professions, Other
55–56 Roll on Subtable A15: Sports
61–62 Roll on Subtable A16: Students
63–64 Roll on Subtable A17: Subcultures
65–66 Roll on Subtable A18: Transhumans and Anthropomorphic Animals
Subtable A1: Abstract and Inanimate
d6 Result
1 Cursed artifacts
2 Divine manifestations
3 Fictional characters
4 Posthuman artificial intelligences
5 Personified cosmic principles
6 Sapient weapons

Return to Table A: Dramatis Personae

Subtable A2: Animals
d6 Result
1 Corvids (crows, ravens, etc.)
2 Dogs and/or wolves
3 Housecats
4 Insects and/or spiders
5 Mice and/or rats
6 Raccoons

Return to Table A: Dramatis Personae

Subtable A3: Constructs and Undead
d6 Result
1 Androids
2 Clones
3 Frankenstein's monsters
4 Robots
5 Vampires
6 Zombies

Return to Table A: Dramatis Personae

Subtable A4: Emergency Responders
d6 Result
1 Animal control officers
2 Exorcists
3 Demon hunters
4 Firefighters
5 Paramedics
6 Search and rescue operators

Return to Table A: Dramatis Personae

Subtable A5: Entertainers
d6 Result
1 Artists
2 Actors
3 Clowns and/or circus performers
4 Rock stars
5 Stage magicians
6 Writers

Return to Table A: Dramatis Personae

Subtable A6: Fantastic Creatures
d6 Result
1 Bigfoots
2 Dragons
3 Elves
4 Fairies
5 Gnomes
6 Goblins

Return to Table A: Dramatis Personae

Subtable A7: Henchpersons
d6 Result
1 Corporate operatives
2 Evil wizard's minions or mad scientist's assistants
3 Knights or samurai
4 Organised crime enforcers
5 Police officers
6 Secret agents

Return to Table A: Dramatis Personae

Subtable A8: Magic Users
d6 Result
1 Costumed superheroes
2 Mad scientists
3 Magical girls
4 Psychics
5 Witches
6 Wizards

Return to Table A: Dramatis Personae

Subtable A9: Mercenaries and Outlaws
d6 Result
1 Bounty hunters
2 Grifters and/or con artists
3 Gunslingers
4 Masked vigilantes
5 Ninjas
6 Pirates

Return to Table A: Dramatis Personae

Subtable A10: Outsiders
d6 Result
1 Angels or demons
2 Demigods
3 Ghosts
4 Mermaids
5 Space aliens
6 Tourists

Return to Table A: Dramatis Personae

Subtable A11: Pilots and Operators
d6 Result
1 Aircraft or drone pilots
2 Bikers
3 Giant robot pilots
4 Hackers
5 Skateboarders
6 Street racers

Return to Table A: Dramatis Personae

Subtable A12: Professions, Blue Collar or Service
d6 Result
1 Butlers and/or maids
2 Chefs and/or bakers
3 Delivery workers
4 Fast food workers
5 Janitors
6 Plumbers

Return to Table A: Dramatis Personae

Subtable A13: Professions, Knowledge or Academic
d6 Result
1 Doctors
2 Journalists
3 Librarians
4 Philosophers
5 Professors
6 Tax accountants

Return to Table A: Dramatis Personae

Subtable A14: Professions, Other
d6 Result
1 Cartoon characters
2 Cave persons
3 Idle gentry
4 Nuns or monks
5 Princesses
6 Private detectives

Return to Table A: Dramatis Personae

Subtable A15: Sports
d6 Result
1 Baseball players
2 Golfers
3 Hockey players
4 Professional wrestlers
5 Soccer players
6 Tennis players

Return to Table A: Dramatis Personae

Subtable A16: Students
d6 Result
1 College students (non-engineering or medical)
2 Elementary or primary school students
3 Engineering students
4 High school students
5 Medical students
6 Wizard school students

Return to Table A: Dramatis Personae

Subtable A17: Subcultures
d6 Result
1 Anarchists
2 Furries
3 Indie rockers
4 Mall goths
5 Satanists
6 Tabletop roleplayers

Return to Table A: Dramatis Personae

Subtable A18: Transhumans and Anthropomorphic Animals
d6 Result
1 Catgirls
2 Cyborgs
3 Hyperintelligent squid
4 Mutants
5 Werewolves
6 Roll on Subtable A2: Animals and add “anthropomorphic”

Return to Table A: Dramatis Personae

Return to Table of Contents

Part Two: Priorities and Objectives

What do player characters do in a typical session? Make a d6 roll and follow the instructions in the table below. Each result will be explained in more detail following the table.

Player character goals in tabletop roleplaying games can be divided into three general types:

  1. Active priorites, which are things the player characters are actively trying to achieve, and will help to define their goals in each scenario.
  2. Reactive priorities, which describe a status quo that the player characters must either defend or work to avoid disrupting.
  3. Metagame priorities, which are explicitly player-facing goals that the player characters aren't necessarily aware they're pursuing.

None of the entries in the following table are defined as being of one particular type, and most can be interpreted as any of the three – though some will definitely lend themselves more easily to some interpretations than others!

If you end up with only or mostly reactive priorities, think about why the player characters can't just sit at home and leave well enough alone. Does the desired status quo face active threats that the player characters must address, or is there something about the player characters' behaviour or nature that puts them at odds with maintaining it? Similarly, if you end up with mostly or only metagame priorities, how do the game's rules push those priorities forward?

You don't need to answer these questions right now. Once you've rolled for Rules Toys and Milieu elements, you may find that the answers suggest themselves.

Note: The entry descriptions are phrased in terms of games that have player characters, since most prompts produced by this document will. Some creative adaptation may be required if the configuration of Rules Toys you roll produces a game where players don't take on the roles of specific characters.

d6 Instructions
1 Roll once on Table B: Priorities and Objectives
2–3 Roll twice on Table B: Priorities and Objectives, re-rolling duplicates; one result is the player characters' means of achieving the other, in whatever order makes the most sense
4–5 Roll twice on Table B: Priorities and Objectives, re-rolling duplicates; the results represent competing priorities the player characters must negotiate
6 Roll three times on Table B: Priorities and Objectives, re-rolling duplicates; each result forms the basis of a playable archetype
Table B: Priorities and Objectives
d66 Result
11 Atone for sins
12 Attack and kill God
13 Battle for supremacy
14 Become wealthy
15 Burn it all down
16 Come of age
21 Commit fraud or treason
22 Cause problems on purpose
23 Defend your community
24 Defy fate
25 Enforce the status quo
26 Evade the law
31 Exact revenge
32 Explore the unknown
33 Fight crime
34 Find love
35 Fulfill your destinies
36 Hunt monsters
41 Just come out to have a good time
42 Navigate politics
43 Obtain freedom
44 Play games
45 Prove your worth
46 Race against certain doom
51 Recover something lost
52 Resist oppression
53 Restore former gloriees
54 Search for a place to call home
55 Serve authority
56 Steal treasures
61 Struggle against the beast within
62 Suffer for your art
63 Take over the world
64 Try to survive
65 Uncover the truth
66 Uphold your honour

Priorities and Objectives Definitions

[open all examples] [close all examples]

Atone for sins [return]

The player characters did something very bad in the past, and their activities in the present are motivated mainly by a desire to make amends for it. Alternatively, the characters may have inherited responsibility for the crimes of their predecessors. In either case, their efforts should be voluntary, however reluctant; if they're only doing it because they got caught, that falls under other priorities.

Examples

Example: TODO

Example: TODO

Attack and kill God [return]

The player characters aim to bring down some putative source of absolute moral authority. They might oppose an individual or institution claiming such authority, or they might literally be out to commit deicide. Anyone who becomes aware of their objective is likely to regard them as evil, though they may find allies among those who've been unfairly tarred with the same brush.

Examples

Joaquin Kyle Saavedra's Karanduun: Make God Bleed is set in a land where God has already died, killed by the very empire that's risen to take Their place. Players take on the roles of “worthless heroes”, larger-than-life rebels and dissenters fighting exploitative capitalists and puppet rulers with weapons fashioned from the remains of murdered deities.

Example: TODO

Battle for supremacy [return]

The player characters spend considerable time and effort competing with others of their kind. This might mean others of the same species, the same profession, or the same philosophical creed. This type of competition may occur in many games; its presence as a priority implies that the characters proving their supriority is a goal in itself, not just a consequence of fighting over the same resources.

Examples

Example: TODO

Example: TODO

Become wealthy [return]

The player characters seek material prosperity, usually as an end in itself rather than a means of achieving some other goal. This is distinct from stealing treasures as a priority in that the specific means of becoming wealthy isn't hugely important – though taking treasures from bad guys is admittedly a popular way to avoid any thorny ethical questions about the pursuit of wealth.

Examples

Example: TODO

Example: TODO

Burn it all down [return]

The player characters want to watch the world burn. Their actions might be motivated by the belief that society is irredeemably broken and the only thing to do is rebuild from the ashes, or by the conviction that their community's survival is incompatible with the continued existence of society at large; alternatively, they might just be Cthulhu cultists, or straight up cartoon supervillains.

Examples

Example: TODO

Example: TODO

Come of age [return]

The player characters are in the process of becoming more fully realised. Depending on their nature, this might represent a classic growing-up story, a Campbellian hero's journey, or – particularly in the case of certain non-human characters – a more literally transformative process. This outcome is often an implicit consequence of pursuing some other priority rather than an explicit goal.

Examples

Example: TODO

Example: TODO

Commit fraud or treason [return]

The player characters are either betraying a position of trust, or trying to gain such a position in order to betray it at the earliest convenient opportunity. They might be spies, con artists, or political figures abusing their authority for personal gain. In any case, the element of trust is key; if you're taking people's stuff without betraying them, it's probably a variant of stealing treasures instead.

Examples

Example: TODO

Example: TODO

Cause problems on purpose [return]

The player characters aim to misbehave. Characters in tabletop RPGs usually cause problems while pursuing their goals, but with this priority in play, causing problems is a goal in itself. The characters might be making trouble as an act of protest, or as an instrument of moral instruction – or they might just be awful little creatures out to make their awfulness everybody's problem.

Examples

Example: TODO

Example: TODO

Defend your community [return]

The player characters must defend a community from some external threat. A “community” for this purpose could be a self-contained society, or a more abstract group united by shared identity. It's usually implicit in this priority that the player characters are members of the community they're defending, albeit not necessarily respected ones; if they're outsiders, think about why they care.

Examples

Gar Atkin's Exceptionals is a comic book homage that examines the “super powers as a metaphor for marginalisation” trope from a community-building perspective, placing front and center what many such stories treat as a backdrop for super-powered brawls – though there's still plenty of opportunities to punch cops, if the players are so inclined.

Example: TODO

Defy fate [return]

The player characters are subject to a fate they'd rather avoid. This could mean a supernatural doom, a societal role, or an unwanted personal obligation. Defying one's fate is usually the opposite of fulfilling one's destiny; if both priorities are in play at once, this might imply the presence of two competing fates or obligations, or of characters who have a complicated relationship with their fate.

Examples

Example: TODO

Example: TODO

Enforce the status quo [return]

The player characters are tasked with “protecting” the general public from a particular disruptive influence. In especially grim settings – for example, a cosmic horror milieu where knowledge is intrinsically dangerous and can literally fill your brain with tentacles – it's possible that the characters' actions are genuinely benevolent, but it's more likely the case that they're the bad guys.

Examples

Example: TODO

Example: TODO

Evade the law [return]

The player characters are on the run from an authority that seeks to imprison or kill them. They may have varying goals from session to session, but the need to keep their presence and activities secret – or to have a good getaway plan, if secrecy isn't in the cards – is an overriding priority. Think about why the characters are on the run; is it because of what they do, or because of who they are?

Examples

Example: TODO

Example: TODO

Exact revenge [return]

The player characters seek to redress some personal wrong. The wrong may have been committed against themselves, or they may be out for revenge on behalf of others; the beneficiaries of their actions may or may not approve of – or even know about – what they're doing. The personal angle is what distinguishes this priority from fighting crime, though the two goals can coexist.

Examples

Example: TODO

Example: TODO

Explore the unknown [return]

The player characters are driven by the thrill of discovery. Traditionally this involves delving into the ruins of lost civilisations, but in some games it might mean scholarly or spiritual discovery instead. This priority can overlap with – or evolve into – uncovering the truth if it transpires that whatever the characters are exploring is being actively concealed from public knowledge.

Examples

Michael Purcell's Endeavour calls back to early Star Trek media, where characters set out into uncharted space to explore strange natural phenomena and make contact with alien civilizations. Endeavour also encourages players to explore new metaphorical ground, as the crew will be called upon to make moral decisions about things they've previously never had to consider.

Example: TODO

Fight crime [return]

The player characters want to stop bad people from doing bad things. This doesn't necessarily mean they're on the side of the law – their definition of “crime” may be very different from that of those in charge! – but it does imply that their primary focus is putting a stop to individual bad actors, rather than tackling the systemic issues that give rise to them.

Examples

Example: TODO

Example: TODO

Find love [return]

The player characters are preoccupied with developing relationships – often romantic, sometimes platonic or familial. (e.g., “the real treasure was the friends we made along the way!”) This priority is usually baked into the game's rules and not something the characters consciously pursue, though in some genres it can be an in-character goal. The relationships in question need not be healthy ones.

Examples

S. Donnelly's Coffee Shop AU is a one-on-one game about a barista and a stranger falling in love; realising this romance is a player-facing goal, which the characters are not aware of. Apart from the main duo, players may periodically assume the roles of various supporting characters (e.g., co-workers, other patrons, etc.) in order to perform actions which encourage the budding romance.

Example: TODO

Fulfill your destinies [return]

The player characters have a special role to play, and actively work to bring it about. This could be a supernatural fate (e.g., the characters are the subjects of a prophecy of some description), or simply a social expectation. In either case, it should be something the characters actually want to achieve; if it's something they'd rather avoid, they're more likely defying fate.

Examples

Example: TODO

Example: TODO

Hunt monsters [return]

The player characters are dedicated to opposing some creature or force that preys upon their society. The “monsters” could simply be large, dangerous animals (particularly if the player characters are very small), or they could be a complex metaphor, like a pandemic represented as a zombie plague, or the global military-industrial complex personified as a conspiracy of werewolves.

Examples

Example: TODO

Vex Chat-Blanc's Hunting Billionaires for Sport sets forth a world where teams of trained hunters stalk and kill the rich as a televised extreme sport. Their targets are dangerous, but the player characters (ironically) have the backing of wealthy sponsors themselves. If the reader accepts the premise that billionaires are monsters, this is a monster-hunting game.

Just come out to have a good time [return]

The player characters have no goals beyond doing whatever seems fun. Of course, depending on the natures of both the characters and the setting, what the characters regard as a good time may be regarded by others as anything from a public nuisance to an existential threat. Or it might not – not every game needs to be a life or death struggle.

Examples

The eponymous “slugblasting” of Mikey Hamm's Slugblaster is a transdimensional hybrid of skateboarding, parkour, and livestreaming, which probably tells you everything you need to know about the player characters who particpate in it. It's a game for the sort of characters who garage-build nuclear reactors for fun, with all the concern for long-term survival that implies.

Example: TODO

The player characters are embedded in a milieu which obliges them to play the games of politics in order to get what they want. This usually implies a measure of status on the characters' part in order to secure them a seat at the political table, though the scale of that status should be commensurate with the setting; you don't need much wealth or power to navigate high school cliques, for example!

Examples

Example: TODO

Example: TODO

Obtain freedom [return]

The player characters have been imprisoned or enslaved in some fashion, and would very much like to change that. The characters' captors might demand some specific service of them, or it might be initially unclear who – or what – is responsible for the characters' imprisonment, with learning the truth forming a secondary focus of play.

Examples

Rae Nedjadi's Balikbayan concerns a group of elemental spirits, formerly enslaved by a cyberpunk megacorporation and forced to toil in the off-world colonies, and now escaped and returned to Earth. The elementals' goal is to bring about a rebirth of magic; unfortunately, the Corp wants them back, and will stop at nothing to reassert its control.

Example: TODO

Play games [return]

The player characters are devoted to pursuing a particular hobby, pastime, collection, sport or game. In the absence of other priorities, it's the play itself that the characters value, not any benefits that might be gained from doing it well. This priority can coexist with having a good time, but the one doesn't inherently imply the other; everybody knows that games are serious business.

Examples

Example: TODO

Example: TODO

Prove your worth [return]

The player characters are out to prove that they've got what it takes. They might be trying to prove themselves to a particular authority, to their peers, to themselves, or just, you know, in general. This priority can overlap with both coming of age and upholding one's honour; the key to this one is the existence of an external standard by which the characters can be judged and found wanting.

Examples

Example: TODO

Example: TODO

Race against certain doom [return]

The player characters have something they need to accomplish before a hard deadline precludes any further action. A “doom” for this purpose could be as dire as a looming apocalypse or teminal illness, or as mundane as a group project's due date. It's implicit in this priority that the doom can't be avoided; if it can, the characters are more likely to want to prevent it than outrace it.

Examples

Example: TODO

Example: TODO

Recover something lost [return]

The player characters are trying to get back something they formerly possessed. The thing that's been lost could be something concrete, like money, property, or social position, or something abstract, like memories or identity. In the latter case this will often be a metagame (i.e., player-facing) priority, since the characters may not be aware that there's anything they need to recover.

Examples

Example: TODO

Example: TODO

Resist oppression [return]

The player characters seek freedom for a group or community, usually from a particular oppressive force or regime. This priority often overlaps with obtaining freedom, but can be distinguished by the fact that the player characters aren't necessarily being personally targeted by the oppressive regime – though if their efforts draw attention, that could change very quickly.

Examples

Erik Bernhardt et al.'s Brinkwood depicts a self-described “castlepunk” society where the rich literally feed upon the poor. The player characters are rebels against the vampire overlords, donning enchanted masks and wielding fae-granted powers to burn down the bastions of industry and drink the blood of their oppressors.

Example: TODO

Restore former glories [return]

The player characters inhabit a society that's suffered a considerable reduction in capability or prestige, and they want to fix that – either by regaining what's been lost, or by replacing it with something better. Unlike recovering something lost, the characters didn't necessarily experience that loss personally; however, if both priorities are in play, the two losses are likely connected.

Examples

Example: TODO

Example: TODO

Search for a place to call home [return]

The player characters are outsiders who don't want to be outsiders anymore. They might be exiles or wanderers, or they might face more subtle ostracism within an established social milieu. When this priority is paired with coming of age or finding love, the notion of “home” often takes on a metaphorical cast; in other contexts, it may well be a literal place.

Examples

Example: TODO

Example: TODO

Serve authority [return]

The player characters' priorities are whatever some in-character authority figure or institution tells them they are. It's possible that the characters serve willingly, either out of loyalty or in exchange for a fair reward, but it's more likely that their servitude is coerced, with an implicit underlying goal of either slipping their leash or simply avoiding punishment.

Examples

In John Battle’s Vultures, player characters are employed as bounty hunters for Space Mom, a galactic tyrant who demands that they hunt down refugees and rebels. All characters come from backgrounds which are considered illegal under Space Mom's rule, but she promises to absolve them if they do a very good job.

Example: TODO

Steal treasures [return]

The player characters must secure certain items by taking them away from whoever currently has them. The items in question may be part of a specific set, or any item of a particular type. “Treasures” for this purpose can be non-material, like restricted information, but shouldn't be purely abstract; when the treasure is the friends you made along the way, that's finding love, not stealing treasures!

Examples

Like many OSR games, Dan Phipps and Kali Lawrie's High Magic Lowlives awards XP mainly for claiming valuables – with the twist that players must deliberately waste their ill-gotten wealth between adventures in order to gain the reward; as the game's character classes include wizard school dropouts, tomb-raiding streamers and rogue pharmacists, this will rarely be a challenge.

Example: TODO

Struggle against the beast within [return]

The player characters are at war with their own most destructive – or self-destructive – impulses. This may be a metaphorical “beast”, like addiction or the peril of backsliding into old villainies, or the characters may literally have monsters inside of them. In lighter-toned games, the “beast within” might not be dangerous so much as embarrassing; the mortifying ordeal of being known, and all that.

Examples

Example: TODO

Example: TODO

Suffer for your art [return]

The player characters are aesthetically inclined – it's not enough that the job be done, but that it be done right, for certain values of “right”. The characters might be conventional artists or philosophers, or they might direct their attentions to something that wouldn't usually be considered an aesthetic pursuit. Anything can be art with the right mindset, after all.

Examples

Example: TODO

Example: TODO

Take over the world [return]

The player characters aim to bring down established authorities, not for the sake of freedom, but in order to take their place. Force, fraud, and politicking are all fair game in this pursuit. The “world” in question need not literally be a whole planet; depending on the scale of the game, the object of the characters' ambitions could be a nation, a trade guild, or the local PTA.

Examples

Example: TODO

Example: TODO

Try to survive [return]

The player characters are faced with a threat so immediate and omnipresent that simply surviving to the end of each session counts as a victory. What “survival” entails will vary depending on the tone of the game; the characters might be trying to avoid death, censure, social embarrassment, or being fired from their jobs. The game should account for the possibility that most characters won't make it.

Examples

Example: TODO

Example: TODO

Uncover the truth [return]

The player characters want to bring informaton to light that's not merely unknown, but actively concealed. In a mundane setting, some sort of oppressive authority is usually responsible for keeping things under wraps. In a more fantastical milieu, the hidden knowledge might be self-concealing because it's intrinsically dangerous, in the “secrets humankind was not meant to know” sense.

Examples

Doselle Young & Bill White's Nitrate City has all of the hallmarks of a film noir setting; the players will initially be cross paths with people who need help solving personal problems, which will ultimately lead the them to big conspiracies and webs of corruption. The twist? Player characters are pulp film tropes come to life.

Example: TODO

Uphold your honour [return]

The player characters adhere to a code of behaviour that demands specific actions on their part. Depending on the particulars of that code, this can resemble nearly any other priority; the distinction is that success or failure is judged according to whether the characters acted appropriately, regardless of whether those actions were effective, or even practical.

Examples

Alf Peter Malmberg and Amos Johan Persson's Blood Feud casts the players as viking men in pre-Christian Scandinavia, navigating a culture where nearly any act – from careless words to giving gifts – is an expression of power over others. Honour is a concrete resource, measured in points, which is easily lost, and can only be preserved by escalating conflict in response to every slight.

Example: TODO

Return to Table of Contents

Part Three: Genre and Tone

What is the general “feel” of your game? Make a d6 roll and follow the instructions in the table below. Each result will be explained in more detail following the table.

If this is your first time using this document, you might be wondering: why is there a whole section for this? Why not let a game's genre emerge organically from the elements rolled in other sections? There are a couple of reasons for that.

First, it won't always be the case that everyone who's rolling up a prompt will be familiar with a wide range of tabletop gaming genres. Indeed, it's completely possible that the person reading this has never played a tabletop RPG of any description! Putting a discussion of genre near the front of the document helps to highlight approaches that are unlikely to come up in your average Dungeons & Dragons podcast.

Secondly, the fact that certain Rules Toys and Milieu elements naturally suggest certain genres is part of what this section here to push back against. Your choice of genre can serve as an interpretive lens for the material that follows; sure, a particular Rules Toy might suggest genre X, but what if it's dropped into genre Y instead? Figuring out how a given element can be made to fit into a genre where one wouldn't normally expect to see it can be a fun challenge.

Or you can skip this section and pick a genre after you're done. This text isn't the boss of you.

d6 Instructions
1–3 Roll once on Table C: Genre and Tone
4 Roll twice on Table C: Genre and Tone, re-rolling duplicates; the game blends elements of both results
5 Roll twice on Table C: Genre and Tone, re-rolling duplicates; the game alternates between the two genres – e.g., it might switch back and forth based on a mechanical or narrative trigger, or have two distinct modes of play with different genre assumptions
6 Roll twice on Table C: Genre and Tone, re-rolling duplicates; the game initially appears to occupy one genre, and is eventually revealed – either gradually or abruptly – to occupy the other, in whatever order makes the most sense
Table C: Genre and Tone
d66 Result
11–12 Action
13–14 Comedy
15–16 Crime drama
21–22 Dungeon crawl
23–24 Epic fantasy or science fiction
25–26 Family friendly or young adult fiction
31–32 Film noir
33–34 Grindhouse
35–36 Horror
41–42 Investigative procedural
43–44 Magical realism
45–46 Martial arts or sports drama
51–52 Pulp adventure
53–54 Romance
55–56 Slice of life
61–62 Surrealist
63–64 Thriller
65–66 Tragedy

Genre and Tone Definitions

[open all examples] [close all examples]

Action [return]

One of the most straightforward styles of play, an action game consists of a mostly linear series of elaborately staged set-piece conflicts, broken up by interstitial talky bits whose main purpose is to move things along to the next set-piece. Action blends easily with most other genres; anything that's not compatible with the set-pieces can happen during the talky bits.

Examples

The luchadores of Simon Moody's What;s So Cool About Lucha Libre? are colourful, magically-empowered fighters of horrors both magical and mundane, using their signature styles and their Super Ataque to defeat zombies, monsters, and evil scientists, pulling each other back from the brink of death with dramatic speeches and the power of heart.

Example: TODO

Comedy [return]

Comedy in tabletop gaming is a paradox: if you try too hard to be funny, it's not funny at all. The most effective comedy games place the player characters in absurd situations and saddle them with unreasonable goals, but otherwise play things utterly, painfully straight. Comedy emerges as self-directed schadenfreude, finding entertainment in your own character's misfortune.

Examples

Robin D Laws' Skulduggery revolves around groups of characters trying to solve organisational problems: theatre students assigning roles, pirates electing a new captain, etc. Unfortunately, they're all terrible people; the game's Temptation rules mean that player characters must roll dice in order not to nitpick, overindulge or show off whenever the opportunity arises.

Erika Chappell's player-versus-player party game Unbelievable Macho Bullshit chronicles the final moments of a group of villainous masterminds as an unstoppable 1980s style action hero assaults their secret base. There's no possibility of survival; the players are competing simply to be the last to be killed by the hero's unhinged rampage. Last one standing gets to be the final boss!

Crime drama [return]

In a crime drama, the protagonists are their own worst enemies. Though their nominal adversaries are external, in practice it's their own emotional hangups, conflicting priorities and eccentric moral codes that send their carefully laid plans off the rails time and time again. The rules should ideally give the players an incentive to have their characters repeatedly make extremely poor life decisions.

Examples

Jason Morningstar's Fiasco is about people with big ambitions and poor impulse control. Each session begins with randomly generating connections between elements from a scenario workbook called a Playset, ensuring that things are a complicated mess right from the start; by the end of each one-shot session, if the players are doing their jobs it'll be even worse.

Example: TODO

Dungeon crawl [return]

The dungeon crawl is the action game's more cerebral counterpart. There's still a series of elaborate set-pieces, but here each set-piece is treated as a puzzle to be solved; getting into a fair fight usually serves as a failure state. In spite of the name, a fantasy setting isn't obligatory – many contemporary heist capers are functionally dungeon crawls (and, conversely, many dungeon crawls are heists).

Examples

Example: TODO

Example: TODO

Epic fantasy or science fiction [return]

Epic fantasy and its sci-fi counterpart feature larger-than-life protagonists in a larger-than-life world. The lines of good versus evil are clear, the stakes are nothing less than world-shaking, and everything has ten thousand years of history. The rules often reflect this preoccupation with scale, featuring escalating numbers, long lists of cool powers, or great thundering handfuls of dice.

Examples

Example: TODO

Example: TODO

Family friendly or young adult fiction [return]

While most premises can be made family friendly, as a genre, such games usually concern low-powered protagonists whose perils aren't taken seriously by those in power, keep violence rare and generally bloodless, and feature rules that reward morally upright behaviour. Games that set a YA fiction tone are much the same, save with a more permissive attitude toward acceptable violence.

Examples

Marissa Kelly's Epyllion follows the model of friendship-centric children's cartoons like My Little Pony: Friendship is Magic, this time with dragons. The players must guide their characters as they grow from tiny hatchlings to ancient and powerful wyrms, mastering the magic of their world's six moons and resisting the lure of the Darkness along the way.

The harsh language of its promotional material notwithstanding, Robert Bohl's Misspent Youth otherwise fits the YA fiction mould well, casting the players as a group of Young Offenders fighting against of a dystopian Authority. Here the moral choice mechanics revolve around the perils of compromising one's youthful idealism and selling out to the Man.

Film noir [return]

Though their subject matter has much in common with crime dramas, film noir games are set apart by their deliberate pacing and introspective focus. Character creation in a film noir game usually gives considerable mechanical weight to characters' beliefs, principles, loyalties and self-image, and the flow of play may explicitly encourage flashbacks and monologuing.

Examples

Greg Stolze's A Dirty World models the conflicts that drive film noir protagonists by dividing traits into opposing pairs: Patience versus Cunning, Endurance versus Defiance, Honesty versus Deceit. The values of these qualities change during play according to each character's actions and circumstances, shaping them into the person their choices demonstrate them to be.

Matt Machell's Covenant casts the players as members of a global conspiracy devoted to preparing for an apocalypse that never came. Where a thriller game would focus on finding the hidden truth, Coventant turns it on its head, exploring how the characters come to terms with the fact that there is no hidden truth as the institutions they've given their lives to crumble around them.

Grindhouse [return]

“Grindhouse” is a catch-all term for B-movies, exploitation films, splatterpunk horror, and other low-budget theatre fare. Though most games should avoid the strong sexual content that often characterises such films, other elements have broader appeal: improbable names and outfits, cheesy one-liners delivered earnestly, and gratuitously, often comically over-the-top violence.

Examples

The tone of Rose Bailey and Emily Brumfield's America the Bulletproof pinballs between gritty and absurd. Players take on the roles of criminals named after their favourite weapons, carrying off ultraviolent heists ranging from bank robberies to hijacking military hardware. The price of violence is high, but declarations of friendship can bring characters back from the brink of death.

Jake Eldritch's Clown Helsing casts the players as vampire-hunting clowns in a world where vampires draw strength from dignity, and the only way to destroy them and make it stick is to kill them in a funny way. Having found their target, the clown must gather a crowd of gawkers, deploy their best buffooneries, and literally humiliate the vampire to death!

Horror [return]

Horror in gaming is a difficult needle to thread. Danger and helplessness are easily emphasised by killing major characters, but having to sit out most of the session because your character got it first is no fun at all! More player-friendly approaches use narrative and game-mechanical death spirals to gradually tighten the noose, giving players time to appreciate how doomed they really are.

Examples

Sean McCoy's Mothership pits players against terrors in the cold vacuum of space. Depletion of food or oxygen will endanger the crew, and ammunition is in short supply. Bodily harm, fear, and mortal peril cause player characters accrue stress; too much stress leads to Panic, forcing rolls on the Panic Table and potentially leading to psychological collapse or death.

Example: TODO

Investigative procedural [return]

An investigative procedural follows a strict formula: a problem is introduced, investigated by the protagonists, and solved through the clever application of what they discover. The rules will usually have a strong focus on information-gathering, e.g., through social interaction, by exercising the player characters' very particular skills, or sometimes just by beating people up until they talk.

Examples

Caleb Stokes' Fae's Anatomy is a medical drama with a supernatural twist. Players take on the role of medical providers who attempt to diagnose a patient by examining symptoms and ordering test. The game includes a one hundred page diagnostic manual of ailments both real and fictitious, outlining diagnostic criteriea for everything from acid reflux to the werewolf's curse.

Example: TODO

Magical realism [return]

Magical realism is, in many ways, epic fantasy's opposite number. Its settings are familiar rather than exotic; its scale is intimate rather than grand; where epic fantasy expounds, magical realism consciously refuses to justify itself – its fantastical elements simply are. The rules of games of this type tend to delve into metatextual weirdness and blur the line between player and character.

Examples

The cast-off toys of Christopher Lattaise et al.'s Widdershins are alive, though how they came to be so is not explained. These toys inhabit a hidden world, living secretly alongside humanity and protecting them from threats both extraordinary and mundane. By default, the toys are the game's only supernatural eleement; if any other sorts of magic exist, they're the ones using it!

Example: TODO

Martial arts or sports drama [return]

The sports drama is a modern morality play: victory is achieved not by being stronger or more skilled than one's opponent, but by demonstrating the virtues of the sort of person who deserves to win. As a game style, it shares action's division into set-piece conflicts and interstitial talky bits, though the set-pieces are often fewer, and the talky bits more developed. If possible, include training montages.

Examples

Example: TODO

Example: TODO

Pulp adventure [return]

Pulp adventure is a meta-genre that encompasses sword and sorcery fantasy, zap-gun space opera, dubiously historical adventure yarns, and related media. Dashing space rogues, mighty-thewed barbarians, and globe-trotting “science heroes” have a home here. Pulp adventure games typically feature an episodic structure, straightforward mechanics, and a casual attitude toward violence.

Examples

Mike Olson et al.'s Atomic Robo, based on Brian Clevinger's comic of the same name, casts the player as “action scientists”, travelling the globe to combat various unlikely threats. Each mission begins with a brainstorming session where the player characters exchange wild theories about what's really going on; as they are excellent scientists, these theories always turn out to be true.

Example: TODO

Romance [return]

As the name suggests, romance games focus on exploring and building relationships between player characters – usually romantic ones, though intimate friendships are often addressed as well. If the player characters' goals don't explicitly revolve around finding love, there's typically a specific game-mechanical reason why cultivating relationships will help achieve those goals.

Examples

The Quiet Life – whose author is not identified in the text, but elsewhere goes by Duck – is a semi-cooperative slice-of-life game concerning a group of gay nuns at a pastoral convent, trying to enjoy their peaceful seclusion while being repeatedly inconvenienced by a series of increasingly strange interruptions. Overcoming these challenges leads to one of several pre-defined endings.

Emily Care Boss' Shooting the Moon is a three-player RPG about a love triangle, with two players, the Suitors, attempting to win the heart of the third, the Beloved. The Suitors' quest is complicated by the fact that the Beloved has their own difficulties to focus on; depending on the scenario, these difficulties may range from financial trouble to defeating the Galactic Empire.

Slice of life [return]

Like its media counterpart, slice of life gaming focuses on the everyday. Activities that most games would regard as unworthy of the rules' attention are put under the spotlight. Such games aren't entirely without stakes, but player characters usually shouldn't face anything worse than the prospect of being terribly inconvenienced. If you're setting the right tone, that'll be enough!

Examples

Poutine by Adam Robichaud and Jenn Martin focuses on the loves and regrets of characters who frequent a local diner. Each scene is a conversation between two characters, with a third player, the Server, acting as moderator. The Server role rotates among players; tips received while acting as Server form a metagame currency which can be used to influence future scenes.

Example: TODO

Surrealist [return]

Surrealist games are weird in a very particular way. The fantastic is juxtaposed with the mundane, but where magical realist games treat it as familiar, surrealist games use it to alienate the players from their characters. Rules-wise, such games may feature random events, unusual player/character or player/GM dynamics, or conflict resolution that produces vague or cryptic outcomes.

Examples

Martin Bull Gudmundsen and Ole Peder Giæver's Itras By takes place in a city where reality progressively breaks down the further one travels from its centre. Play makes use of a deck of random event cards, with effects ranging from all players swapping characters, to the reification of abstract concepts, to the scene abruptly ending, its outcome to be decided later via flashbacks.

In Darwin Leary et al.'s Noumenon, the player characters awaken, amnesiac, in the bodies of giant insects, and must explore a mansion outside time and space in search of enlightenment. Notable features include the use of dominoes for conflict resolution, hit points as a collective resource, and a character sheet with core traits like “Activity”, “Communion” and “Metamorphosis”.

Thriller [return]

Thrillers explore the intersection of mystery and danger. Typically, the protagonists have no idea what's going on, and that's why they're in danger! Usually there's some sort of conspiracy behind it; in most media, the protagonists are outsiders, while tabletop games often flip the script and position the player characters as conspiratorial insiders, menaced by a deeper corruption from within.

Examples

Chad Walker et al.'s Cryptomancer presents a high fantasy world revolutionised by the discovery that people's True Names can be used to create unbreakable ciphers which only they can read. The development of what amounts to magical public-key encryption has upended the political landscape and shifted the setting's genre into the realm of the contemporary technothriller.

Elizabeth Sampat's Blowback blends the thriller genre with slice of life elements, revolving around a group of outcast secret agents who've been cut off from their support networks and forced to rely on their friends and neighbours to achieve their objectives. How much are they willing to abuse their friends' trust to uncover the truth – and will it be worth it when they do?

Tragedy [return]

Reductively, a tragedy game is one where player characters end worse off than they began. Everyone dying at the end is one of several options. Tragedy shares horror's reliance on game-mechanical death spirals, with a critical difference: where player characters in a horror game are usually doomed from the outset, tragedy games encourage players to voluntarily doom their characters.

Examples

In But I Handled It Like a Champion by Corvyn Appleby, players are superheroes near the end of their careers, torn between their Super traits that make them heroes and their Human traits that make them vulnerable. If they become too Super, they go out in a blaze of glory, and if they become too Human, they hang up their capes. Either way, they’re out of the game for good.

Example: TODO

Return to Table of Contents

Part Four: Rules Toys

What mechanical gimmicks does your game feature? Roll twice on Table D: Rules Toys. Each result is described in more detail following the tables. You can either re-roll duplicate subtables, or simply re-roll duplicate results, as you prefer; allowing (and receiving) multiple results on the same subtable will tend to tie you to a very specific set of assumptions about how the game ought to be played.

The decriptions of some Rules Toys will mention special interactions with other Rules Toys. Feel free to throw those Rules Toys in even if you didn't roll them, if the described interactions catch your interest. Some Rules Toys, like minigames or proprietary mechanics, require the selection of additional Rules Toys. By default, these Rules Toys are chosen, not rolled. You can roll for them if you wish, but there will usually be constraints in play that will render many random results inappropriate. Instructions to choose additional Rules Toys will be highlighted to make it clear when it's expected.

A note on terminology: The descriptions of Rules Toys may refer to “playbooks” or “archetypes”. These are terms for the self-contained packages of rules and descriptive traits that many games use to facilitate character creation, stake out game-mechanical niches, etc. A particular game might call them jobs, roles, character classes, clans, callings, or legacies; as a general game design concept, they're often called “splats”. This document adopts the term “playbook” when referring to such groupings of rules, and “archetype” when referring to the thing that a playbook represents.

[Note: This section is in the midst of a large expansion and reorganisation, and several subtables are currently incomplete. If you get a blank result, please re-roll on that table; in the case of tables which presently have only three entries, you can alternatively roll a d3 rather than a d6.]

Table D: Rules Toys
d66 Instructions
11–12 Roll on Subtable D1: Arts & Crafts
13–14 Roll on Subtable D2: Character Creation
15–16 Roll on Subtable D3: Cool Powers
21–22 Roll on Subtable D4: Conflict Resolution
23–24 Roll on Subtable D5: Dice and Tokens
25–26 Roll on Subtable D6: Extended Options
31–32 Roll on Subtable D7: Flow of Play
33–34 Roll on Subtable D8: Group Composition
35–36 Roll on Subtable D9: Levelling Up
41–42 Roll on Subtable D10: Meta Shenanigans
43–44 Roll on Subtable D11: Obstacles and Adversity
45–46 Roll on Subtable D12: Player Dynamics
51–52 Roll on Subtable D13: Resources, Gaining
53–54 Roll on Subtable D14: Resources, Managing
55–56 Roll on Subtable D15: Rituals
61–62 Roll on Subtable D16: Traits, Form
63–64 Roll on Subtable D17: Traits, Function
65–66 Roll on Subtable D18: World Modelling
Subtable D1: Arts & Crafts
d6 Result
1 Format screw
2 Found objects
3 Keepsake game
4
5
6

Return to Table D: Rules Toys

Subtable D2: Character Creation
d6 Result
1 Deferred choices
2 Group character creation
3 Inheritance
4 Life paths
5 Randomised characters
6

Return to Table D: Rules Toys

Subtable D3: Cool Powers
d6 Result
1 Dynamic abilities
2 Modular characters
3 Power sources
4 Proprietary mechanics
5 Research and development
6 Skill trees

Return to Table D: Rules Toys

Subtable D4: Conflict Resolution
d6 Result
1 Agency-based outcomes
2 Fail forward
3 Player skill
4 Resource bidding
5 Social combat
6 Tactical play

Return to Table D: Rules Toys

Subtable D5: Dice and Tokens
d6 Result
1 Colour coding
2 Destructible components
3 Divination
4 Expendable dice
5 No randomisers
6 Playing cards

Return to Table D: Rules Toys

Subtable D6: Extended Options
d6 Result
1 Artifacts
2 Contacts or minions
3 Domain management
4 Equipment tables
5 Group playbooks
6 Secondary characters

Return to Table D: Rules Toys

Subtable D7: Flow of Play
d6 Result
1 Downtime
2 Enforced endgame
3 Minigames
4 Modal progression
5 One shot or episodic
6 Semi-freeform

Return to Table D: Rules Toys

Subtable D8: Group Composition
d6 Result
1 GMless or rotating GM
2 GMPCs
3 Multiple GMs
4 Shared control
5 Solo or one on one
6 Troupe play

Return to Table D: Rules Toys

Subtable D9: Levelling Up
d6 Result
1 Advancement schemas
2 Adverse advancement
3 Conditional advancement
4
5
6

Return to Table D: Rules Toys

Subtable D10: Meta Shenanigans
d6 Result
1 Classified traits
2 Layered fiction
3 Modular genres
4 Plot devices
5 Retroactive continuity
6 Spotlighting

Return to Table D: Rules Toys

Subtable D11: Obstacles and Adversity
d6 Result
1 Ablative competence
2 Codes of conduct
3 Collateral consequences
4 Communication barriers
5 Doomsday clock
6 Loss of control

Return to Table D: Rules Toys

Subtable D12: Player Dynamics
d6 Result
1 Player versus player
2 Power hierarchy
3 Prisoner's dilemmas
4 Relationships
5 Sharing feelings
6

Return to Table D: Rules Toys

Subtable D13: Resources, Gaining
d6 Result
1 Bribery
2 Devil's bargains
3 Gift economy
4 Loot
5 Misfortune economy
6

Return to Table D: Rules Toys

Subtable D14: Resources, Managing
d6 Result
1 Communal resources
2 Complex economy
3 Reverse death spiral
4
5
6

Return to Table D: Rules Toys

Subtable D15: Rituals
d6 Result
1 Live action elements
2 Play by mail
3 Random tables
4 Ritual phrases
5
6

Return to Table D: Rules Toys

Subtable D16: Traits, Form
d6 Result
1 Action words
2 Binary stats
3 Fluid attributes
4 Lexical traits
5 Rock, paper, scissors
6

Return to Table D: Rules Toys

Subtable D17: Traits, Function
d6 Result
1 Alignment
2 Aspirations
3 Emotional stats
4 Knowledge points
5
6

Return to Table D: Rules Toys

Subtable D18: World Modelling
d6 Result
1 Group worldbuilding
2 Real time
3 Region properties
4 Scale shifting
5
6

Return to Table D: Rules Toys

Rules Toys Definitions

[open all examples] [close all examples]

Ablative competence [return]

Suffering bad outcomes reduces player characters' ability to do certain things – or, conversely, exercising certain abilities may reduce your ability to mitigate bad outcomes. This might represent a system where characters take damage directly to stats, or a game where your “do cool stuff” resource pool is the same as your “survive bad stuff” resource pool.

Examples

Characters in S John Ross' self-described “beer and pretzels RPG” Risus consist entirely of ranked clichés. “Time-travelling Visigoth (4) tax accountant (3)”, for example, is a complete character sheet. Clichés function as stats, resource pools, and hit points all in one, being rolled in conflicts, spent for bonuses, or damaged by misfortunes as appropriate.

Thor Olavsrud and Luke Crane's gritty dungeon crawler Torchbearer has no concept of hit points. As the rigours of the dungeon wear at the player characters, they gain Conditions, becoming Hungry, Tired, Sick, Afraid, etc. Conditions penalise actions in various ways, and most can only be recovered by making camp; until then, the only thing to do is grit one's teeth and deal with it.

Action words [return]

A character's core traits describe what they do, not what they are. In its simplest form, each trait is a “doing” word that corresponds to a particular type of action. More complex examples might include both “verb” traits describing what a character can do, and “noun” traits specifying what they do it do, pairing them up for each action; this variant is often paired with dynamic abilities.

Examples

In David Garrett's Agent Purrvocateur, each feline special agent's sphere of competence is defined by three verbs chosen during character creation. Being cats, verbs like “Sneak”, “Bite” and “Purr” are most likely, though there's no rule against verbs like “Photograph” or “Decrypt”. Each cat's verbs are chosen independently, so no two cats will necessarily have the same named stats.

Example: TODO

Advancement schemas [return]

Each archetype has its own way of becoming more mechanically powerful. This could be as simple as each playbook having unique “XP triggers” (i.e., actions that award advancement resources when performed), or as complex as playbooks having entirely different mechanics for powering up; for example, one might depend on better equipment, another on developing plot immunity, etc.

Examples

Example: TODO

Example: TODO

Adverse advancement [return]

Some aspect of a player character's mechanical traits gets weaker when they “level up” rather than stronger. Characters might lose more than they gain, turning advancement into a long-term death spiral, or it could be a more even trade, such that access to more potent abilities is offset by bigger consequences for failure. Extreme forms may function as a doomsday clock.

Examples

Example: TODO

Example: TODO

Agency-based outcomes [return]

The task or conflict resolution rules decide how much narrative control the acting player has over the outcome, rather than – or in addition to – deciding success or failure. The simplest version is that the player gets to narrate the outcome on a success and the GM gets to narrate the outcome on a failure; other games have more nuanced agency-sharing.

Examples

Example: TODO

Example: TODO

Alignment [return]

Player characters' moral or philosophical stances have mechanical weight. In a game with a metaphysical bent, a character's affinity for Order or Chaos – or whatever the relevant axis is – might be an objectively measurable quality. Alternatively, a more good-versus-evil game might have a Corruption-type trait that's rolled for (and cultivated by) using evil magic.

Examples

Example: TODO

Example: TODO

Artifacts [return]

The game features magical or technological items that function as bundles of powerful special abilities. Unlike equipment, artifacts have their own identity; unlike items expressed as secondary characters, they're not tied to a particular character – anyone can pick them up and use them. This Rules Toy indicates that gaining and losing such items is expected to be a regular occurence.

Examples

Example: TODO

Example: TODO

Aspirations [return]

Players must define specific, typically short-term goals that their characters want to or are compelled to achieve. Pursuing those goals may grant extra resources, bonuses in conflict resolution, or other benefits; conversely, ignoring them may be penalised. Characters may have aspirations that work against their own best interests, and may be obliged to keep them secret from other players.

Examples

Example: TODO

Example: TODO

Binary stats [return]

Binary stats are binary not in the sense that you either have them or you don't, but in the sense that the exist on a binary, arranged into opposing pairs such that increasing the value of one stat in the pair automatically decreases the value of the other. Binary stats can represent competing aptitudes or priorities, or simply establish that nobody can be good at everything all at once.

Examples

John Harper's Star Trek: The Original Series inspired Lasers and Feelings presents possibly the simplest case of binary stats: player characters have only a single stat, called their Number, and each conflict will oblige them to roll either over or under their Number, depending on the problem-solving approach they choose to adopt: Lasers (under), or Feelings (over).

Example: TODO

Bribery [return]

The game rewards players with mechanical resources for playing their characters “correctly”. Less formal variants may take the form of generic “good roleplaying” rewards; in other cases, each player may have a specific list of roleplaying priorities or agendas. This Rules Toy can overlap with devil's bargains when acting against your own best interests in order to stay in character is rewarded.

Examples

The player characters of Rae Nedjadi's Apocalypse Keys are burdened by What The Darkness Demands Of You, a personalised collection of temptations and drives which award Darkness Tokens when indulged. The game has no stats, and spending these tokens is the only way to boost one's odds of success on a roll – but rolling too high can be worse than not rolling high enough.

Example: TODO

Classified traits [return]

Each player character has certain traits whose existence or current numeric value is a secret. In some cases, this information might be kept secret from the character's own player; for example, a game where you're not allowed to know your own current hit points. In other cases, the classified trait might be known only to that character's player, and must be kept secret from other players.

Examples

In Toichiro Kawashima's competitive ninja battle RPG Shinobigami, players may not voluntarily reveal their character's classified traits under any circumstances. Being compelled to reveal this information by losing a conflict may have further consequences, depending on the trait; e.g, a player who knows what your character's secret ninja technique is may attempt to neutralise it.

Example: TODO

Codes of conduct [return]

Player characters are obliged to follow certain enumerated rules of behaviour which rule out obvious solutions to the game's challenges. These rules may be the same for the whole group, or they may be different for each player. Violating one's code of conduct may have a variety of consequences, including penalties in conflict resolution, loss of resources, or risking a loss of control.

Examples

Example: TODO

Example: TODO

Collateral consequences [return]

Individual failures can have collective consequences. Especially bad outcomes might tick a group-wide doomsday clock, damage an asset represented by a group playbook, or deplete a communal resource. If appropriate, players may be permitted to voluntarily accept a collateral consequence in lieu of suffering personal fallout.

Examples

Example: TODO

Example: TODO

Colour coding [return]

The colours of dice, tokens, or other components of play is important to the rules. For example, the game might use multi-coloured dice pools, where the number of dice determines success or failure, and which particular colour of dice rolls the highest determines how that success or failure plays out. Colour coding is a common feature of complex economies.

Examples

Combat in Rose Bailey et al.'s planetary romance Cavaliers of Mars uses colour-coded dice to represent a character's stance: red for offence, black for defence, white for footwork. Rather than making separate attack, defense, and manoeuvre rolls, the entire pool is rolled at once. Players build a hand of dice each round, varying its colour composition based on what they're up against.

Example: TODO

Communal resources [return]

Certain game-mechanical resources are held in a shared pool that can be drawn on by any player. Most games have some elements of group resource sharing: money, reputation, etc. The presence of this Rules Toy indicates that the particular kinds of resources that form a shared pool are at least a little peculiar; for example, the whole group having a single pool of hit points.

Examples

Example: TODO

Example: TODO

Communication barriers [return]

Player characters face obstacles when communicating with NPCs, with each other, or both. This may reflect a literal language barrier, a magical compulsion, or pervasive social misunderstanding, and could be modelled by treating even basic communication as a mechanical conflict to be overcome, or by outright prohibiting players from speaking certain words or stating certain facts.

Examples

Aldo Ghiozzi's stone age adventure Land of Og takes the idea of restricted vocabulary its logical-yet-absurd conclusion and permits players to use only certain words. Each character has a list of assigned vocabulary, such as “fire”, “cave”, “big” and “verisimilitude”, and must communicate using only words from that list, though they can understand words they can't use themselves.

In Jared A Sorensen's dreamscape espionage thriller Lacuna Part I, the communication barrier instead lies between the players and the GM. During each mission, certain actions will increase a global score called Static. As a mission's Static rises, the GM becomes an increasingly unreliable narrator, and statements made by NPCs may be deliberately misreported to the players.

Complex economy [return]

The game's resource economy features resources of multiple types, which can be spent on different things and exchanged for resources of other types: for example, magical energies of various elemental affinities, or more concrete resources like money, favours, and reputation. Complex economies are a common way of permitting tactical play without using a map.

Examples

Erika Chappell's air-combat drama Flying Circus passes up the idea of battle maps in favour of a complex dance of air speed, altitude and engine RPM, which can be exchanged for each other through various actions to establish one's tactical position. A careful balance must be maintained; getting the drop on your target does no good if you blow out your engine in the process, after all.

Example: TODO

Conditional advancement [return]

Player characters can become more powerful by satisfying specific, thematically appropriate conditions: achieving certain aspirations, obtaining or expending a particular resource, succeeding (or failing, or simply participating) in certain conflicts, etc. These conditions need not be in the character's best interests. Different playbooks may specify different conditions for advancement.

Examples

Example: TODO

Example: TODO

Contacts or minions [return]

Each player character, or the group as a whole, has a network of friends, accomplices, or other associates who can be called upon for help. Contacts are much simpler than full characters – often just a single trait each – and serve as extensions of the acting character: when your contact acts, you roll the dice and pay any resource costs. “Minions” are contacts you can get away with mistreating.

Examples

In Emily Care Boss et al.'s teen detective game Bubblegumshoe, successful investigations depend as much on each character's network of contacts as on their own skills. If a player wishes for their character to have access to an investigative skill or resource which a high schooler is unlikely to possess, they can define an NPC, usually an adult, who their character can tap for information.

Example: TODO

Deferred choices [return]

Some or all choices that would ordinarily be made during character creation can be deferred until later, defining the affected traits only when the need to know them arises during play. This may be a dramatic or narrative conceit, or the player characters may literally be amnesiac or otherwise undefined, discovering or choosing their own traits at the same time their player does.

Examples

Example: TODO

Example: TODO

Destructible components [return]

Resource tokens or other play materials are physically destroyed, or possibly eaten, in the course of play. Examples include using candy as magic points, tearing off portions of your character sheet as traits are used up, or breaking parts of a miniature figure as your character suffers damage. Non-replenishing destructible components may function as a doomsday clock.

Examples

Characters in Stephen Dewey's tragic horror game Ten Candles are represented by stacks of index cards rather than by character sheets. As traits are expended, the cards representing them are burned to ashes using one of the eponymous ten candles; when playing indoors, the use of a fireproof bowl is recommended.

Michael “Epoch” Sullivan and Jeffrey Grant's action-comedy one shot All Outta Bubblegum uses a pack of bubblegum to represent each character's mental equilibrium. As sticks of bubblegum are lost, the character's ability to perform everyday tasks suffers and their ability to kick ass increases. The player is, of course, expected to chew the expended bubblegum.

Devil's bargains [return]

Players are able to “buy” desired outcomes by agreeing to have something bad happen, usually (but not always) to their own character. The desired outcome may happen immediately, or the player may receive tokens that can be spent at a later date, effectively exchanging whatever resources were consumed by the bargain's price for resources of another type.

Examples

Characters in Leonard Balsera et al.'s Fate Core have descriptive traits called Aspects which can both benefit certain actions, and be “compelled” to cause complications. Such bargains have bite, since refusing a compel costs the same amount of resources that accepting it would yield; however, players are free to pre-empt the GM by proposing compels against their own Aspects.

Example: TODO

Divination [return]

Some part of the game depends on subjective interpretation of a particular set of (usually randomly chosen) symbols. Often this takes the form of a tarot deck, or something resembling one; other sets of symbols that could potentially be used for this purpose include floriography (i.e., the “language of flowers”) or astrological signs.

Examples

Ira Prince's Lamplighter's Festival uses tabletop roleplaying's most traditional instrument of divination; the polyhedral dice set. The entire set of dice is rolled at once onto a large sheet of paper, and each die's position, proximity to other dice, and value are interpreted by the players to draw a map of the location where the game takes place.

Example: TODO

Domain mangagement [return]

Play focuses on managing an organisation with which the player characters are affiliated. If everyone belongs to the same domain, it may be represented by a group playbook; if each player directs their own domain, it's usually a secondary character. When the domain serves as the primary character, with individual members being deployed as playable characters at need, it's a form of troupe play.

Examples

Example: TODO

Example: TODO

Doomsday clock [return]

Each character, or the group as a whole, has a counter that ticks up or down to some very bad outcome: summoning a powerful demon, the player characters being rounded up and arrested, etc. The doomsday clock may tick in response to specific player actions – for example, a group-wide “wanted level” – or it may tick on its own and require the players to take action to slow it.

Examples

In Annie Rush's dystopian comedy Run Robot Red, the robotic player characters draw the attention of the authoritarian Cel Trons by performing their tasks too well, eventually leading to the offending robot being taken away and reformatted for the crime of disrupting the status quo. This fate can be delayed by deliberately under-performing, though this has other consequences.

Epidiah Ravachol and Nathaniel Barmore's survival horror game Dread resolves conflicts using a tumbling block or Jenga tower. Whenever a character tries something risky, the GM will direct their player to make one or more pulls from the tower; if the tower falls, the character dies. The game thus presents a player skill based doomsday clock.

Downtime [return]

Play alternates between “zoomed in” action phases that play out moment by moment, and “zoomed out” downtime phases that are handled in less detail. This usually takes the form of a list of downtime activities for players to choose from, with each choice granting certain benefits in the next action phase. A group playbook can help to keep downtime activities focused.

Examples

Example: TODO

Example: TODO

Dynamic abilities [return]

Players can invent new abilities for their characters on the fly. This Rules Toy is often paired with action words or lexical traits to better define what sorts of abilities can be invented. Dynamic abilities usually have a limiting factor: for example, they may cost resources each time they're used, or deploying them at all may be treated as a conflict, with failure resulting in a messy backfire.

Examples

Example: TODO

Example: TODO

Emotional stats [return]

Each player character's current emotional state, or possibly specific facets of their self-image, are given mechanical values and play a role in task or conflict resolution. Stats of this type usually change frequently – potentially every time they're tested, in some games! – and there may be drawbacks to letting them get too high as well as too low.

Examples

The tiny, hamster-like protagonists of Georg Mir's Michtim: Fluffy Adventures notably possess only emotional stats – rolling Joy to jump, Fear to hide, or Love to treat each other's wounds. Each stat has both a fixed value, representing the character's propensity toward that emotion, and variable pool of tokens reflecting the extent to which they're currently feeling it.

Greg Stolze et al.'s post-modern urban fantasy game Unknown Armies takes a grittier approach to emotional stats, in the form of gauges that measure how hardened each character is to various emotional traumas: Violence, Isolation, the Unnatural, etc. Increasing a given gauge boosts some skills and degrades others; a gauge's value can be reduced by receiving therapy.

Enforced endgame [return]

The mechanics that govern individual character advancement, the progress of the campaign, or both have a definite end point, beyond which play is no longer possible. This could represent retirement, ascension to another plane, or a time-sensitive goal. An enforced endgame may pull double duty as a doomsday clock, if most or all of the end states are bad.

Examples

The heroic scientists of Mark Diaz Truman's cinematic save-the-world RPG Our Last Best Hope only have so long to make preparations. When the critical moment comes, the scenario's outcome hangs on a single roll of the dice. Whether the world is saved is separate from whether anyone lives to tell the tale; in some scenarios, the worst outcome may be one where everyone lives!

Example: TODO

Equipment tables [return]

The game features long lists of equipment, usually with complicated mechanical traits attached to them. Gearing up is an important group activity, and – in games where emphasis on traits granted by equipment is strong – may act as a limited form of modularity, effectively allowing traits to be swapped between characters. In some genres, “equipment” may not always be physical in nature.

Examples

Example: TODO

Example: TODO

Expendable dice [return]

The game uses dice as resource tokens intead of, or in addition to, using them as randomisers. Each player might have a persistent pool of dice that can be expended to add them to rolls, or the dice themselves might be rolled to generate a resource pool, with each die functioning as a token with a value equal to whatever it rolled.

Examples

In Caro Asercion's Dwindle, all dice are expendable: a character sheet consist of a “skill grid” of intersecting rows and columns, and any time a skill is rolled, all dice placed on that skill's row or column are discarded. The grid is fully replenished on any critical failure, resulting in a gameplay loop in which player characters are at their strongest right when they're most deeply in trouble.

Example: TODO

Fail forward [return]

The game's conflict resolution tools have no concept of simple failure. Once the dice (or whatever) are brought into play, the players are guaranteed that something will happen to move the scenario forward. Poor outcomes may lead to complications, resources costs, additional challenges, or the player characters achieving their goals in a way that makes things worse, but never a pure setback.

Examples

Example: TODO

Example: TODO

Fluid attributes [return]

The traits that player characters use to engage in conflict resolution change frequently. These changes can be both good and bad – for example, by moving points from one numeric stat to another – and may happen by varying means. If traits can only be degraded (e.g., lost, spent, damaged, etc.) as a result of conflict resolution, that's ablative competence instead.

Examples

Grant Howitt's Honey Heist concerns a gang of bears carrying off a heist at a honey producers' convention. Player characters have two stats, Criminal and Bear; successes and failures on dice rolls can move points from one to the other, as can certain voluntary actions, like indulging in flashbacks or eating honey. Allowing either stat to max out removes the character from play.

Chickens in Something is Wrong with the Chickens by Elliot Davis gain or lose eldritch traits – horrifying physical or magical abilities – whenever they fail an action. The dice rolling mechanics allow players to manipulate which type of failure they receive, hopefully allowing them strike a balance; being too eldritch can spell doom just as easily as not being eldritch enough!

Format screw [return]

The game is presented in the form of a different type of media: a comic, a short story, a cookbook, a scientific paper, etc. The mechanics of play may be set aside in footnotes or annotations, left implicit for players to derive on their own, communicated by a fourth-wall-breaking narrator, or set forth plainly without acknowledging their incongruity.

Examples

Colin Fahrion's party-game RPG Ghost Census is presented as a census form with instructions for filling it out. Players assume the roles of census-takers with ESP and collaborate to survey the ghostly population of their immediate surroundings; owing to the psychic peril of extended ghostly contact, each player must trade forms with another player after filling out each field.

Example: TODO

Found objects [return]

Some part of the game makes reference to objects which happen to be present in the play environment – for example, character creation based on the contents of the player's living space, or a road trip game that uses the colours of passing cars as a randomiser. Games intended for solo play may be based entirely upon found objects.

Examples

Annie Rush's The Secret Lives of Gingerbread Men is a one-to-one scale “miniatures” game which uses actual gingerbread men as figurines, and the living space in which the game is played as the terrain, thereby treating the play environment as a single, very large found object. Any injuries that characters sustain are reflected by breaking off pieces of the corresponding figurine.

Hayley Gordon's Tales from the Lost Kitchen concerns a group of people in the distant future who've just stumbled upon the preserved ruins of the nearest kitchen. Players take turns picking up an item, and explaining what they think it was used for and why. Other players may agree or disagree with this interpretation; if they disagree, they must offer an explanation of their own.

Gift economy [return]

The game's resource economy is driven by tokens awarded to players by other players in response to particular actions; for example, providing assistance, provoking laughter, etc. Players typically can't award tokens to themselves, nor does awarding a token reduce one's own supply. The GM counts as a player for this purpose, if present.

Examples

The gift economy in Dr. Jenna Moran's slice of life fantasy Chuubo's Marvelous Wish-Granting Engine features different reward criteria for each player. Each character is assigned a specific reaction their player should try to evoke, called an “XP Emotion”; these range from sympathy, to exasperation, to speechless shock. Any player can reward any other player's XP Emotion.

Example: TODO

GMless or rotating GM [return]

Either the game lacks a conventional Gamemaster role, with all decisions that would customarily require a ruling from a GM being dealt with by group concensus, or else the GM role rotates among group members over time. GMless games often incorporate elements of troupe play in order to ensure that someone is always available to play any needed NPCs.

Examples

Vee Hendro and Haley Gordon's To the Temple of Doom! follows a group of adventurous archaeologists delving into an ancient ruin to confront a great evil. In each chamber, one player's character is caught in a trap or otherwise indisposed, and that player steps into the GM role to challenge the rest of the group to solve the chamber's secret.

Shawn Tomkin's Norse folklore inspired Ironsworn emulates a more traditional group experience within a GMless framework. This is accomplished through a combination of progress-tracking rules, conflict resolution mechanics with precisely defined outcomes, and random tables called Oracles which can answer most questions that would ordinarily demand a GM's judgement.

GMPCs [return]

The Gamemaster's role is personified by a specific non-player character, usually an authority figure or adversary. In GMless games, responsibility for this character may rotate or be shared among group members. Effective GMPCs have strict limits on their ability to act in order to avoid sidelining player characters, and often serve as vehicles for modular genres.

Examples

In Okada Atsuhiro's Ryuutama: Natural Fantasy Roleplay, the GM takes a direct hand in the group's adventures as a wise dragon who serves as their protector and mentor. However, their ability to directly intervene is governed by a strict resource budget, so the players can't expect things to be too easy just because the GM is on their side!

The GM in Greg Costikyan et al.'s Paranoia is less accommodating, taking on the role of the Computer, the unhinged artificial intelligence which rules over the underground complex where the game takes place. Though adversarial in the extreme, the Computer is limited both by the many gaps in its surveillance network, and by its commitment to only punishing provable treason.

Group character creation [return]

Character creation is undertaken as a group activity. This might entail designating certain traits as a “one per group” proposition, establishing a network of relationships between player characters before play begins, some sort of collective resource budget, or incorporating character creation into a group worldbuilding session.

Examples

Erika Chappell's Double or Nothing brings group character creation to a group of two. The player character duo are permitted few overlapping traits, and certain traits must oppose or compete with each other – for example, one character with “engineering” and the other with “demolitions” – to give mechanical weight to the duo's narrative status as a complementary pair.

Example: TODO

Group playbooks [return]

The player character group as a whole has an archetype or playbook – effectively a group-level “character class”, conferring a pool of shared resources and special abilities. This typically represents either an organisation that the player characters belong to, or a base of operations (a hideout, starship, etc.) that they own. Important non-player factions may enjoy similar benefits.

Examples

In Justin Ford's Moth-light, the group must choose a Pact, which alters not only the genre framework of the game, but also the basic conflict resolution mechanics. Moth-light uses action words as stats, with the chosen Pact determining which stats appear on the group's character sheets; for example, where one Pact offers “Maneuver”, another might have “Wreck”.

Example: TODO

Group worldbuilding [return]

Some dimension of the game's setting is defined collaboratively by the group. This could be incorporated into character creation (i.e., with each character playbook being responsible for deciding certain details), be carried out as a dedicated worldbuilding session before play begins, or afford players a typically resource-limited authority to declare setting details during play.

Examples

Player characters in Jacob Randolph's Tolkien-inspired Fellowship are champions and exemplars of their people: you're not just an elf or a dwarf, but The Elf, The Dwarf, etc. Your character creation choices define your people's culture, an authority that carries over into play whenever a question related to your people's culture or history comes up.

Avery Alder's collaborative survival game The Quiet Year begins with drawing a map of the region where the game will take place. This map then serves as the playing field, with most player actions adding to or modifying it. Unusually for a group worldbuilding game, discussing these changes beforehand is discouraged; players respond to each other using their own map-changing actions.

Inheritance [return]

Each player is expected to take on the roles of multiple sequential characters over the course of play, such that your current character's choices influence the character creation options available to your next character. This Rules Toy is often found in games where campaigns take place over a span of generations; alternatively, in a one shot, it may imply extremely high character mortality!

Examples

In Minerva McJanda et al.'s Legacy: Life Among the Ruins, player characters aren't individuals, but political factions that rule over the wasteland. When a crisis arises, each player creates a specific member of their faction to take a direct hand in affairs; that character's actions in turn influence their parent faction's traits, affecting the options available to all future characters of that faction.

In Brian Binh and Michael Addison's The Curse of the House of Rookwood, players assume the roles of members of the blighted Rookwood family. How well they deal with the various skeletons in their closets – figurative or otherwise! – grants or removes Legacy points, which are spent to determine how the Rookwoods' fortunes fare when play advances to the next generation.

Keepsake game [return]

The game involves the creation of a physical or digital “art project” – a short story, collection of illustrations, etc. – which is kept as a memento after play concludes. Keepsake games are distinct from other games involving arts or crafts in that the keepsake is created during play, rather than being prepared in advance. Journalling games are a subset of keepsake games designed for solo play.

Examples

Shing Yin Khor's A Mending is a solo storybuilding game about a journey to meet an old friend. The player uses prompt cards to guide their journey, sewing their route on a cloth map with a needle and thread and marking notable events with beads and buttons; once the journey is complete, the finished map can be worn as a scarf. Pen and paper play is also supported.

In V A Isobel's Pieces of Me, the player tears and repairs an index card to represent their character's navigation of a developing disability: ripping pieces from the card to push themselves to do vital tasks; taping torn pieces back on when resting; and taping fresh scraps of paper to the sheet to find new ways of doing things. The end of the game yields a much-changed character sheet.

Knowledge points [return]

Player characters have one or more traits that reflect what they know, either about particular topics or in general. These traits may model ignorance as a conflict to be overcome, furnish a pool of points that can be spent to purchase information from the GM, or allow players to declare that facts related to their specialties are true. The last is often found in games that feature group worldbuilding.

Examples

The GUMSHOE system, first appearing in Robin D Laws' The Esoterrorists, divides traits into “general abilities” and “investigative abilities”. The former are rolled, while the latter form a resource pool that can be cashed in for clues; this prevents critical clues from being missed due to bad luck, but still obliges the players to exercise judgement regarding when and where use them.

Example: TODO

Layered fiction [return]

Play occurs on multiple “levels” within the game's primary fiction; e.g., the player characters might be oneironauts exploring other people's dreams, or actors whose performances are treated as a secondary reality. Characters in such games typically have different traits in each layer of the fiction. Optionally, choose one additional Rules Toy which operates only within the secondary fiction.

Examples

In Tavern Stories by Matteo Sciutteri, retired heroes sit around a table and regale each-other with memories of their past. As they tell their stories, players roll dice to determine how their heroes did in each tale, while drinks purchased from the tavern's menu furnish mechanical bonuses to improve their actions in the fiction.

Example: TODO

Lexical traits [return]

Characters are defined by collections of keywords, rather than (or in addition to) numerical stats. A more powerful character is one with more keywords to throw around, and the effectiveness of their actions is determined by how many relevant keywords they can bring to bear. The game may impose limits on how keywords can be combined. (e.g., by type, by source, etc.)

Examples

John Harper's swashbuckling sky pirate adventure Lady Blackbird groups lexical traits into archetypes. Players can roll one extra die in a conflict if they have a suitable trait, like “Smuggler” or “Bodyguard”, plus another die for each relevant keywords attached to it. The trait “Bodyguard”, for example, might have the attached keywords “Awareness”, “Defend” and “Delay”.

Example: TODO

Life paths [return]

Rather than assigning traits during character creation, players make choices about their characters' pre-game histories, with each choice granting certain traits. Especially complex life path rules may function as a standalone minigame. Alternatively, players might select abstract symbols that grant certain traits, then interpret the symbols to invent a history – like divination, but backwards!

Examples

In Marc Miller et al.'s gritty space opera Traveller, a character's history is played out in four-year “terms”, each abstracted as a handful of skill checks to decide what triumphs or tragedies befall them. In early editions, it was famously possible to die in character creation if the dice turned sour, though recent versions limit the worst outcomes to merely being horribly maimed.

Players of Dr. Jenna Moran's post-modern god game Nobilis 3rd Edition define their characters by building mind-maps from an invented floriography – a “language of flowers” – with each bloom mandating certain relationships, obligations, and old wounds. The GM's flower is the hollyhock, meaning “vain ambition”; the implicit commentary, one trusts, requires no elaboration.

Live action elements [return]

Players are expected to get up and physically act out certain types of in-character activities. They aren't necessarily expected to perform them well unless the player skill Rules Toy is also in play. This can also cover games where the procedures of play correspond to some real-life activity; e.g., a game played via text messages where the characters are texting one another.

Examples

Nick Smith and Jake Richmond's Sea Dracula casts the players as anthropomorphic animal lawyers. In Animal City's legal system, disputes regarding the reliability of witness testimony, admissibility of evidence, and so forth are decided via dance-offs – meaning the players themselves must get up and dance, with any uninvolved parties at the table judging the results.

Joel Spark's Cats of Catthulu incorporates an optional rule called called The Rule of Wum Fing, which states that a player's cat may only carry one thing, in their mouth. To simulate this, the player must hold a pencil in their mouth. If the player removes the pencil for any reason, their cat drops the item.

Loot [return]

Perhaps the oldest form of player-facing resource economy, driven by taking other people's stuff. Loot must usually be extracted from a dangerous location before it can be claimed, and may compete for space with other resources, obliging players to make hard choices between traveling light and the risk of having to abandon valuable resources of other types to make room for loot.

Examples

Example: TODO

Example: TODO

Loss of control [return]

In certain situations, or in response to certain negative outcomes, a player's character can be compelled to act in certain ways without that player's input. If this result is rolled in conjunction with shared control, the resource economy may permit players to bribe each other to accept player-chosen compulsions; otherwise, the compelled behaviour is more rigid.

Examples

In Ulysses Duckler's Cuticorium, self-knowledge is both a currency and a final line of defence. Players take on the roles of sapient bugs; when they lose their last bit of self-knowledge, they Panic, and are able to perform only a single type of action, chosen at character creation; for all other needs, they must rely on others around them until they come to their senses.

Jacqueline Bryk's live-action psuedo-Victorian dating sim Gaudete Sunday obliges each player to define two personalities for their character: one sober and one drunk. These personalities may be very different from one another. If a character should consume alcohol for any reason – wittingly or otherwise – their player must switch to their drunk persona for the remainder of the game.

Minigames [return]

The game's rules are divided into several sub-games, each of which addreses a different sort of in-character activity, and each of which has its own unique mechanics. All of the minigames may share the same basic procedures of play; alternatively, you can choose 1–3 additional Rules Toys that haven't already been rolled and use each one as the basis of a different minigame.

Examples

D. Vincent Baker's Mobile Frame Zero: Firebrands takes this Rules Toy to its logical conclusion and has no core system at all, with each scene type – chases, duels, conversations over dinner, etc. – being played out with its own standalone minigame. Most minigames centre around call-and-response narrative prompts, sometimes supplemented by coin flips or simple token economies.

Oli Jeffrey's Night Reign takes a less decentralised approach: all conflicts share the same resource pools, but each type of conflict – Stealth, Guile or Violence – is resolved using a different type of card game, ranging from Stealth's solo blackjack variant to Violence's adversarial blind bidding against the GM's face-down card plays.

Misfortune economy [return]

The game's resource economy is driven by bad things happening to player characters, awarding resource tokens for each misfortune. The types of misfortunes that yield resources may be the same for everyone, or they may vary from character to character. This is distinct from devil's bargains in that the misfortunes are not voluntary, though the two can coexist.

Examples

Example: TODO

Example: TODO

The game's basic structure shifts over the course of play. This may occur in a repeating cycle, based on a formal act structure, or in response to player character advancement. For example, a dungeon crawling game might shift focus to domain management at high levels. For each shift, pick one new Rules Toy that applies to that mode, and optionally, one existing Rules Toy that no longer does.

Examples

Minerva McJanda's Persona-inspired Voidheart Symphony cycles between slice of life and dungeon crawling modes, each with totally different mechanics, including two different sets of core stats. The players build relationships in the former mode which grant special abilities when invoked in the latter; characters can literally draw on the power of friendship – or other, messier bonds.

Example: TODO

Modular characters [return]

Player characters' abilities and traits can be modified easily and rapidly, and doing so on the fly is a major focus of play. Most games have at least some modularity in this respect; this Rules Toy is defined by allowing kinds of traits to be freely swapped out that most games would treat either as static, or as able to be changed only with great difficulty.

Examples

In Rob Boyle et al.'s transhuman cosmic horror game Eclipse Phase, player characters are divided into two parts: the ego, consisting of their personality and mental traits, and the morph, the body into which the ego is uploaded. Selecting the most appropriate morph for the current mission is an important part of play, with each body's physical traits purchased like equipment.

Example: TODO

Modular genres [return]

The game has a set of rules modules that can be used to fine-tune its genre, or sometimes change its genre entirely, often based on choices made during character creation. These rules may take the form of features of a group playbook, allowing the players to decide on the game's genre by selecting the appropriate group archetype, or they might be expressed as special abilities assigned to a GMPC.

Examples

John LeBoeuf-Little and Stras Acimovic's Scum and Villainy takes the group playbook approach. The model of starship the group selects brings extra traits and resources into play which can shift the genre from a found-family drama about scrappy deep space smugglers, to a gritty military sci-fi adventure featuring a crew of battle-hardened rebels, and several other options besides.

Zach Welhouse's rail travelogue game Cerebos: The Crystal City centres its genre rules around a GMPC: the train's conductor. An excursion guided by the fairy-tale rabbit Mr. Wumpus is a very different proposition from a journey under the watchful eyes of the inhuman psychopomp Old Ko. The choice of conductor confers a pool of special abilities which can be invoked by any traveller.

Multiple GMs [return]

The game has more than one Gamemaster role, each of whom is responsible for a specific aspect of play. It may even be the case there there are multiple GMs and only one player character; if so, the game will usually combine this Rules Toy with a modified form of troupe play to allow each group member to take a turn in the spotlight.

Examples

Ben Lehman's Polaris: Chivalric Tragedy at Utmost North is a game for four participants: one player, called the Heart, and three GMs. Two of the GMs, the New Moon and the Full Moon, act as neutral mediators and portray most NPCs, while the third, the Mistaken, is openly antagonistic toward the Heart. Participants take turns playing their respective Hearts, so all of these GM roles rotate.

In Dr. Jenna Moran's game-about-writing-games Wisher, Theurgist, Fatalist (WTF for short), any participant can issue rulings within their sphere of competence: Fatalists regarding the setting's lore, Theurgists regarding the mechanics of play, and Wishers regarding the social contract of the table. A conventional GM, the Weaver, is also present, but can be challenged and usurped.

No randomisers [return]

Conflict resolution employs no randomisers of any kind. Other parts of the game, like character creation or lookup tables, might still use randomisers. If dice or cards are present in conflict resolution, they're used in a way that doesn't produce random outcomes. Games with no randomisers may use blind resource bidding to inject uncertainty into conflict resolution.

Examples

Ryo Kamiya and Tsugihagi Honpo's pastoral slice of life game Golden Sky Stories revolves around a group of talking animals trying to make friends in a small town. The relationships they build yield tokens of various types at the start of each scene, which can be spent to activate special powers, or to boost their traits when their normal values aren't enough to overcome a conflict.

Players in Khelren's Godsend take on the roles of gods and divine avatars, and as such, nothing of what they do is left to chance. Each time a player takes an action, they're presented with a list of potential consequences, and asked to choose which will come to pass; characters with better traits are able to prevent more consequences, but it will rarely be possible to prevent all of them.

One shot or episodic [return]

One shot games are intended to be played with short, self-contained scenarios, rather than as part of ongoing campaigns. One shots tend to feature either very rapid character advancement, or no advancement at all. Episodic games are a special kind of one shot where the same characters may appear multiple times, but they don't carry anything with them between scenarios.

Examples

Example: TODO

Example: TODO

Play by mail [return]

The game is designed to be played through a non-real-time medium, typically either email or a web forum. Such games tend to have few dice rolls, but significant ones; it's not practical for a scene to require dozens of mechanical decision points when each one could take several days to resolve, but what few rolls do get made can afford to demand substantial handling time.

Examples

Example: TODO

Example: TODO

Player skill [return]

Some dimension of the game's task or conflict resolution rules depends on player knowledge, skill or dexterity rather than character statistics. Examples include answering trivia questions, making pulls from tumbling block towers (sometimes known as Jenga towers), or live action games where the player's performance of the activity they're acting out is judged.

Examples

The title of Taylor Curreysmith' Spell: The RPG is self-descriptive in two ways. In order for a character to cast a spell, their player must draw Scrabble-like letter tiles from a bag; the character's attributes determine how many tiles are drawn, while the efficacy of the spell is determined by the player's ability to use those tiles to spell words related to the spell's intent.

The mechanics for psychic powers in David F Chapman's contemporary conspiracy thriller Conspiracy X 2.0 make use of Zener cards: when a power is activated, the GM holds up one or more cards, and the player must guess what symbols appear on them. The rules for using psychic powers thus favour players who are better at reading the GM's tells (or who are actually psychic).

Player versus player [return]

The player characters compete against each other. Each player may have their own independent goal, or all players may share the same goal and compete to be the first to achieve it, individually or in teams. The game may also pair an ostensibly cooperative goal with status or survival incentives that are most easily obtained through betrayal, creating a prisoner's dilemma.

Examples

Player characters in Lucian Kahn's Visigoths vs. Mall Goths are divided into two factions – time-travelling Visigoths and present-day mall goths – competing for social dominance over a suburban shopping mall. Inter-faction romance is both allowed and encouraged, typically leading to a complex web of conflicting priorities and hurt feelings.

Jason Durall's Chronicles of Amber-insired god game Lords of Gossamer and Shadow presents an unusual case of player versus player character creation. The GM auctions off the opportunity to be the best in the universe at various attributes, such as Psyche, Endurance and Warfare, with players bidding character points against each other to obtain these distinctions for their characters.

Playing cards [return]

The game uses playing cards – either standard poker-style ones or a custom deck – instead of, or in addition to, dice. The cards might be used as randomisers, resource tokens, or both; a persistent hand of drawn cards can play both roles at once. Owing to the large number of possible hands, playing cards are a popular tool for non-map-based tactical play.

Examples

Conflict resolution in Nathanael Phillip Cole's samurai biker epic Motobushido plays out like a high-stakes game of Uno. For each card played by one's opponent, there are a specific range of cards that can legally be played in response, with different consequences for each; some may escalate the conflict, while other reponses are technically permitted, but dishonorable.

Magic users in Shane Lacy Hensley's “weird West” game Deadlands use card-sharking tricks to build poker hands. This isn't purely game-mechanical; sharp-eyed observers can tell when magic is afoot by spotting the phantom cards in the caster's hand. Each spell requires a certain minimum hand – and there are consequences for getting caught cheating when the dealer is reality itself.

Plot devices [return]

The game distinguishes between actions taken by the player and actions taken by the player's character. Player actions influence the game's rules and story “from the outside”, and don't necessarily correspond to any particular in-character activity. These actions are usually resource-limited; especially cheeky games might even call those resources “plot points”.

Examples

Example: TODO

Example: TODO

Power hierarchy [return]

Not all player characters are created equal – some are much more game-mechanically powerful than others. This can be balanced in a variety of ways: by encumbering powerful characters with onerous codes of conduct, by granting players of supporting characters access to more potent plot devices, or via troupe play, letting players alternate between playing powerful and supporting characters.

Examples

In Colin Fredericks' transhuman space opera Sufficiently Advanced, both “baseline human” and “sapient city” are valid starting character concepts. These options are balanced through a combination of plot devices and a tiered misfortune economy; the misfortunes that yield plot points are less dire for weaker characters, and the plot twists purchased with them more potent.

In Johnathan Tweet and Mark Rein•Hagen's Ars Magica, everyone plays as a wizard. However, as wizards are very powerful and very complicated to play, ordinarily only one wizard is allowed “on camera” at a time. While waiting for their turn, the other players step into the roles of Companions, non-magic-using backup characters whose job is to assist their wizard employers.

Power sources [return]

Characters' abilities are grouped according to the source that grants them: deviant science, martial arts, psychic disciplines, etc. Power sources are often linked to playable archetypes, and certain effects may be exclusive to particular sources. Some games further distinguish power sources by assigning each one a Rules Toy that only comes into play when wielding abilities of that source.

Examples

Amít Moshe's super-powered noir mystery City of Mist divides player character traits into two categories: Logos, their connection to their everyday life, and Mythos, their connection to the mythic archetype they're channelling. Navigating that balance is the game's central tension; the power of the Mythos is tempting, but the cost it demands is your capacity to live in the world.

Example: TODO

Prisoner's dilemmas [return]

The rules create incentives for player characters to harm, exploit or double cross one another, improving their own position at the cost of hindering the group's shared goals. Prisoner's dilemmas are often a feature of player versus player games, but they can pop up in more collaborative games as well – the best betrayals are unexpected!

Examples

Kimberley Lam's Poet Glorious blends the prisoner's dilemma in its classic form with what can only be described as a haiku poetry slam. Players take on the roles of heroic warrior-poets fighting back a demonic invasion, in a rules framework where victory is most readily accomplished through cooperation, but personal survival is best achieved through betrayal.

Jake Richmond's survival horror game Ocean poses a metagame twist on the prisoner's dilemma. The player of the character you most mistrust is the one who gets to set the stakes in any conflicts your own character faces, and gets to steal some of your dice when you fail – but constantly setting others up to take a fall reduces the group's overall chances of survival.

Proprietary mechanics [return]

Each playable archetype has an exclusive Rules Toy which only that archetype's playbook uses. Choose one exclusive Rules Toy per archetype. This exclusivity might be associated with archetype-linked power sources, or it might be a purely mechanical conceit. Archetypes may be able to gain access to a limited form of each others' exclusive Rules Toys through some form of cross-training.

Examples

In Spencer Campbell's monster-hunting game Slayers, each character archetype has a proprietary way to physically manipulate the dice: the Blade's rolls “explode”, re-rolling until no successes appear; the Gunslinger has an expendable dice pool with each die representing an individual bullet chambered in their gun; the Tactician replaces other people's rolls; and so forth.

Example: TODO

Randomised characters [return]

Some choices during character creation, advancement, or both are made using randomisers rather than by the player. Blending player choice with random elements is a frequent feature of life path systems (e.g., the player chooses the path, the dice decide the outcome), while purely random character creation is often found in one shot games, or those that expect high character mortality.

Examples

Daniel Sell's Troika! pairs mandatory randomised character creation with an eccentric selection of playable archetypes, including “Vengeful Child”, “Wizard Hunter”, and “Poorly Made Dwarf”. The game's main conceit is that its setting is undescribed, save for what's implied by its character creation mechanics and equipment tables; many of those implications are very strange indeed.

Example: TODO

Random tables [return]

The game makes substantial use of randomised content, either in the form of dice-driven lookup tables like the ones in this document, or in some equivalent form, like a deck of cards with results printed on them. This may form a part of character creation (though not all random character creation is table-based), or it may be used to produce random events or creative prompts in play.

Examples

Vincent Baker's In a Wicked Age generates its scenarios using a set of tables called Oracles. Each milieu-specific table consists of 52 elements – people, places, and events – correpsonding to the cards in a standard deck. The group first chooses an Oracle, draws four cards, and brainstorms a situation based on the results; each player then picks a character to play from the emergent cast.

Example: TODO

Real time [return]

The passage of time in the game's fiction is connected to the passage of time out of game. This element is often (but not always) present in live action games, and in some play by mail RPGs (i.e., those in which each player receives one “turn” per real-time day, week, etc.). Some games may switch between abstract “game time” during active play and real time passage between sessions.

Examples

Jeeyon Shim's solo journalling game “The Thaw”, published as part of the anthology zine Hibernation Games, uses an ice cube as a time-keeping mechanism. When ice cube has fully melted, an ancient evil is released from its frozen prison, triggering the endgame. The speed at which the ice cube melts also serves as a randomiser for the outcome of the endgame phase.

Example: TODO

Region properties [return]

Different parts of the game's setting operate on different rules – not only socially, but mechanically as well. At its most straightforward, each region might grant bonuses to actions that suit its idiom; a more complex implementaton could involve each region having its own exclusive Rules Toys. In especially “meta” settings, region properties may constitute geographic modular genres.

Examples

Example: TODO

Example: TODO

Relationships [return]

The rules keep track of relationships – not necessarily romantic ones – between players characters, and offer mechanical rewards for cultivating and maintaining those relationships. Those rewards may include bonuses when acting for or against one another, additional resources, or assigning the relationship itself a playbook with ranked special abilities.

Examples

Meguey and Vincent Baker's post-apocalyptic political soap opera Apocalypse World records your personal history with each other player character on a separate track. When a given character's track maxes out, you learn something about them that redefines your relationship, gain bonus XP, and reset the track. Both positive and negative histories are tracked, and confer equal benefits.

Trust in Rose Bailey's supernatural slice of life game Die For You is binary and asymmetric: either you trust another character, or you don't. Trust is both a potential weakness, and essential to survival: you can only receive assistance (i.e., dice roll bonuses) from characters you trust, but they can also exploit your trust to drag you into their troubles whether you want to get involved or not.

Research and development [return]

Players can invent new abilities for their characters as an in-character pursuit: martial training, building devices, researching spells, etc. Doing so will often require committing downtime activities, obtaining particular types of loot, or some other appropriate cost. Determining that cost usually depends on the GM's judgement, though some games adopt a more formulaic approach.

Examples

Example: TODO

Example: TODO

Resource bidding [return]

Players are able to “purchase” desired outcomes by spending resource tokens on them. This may involve wagering resources on random events, or bidding them in a sort of auction. Games with no randomisers may achieve uncertainty by requiring players to engage in blind bidding, such that they don't initially know what target number they're bidding against.

Examples

Example: TODO

Example: TODO

Retroactive continuity [return]

Player characters are able to take action in the past as well as the present, with or without a resource cost. In some games this may represent literal time travel, though more commonly it takes the form of flashbacks to retroactively “prepare” for present challeges. In either case, the cost of the action will usually be dictated by plausibility, as assessed by the GM.

Examples

Example: TODO

Example: TODO

Reverse death spiral [return]

In a game with a reverse death spiral, resource depletion isn't strictly a bad thing: your character becomes more powerful the closer you are to running out of some vital resource. Usually this is a resource where full depletion will remove your character from play, so you get the biggest boost right before you crash and burn, though less fatal variants exist.

Examples

Fred Hicks' Don't Rest Your Head ties a reverse death spiral to a doomsday clock. As the mystically insomniac player characters' Exhaustion scores rise, they draw closer to passing out and becoming vulnerable to the horrors that surround them. However, Exhaustion is also added as a bonus to all rolls; characters thus get stronger the more tired they become.

Jun'Ichi Inoue's self-described “hyper-Asian fantasy” Tenra Bansho Zero takes the reverse death spiral uncommonly literally: being wounded grants player characters bonuses to all physical actions, as their pain stokes their resolve and sharpens their killing intent. The largest bonus is received when the player consents for their character to die in the current conflict.

Ritual phrases [return]

The game uses fixed verbal formulas to invoke certain rules, mark transitions between phases of play, open or close scenes, etc. This can help to clarify intent – i.e., to make sure consequential rules aren't invoked by accident – and to lend a sense of ceremony to important actions. This Rules Toy also covers ritual gestures and other non-verbal formulas that serve the same purpose.

Examples

Shreyas Sampat's wuxia RPG Mist-Robed Gate uses a “knife ritual” to govern conflict resolution. This involves gesturing with an actual knife, whose states – hidden, sheathed, or unsheathed – correspond to particular stages of escalation. The highest stage is invoked by stabbing another player's character sheet; playing on a surface you don't mind putting holes in is recommended.

Example: TODO

Rock, paper, scissors [return]

Player characters have access to a set of traits which support, overcome, or otherwise relate to each other in a cyclical fashion. This might involve elemental alignments, martial arts styles, or a set of numeric stats where each stat receives a bonus when rolling against a specific other stat. These relationships are often a positional component of tactical play.

Examples

Example: TODO

Example: TODO

Scale shifting [return]

The scale of the player characters' forum for action can shift radically. This may occur in conjunction with downtime (e.g., playing as an organisation during downtime phases); by bringing a secondary character into play (e.g., piloting a giant robot); via troupe play (e.g., alternating between playing very large and very small characters); or the player characters may simply grow or shrink.

Examples

Bill Slavicsek's Dungeons & Dragons campaign setting Council of Wyrms has each player create two characters: a dragon, and that dragon's (demi)human personal assistant. Much of play revolves around the latter group of characters; the former are brought into play only to address situations where “several dragons” constitutes a proportionate response.

Example: TODO

Secondary characters [return]

Some or all player characters have a signature feature – a pet, vehicle, bonded weapon, giant robot, etc. – which has its own character sheet and receives a level of mechanical and narrative attention comparable to that of a player character. If it also has a mind of its own, this functions as a variant of troupe play, with each player effectively playing two characters at once.

Examples

Miguel Lopez and Tom Parkinson-Morgan's tactical mech combat RPG Lancer puts giant robots front and centre in its mechanics – in fact, the mechs' stats are much more complicated than those of their pilots. Hailing from a future where large vehicles can be 3D printed on demand, the mechs are also fully modular, making Lancer an attractive system for players who love to tinker.

Sarah Newton's transhuman political thriller Mindjammer blurs the line between primary and secondary characters by allowing the same character's mechanical traits to span multiple scales. A character may have traits on their character sheet which “belong” to a vehicle, a community, or even a planetary culture, and is permitted to act on the appropriate scale when using those traits.

Semi-freeform [return]

The game's mechanics only care about one particular kind of scene, activity, or conflict; everything else is handled through freeform play. Games of this type often have a set of ritual phrases to mark the transition between freeform and rules-mediated play, ensuring that everybody knows when the dice are being invoked and why.

Examples

Example: TODO

Example: TODO

Shared control [return]

Multiple players share control of the same player character. In some games, this might mean each player has their own character, but sometimes hands off control to another player. In others, it might mean there's only one player character, with players taking turns directing them. Paired with secondary characters, each player might direct another player's secondary character.

Examples

Sarah Richardson et al.'s Bluebeard's Bride cast the players as different aspects of the eponymous Bride's personality as she explores Bluebeard's horrible mansion. Unusually for games of the type, Bluebeard's Bride features high pleyer character mortality, making it possible for the Bride's personality aspects to be “killed” – definitely not a game for the faint of heart!

Mark Rein•Hagen et al.'s Wraith: The Oblivion features one of the best known examples of shared control via a secondary character: in addition to playing their own character, each player assumes the role of another player's Shadow, a supernatural force of self-destruction that seeks to dominate its “parent” – potentially causing the primary player to lose control.

Sharing feelings [return]

The rules reward players for talking about their feelings – typically meaning their character's feelings, though some games deliberately blur the line – through interaction scenes, in-character soliloquies, etc. Rewards may include resource recovery, shedding negative conditions, or the potential to gain influence over the character you open up to.

Examples

Example: TODO

Example: TODO

Skill trees [return]

Characters' abilites take the form of discrete, single-function mechanical “tricks”. These tricks are usually binary in nature – i.e., either you have one or you don't – and they typically don't have numeric ratings. They may be organised into linear paths, with each rank in a path granting a new trick, or each trick may be part of a complex web of prerequisites and dependencies.

Examples

Example: TODO

Example: TODO

Social combat [return]

Goal-based social interactions – i.e., interactions where you're trying to get something out of the other party – are treated as a form of combat. Characters can be compelled to take certain actions by “defeating” them. When applied to player characters, defeat in social combat usually penalises them for refusing to play along rather than compelling them outright.

Examples

Example: TODO

Example: TODO

Solo or one on one [return]

The game is designed to be played by a very small group: either a one on one group consisting of a single player and a single Gamemaster, or a single player by themselves. One on one play is often paired with a rotating GM role, with each player taking a turn as the other's GM, while a solo game obviously has no GM at all.

Examples

Chris Bissette's solo game The Wretched casts the player as the sole survivor of a damaged starship. A deck of cards is used to generate tasks which must be performed to keep the ship going for one more day (and the actions of the monster lurking outside the hull), while a tumbling block (Jenga) tower represents the ship's failing systems, rendering those tasks more precarious over time.

Avery Alder's body-horror-centric Abnormal is a game for one or two players (with an optional third) about a Witness whose body and mind are slowly being consumed by an alien Horror. The Witness and the Horror play in alternating turns, the Witness trying to keep their daily life together, and the Horror trying to extend its reach, leading to one of three endgames.

Spotlighting [return]

The narrative focuses on a single player character at a time. This Rules Toy is a good fit for games where player characters are often separated, such that only a single PC is likely to be present in any given scene, and is usually combined with either rotating GMs or troupe play to ensure that non-spotlight players have plenty to do.

Examples

Avery Alder's Perfect, Unrevised follows the occasionally intersecting stories of a cast of heroic criminals in a quasi-Victorian dystopia. In each scene, one player's character takes centre stage, while another player is assigned the role of the Law – a sort of rotating GM – and any remaining players act as a semi-interactive audience.

Example: TODO

Tactical play [return]

Conflict resolution places a heavy emphasis on positioning. This could mean the literal position of a token or miniature figure on a map or grid. It could also mean narrative position (i.e., who “has the initiative“ in descriptive terms), or a more abstract sort of position, like position within a resource economy – especially if a complex resource economy is also in play.

Examples

Dev Purkayastha's gothic fairy tale The Dance and the Dawn uses grid-based tactical play not for combat, but for finding love. The players are cast as the Ladies of Ash, come to the Ice Queen's palace to court the enigmatic Lords of Ice; this pursuit plays out via tactical ballroom dancing, with each Lord and Lady's position on the dance floor represented by a chess piece on a board.

Conflict resolution in Rose Bailey et al.'s Doctor Who pastiche Beatiful Anomalies uses hands of cards rather than dice. Cards expended by players go to the bottom of a discard pile called the timeline, from which the GM draws. Players can thus control the composition of the GM's hand, and the benefits of playing a powerful card must be weighed against giving the GM access to it.

Troupe play [return]

Each player is responsible for directing multiple player characters, though usually not at the same time. Each player might have a fixed roster of characters, with backup characters being brought into play in situations where a player's primary character can't participate, or players may withdraw playable characters from a shared pool at need.

Examples

In Cam Banks and Rob Donoghue's Marvel Heroic Roleplaying, characters aren't assigned to specific players. Rather, after the GM establishes which heroes are present in a scene, any player can step into the role of any hero. Thus, not only may the same player assume the roles of several different heroes over the course of a scenario, but the same hero may be played by several different players!

Example: TODO

Return to Table of Contents

Part Five: Milieu

Where exactly is all this taking place? Make a d6 roll and follow the instructions in the table below. Each result is described in more detail following the tables.

Both the initial table and the entries that follow will make reference to the game's “setting”. Depending on how everything fits together, this my refer to the entire world in which the game takes place, the particular region the player characters inhabit, or simply the types of places the player characters are likely to visit in the course of their adventures. Certain Milieu elements may lend themselves to particular interpretations; for example, if you've got a bottle setting, the game probably takes place inside of it!

Some Genres, Tones and Rules Toys may imply the presence of particular Milieu elements. While adjusting the Rules Toys you rolled to better suit the Milieu – or vice versa – is always an option, it can also be worth considering what an apparent mismatch might mean.

For example, if your Milieu elements include transhumanism, but the modular characters Rules Toy isn't in play, that could suggest that serious modifications are too time-consuming to be carried out in the course of normal play, and would be available only during character creation or major time-skips.

Similarly, dungeon crawl as a Genre or Tone indicates that play will usually take the shape of a series of set-piece puzzles, while dungeons as a Milieu element indicates that the player characters will freqeuntly need to infilrate secure locations in order to achieve their goals. Though these two features are often found together, what does having one but not the other suggest about the game?

[The following Milieu elements are planned for a future revision, and cannot presently be rolled on any table. They're included here for reference purposes: forbidden knowledge, hostile environments, kayfabe, rigid customs, ritual combat, verticality.]

d6 Instructions
1 Roll once on Table E: Milieu
2 Roll twice on Table E: Milieu, re-rolling duplicate results; one result is in some way a consequence, reflection, or enabling factor of the other, in whatever order makes the most sense
3 Roll twice on Table E: Milieu, re-rolling duplicate results; one result represents a condition that's broadly true of the setting, and the other represents a condition that's present only in some places or only some of the time, in whatever order makes the most sense
4 Roll twice on Table E: Milieu, re-rolling duplicate results; the results represent two aspects of the setting that are in some way opposing, competing with, or trying to destroy each other, in whatever order makes the most sense
5 Roll twice on Table E: Milieu, re-rolling duplicate results; one result represents an aspect of the setting that's initially known to the player characters, and the other represents an aspect of the setting that's initially unknown to the player characters and must be discovered during play, in whatever order makes the most sense
6 Roll three times on Table E: Milieu, re-rolling duplicate results; each result represents the prevailing condition of one of the setting's three major regions, realms or polities
Table E: Milieu
d66 Result
11–14 Roll on Subtable E1: Features and Geography
15–22 Roll on Subtable E2: History
23–26 Roll on Subtable E3: Metatextual Weirdness
31–34 Roll on Subtable E4: Mood
35–42 Roll on Subtable E5: Perils
43–46 Roll on Subtable E6: Power and Politics
51–54 Roll on Subtable E7: Society and Customs
55–62 Roll on Subtable E8: Technology and Infrastructure
63–66 Roll on Subtable E9: Wonders
Subtable E1: Features and Geography
d6 Result
1 Bottle setting
2 Crossroads
3 Highly mobile
4 Fractured
5 Places of power
6 Unconventional location

Return to Table E: Milieu

Subtable E2: History
d6 Result
1 Alternative history
2 Cyclical history
3 Destiny
4 Former glories
5 Post-apocalypse
6 Shrouded history

Return to Table E: Milieu

Subtable E3: Metatextual Weirdness
d6 Result
1 Allegorical
2 Deconstruction
3 Gamification
4 Player character aura
5 Narrative causality
6 Simulation hypothesis

Return to Table E: Milieu

Subtable E4: Mood
d6 Result
1 Fatalism
2 Grandiosity
3 Grimdark
4 Mysteries
5 Nocturnal
6 Panopticon

Return to Table E: Milieu

Subtable E5: Perils
d6 Result
1 Dungeons
2 Invasion or post-invasion
3 Oblivious
4 Old sins
5 Points of light
6 Privation

Return to Table E: Milieu

Subtable E6: Power and Politics
d6 Result
1 Conspiratorial
2 Dragons
3 Factionalism
4 Hereditary nobility
5 Megacorps
6 Organised religion

Return to Table E: Milieu

Subtable E7: Society and Customs
d6 Result
1 Bureacracy
2 Cosmopolitan
3 Divided society
4 Hidden world
5 One-track culture
6 Secret identities

Return to Table E: Milieu

Subtable E8: Technology and Infrastructure
d6 Result
1 Anachrotech or magitech
2 Communication
3 Game changer
4 Pet monsters
5 Transhumanism
6 Unusual resource

Return to Table E: Milieu

Subtable E9: Wonders
d6 Result
1 Animism
2 Big dumb objects
3 Borrowed wonders
4 One weird trick
5 Post-scarcity
6 Wish fulfillment

Return to Table E: Milieu

Milieu Definitions

[open all examples] [close all examples]

Allegorical [return]

The particulars of the setting form a not-especially-subtle allegory for a particular real-world issue: politics, personal identity, or that perennial favourite, human mortality. The setting's allegorical nature doesn't necessarily mean that the simulation hypothesis is in effect, though the two are admittedly frequent companions.

Examples

L A Wilga's transhuman science-fantasy Western Sundown follows a small band of characters who've been cast out and forced to take up a life of adventure for the crime of using magic to permanently alter their bodies. If that sounds like it might be an allegory for being transgender, that's because it's very much an allegory for being transgender.

Example: TODO

Alternative history [return]

The setting's history corresponds to that of the our own world, up until a specific, identifiable point of departure. The setting's “present day” may be set in the midst of that event, in a divergent present day, or at any point in between. The departure from our history might be a result of time travel or supernatural interference, or it might be a real historical event that just played out differently.

Examples

Example: TODO

Example: TODO

Anachrotech or magitech [return]

The setting features technology whose capabilities are at odds with its apparent sophistication. The clockwork wonders of gaslamp fantasy are a classic example, but just about any technology level can work: consider the self-aware robots of 1980s casette futurism, or the fanciful biotechnology of The Flintstones! “Magitech” is anachrotech whose existence is explained by saying a wizard did it.

Examples

Example: TODO

Example: TODO

Animism [return]

Customarily inanimate objects – or, at least, certain types of customarily inanimate objects – are in some sense alive. This could involve actual animating spirits, a science fiction setting where common household items frequently possess artificial intelligence, or a world where furniture sometimes just gets up and walks away.

Examples

Example: TODO

Example: TODO

Big dumb objects [return]

The setting contains one or more objects of enormous size, obscure purpose, and unknown origin. If such objects are enterable, they might serve as dungeons, and they're often central to a mystery – but just as often not; sometimes big dumb objects are just big and dumb. A popular variant of the bottle setting takes place inside a big dumb object, a fact which may or may not be be widely known.

Examples

Example: TODO

Example: TODO

Borrowed wonders [return]

The setting's people are dependent on some technique, technology, or infrastructure which its current inhabitants don't understand and can't readily replicate. This could be a remnant of an earlier iteration of the present society (i.e., a former glory), or it could be something stolen, or even just found lying around; in the latter case, its origin may be a mystery.

Examples

Example: TODO

Example: TODO

Bottle setting [return]

The setting is contained within a larger “outside world”, separated from it by a barrier that can be crossed only with difficulty. This barrier may be physical, supernatural, or social; a small town in the middle of nowhere can be a bottle setting just as much as an isolated space station. The outside world may represent a deadly threat, a source of power, or an aspirational goal forever out of reach.

Examples

In Giuliano Roverato and Rodrigo Melchior's Brave Zenith, plays begin on the Archipelago, a region protected by a colossal coral wall. This wall shields inhabitants from a reality-bending mist that makes the weather unpredictable and births strange monsters. The Archipelago is not a prison; players can leave, but shouldn't be surprised if they find themselves in the path of a black hole.

Example: TODO

Bureacracy [return]

Achieving the player characters' goals requires frequent contact with some sort of hierarchical bureaucratic apparatus. This could mean a local government, a court of law, the organisation the player characters work for, or an administrative body that happens to have authority over something the player characters need. Navigating a bureaucracy often forms a sort of non-physical dungeon.

Examples

Example: TODO

Example: TODO

Communication [return]

The setting features an incongruous or extraordinary form of communication. This might simply entail the presence of long-distance communication where the setting's technology otherwise wouldn't support it (e.g., via some form of anachrotech), or it might be the type of communication that's unusual: widespread telepathy, the ability to record and exchange dreams or memories, etc.

Examples

Example: TODO

Example: TODO

Conspiratorial [return]

The institutions that appear to dominate the setting's political landscape are puppets or false fronts for the true power behind the throne. The conspiracy's sphere of influence may function as a hidden world – possibly literally, in the case of a supernatural conspiracy. Some settings feature numerous petty conspiracies working at cross-purposes, setting the stage for cloak-and-dagger factionalism.

Examples

Example: TODO

Example: TODO

Cosmopolitan [return]

The setting features multiple sapient species living together openly, though this coexistence need not be entirely without conflict. Humans aren't necessarily one of those species. Basic options include space aliens and fantastical creatures; a transhuman setting might feature living starships, while an animistic setting may count the local architecture or geography among its citizens.

Examples

Example: TODO

Example: TODO

Crossroads [return]

The setting arranges for adventures to come to the player characters. This could be as prosaic as situating the game at an intersection of well-travelled routes, or as fantastical as a dimensional nexus where every door is a potential portal to another realm. This is in some ways the inversion of a highly mobile setting; combining the two is possible, but requires some care.

Examples

Example: TODO

Example: TODO

Cyclical history [return]

Repeating events play a prominent role. The scope of the repetition depends on the scale of the game; a game intended for long-form campaigns might focus on cycles in nature or society's repetition of past mistakes, while a one shot game might be stuck in a Groundhog Day style time loop. If the cycles are happening for a reason, the setting may have a destiny.

Examples

Example: TODO

Example: TODO

Deconstruction [return]

The particulars of the setting form a deconstruction of some popular set of tropes. Exactly which set of tropes depends on the other results received thus far; it could be the genre, another Milieu element, or the type of game suggested by the Rules Toys in play. Being terribly smug about it is customary, but is – strictly speaking – optional.

Examples

Maxwell Ander's Himbos of Myth & Mettle takes aim at the scheming, self-interested adventuring parties of classic sword-and-sorcery fantasy; though in many ways an Old-School Revival title, its eponymous Himbos – the player characters – are unfailingly generous, kind-hearted, and determined to help. (And, frequently, dumb as bags of rocks – they're called Himbos for a reason!)

Example: TODO

Destiny [return]

The setting is driven by the tides of fate. This may represent a literal supernatural doom, or some sort of mathematical or dialectical-historical inevitability. This element is distinct from destiny as a player character priority in that it affects the setting as a whole, not individual characters; the player characters may oppose it, work to bring it about, or simply be along for the ride.

Examples

Example: TODO

Example: TODO

Divided society [return]

Social divides within the setting are reflected by stark physical divisions that go beyond separate neighborhoods. For example, a city's underclass may literally live underground, walking subterranean avenues that never see the Sun, while an alien species' living spaces may be fatally uninhabitable to outsiders. Factionalism often thrives in such places.

Examples

Example: TODO

Example: TODO

Dragons [return]

The setting is home to beings whose power and influence vastly exceeds that of the player characters: giant monsters, post-human artificial intelligences, or metaphorical “dragons” whose power takes the form of political connections. Their influence may be subtle and pervasive or brutally direct, and the player characters may serve, oppose, or simply strive to avoid them.

Examples

Example: TODO

Example: TODO

Dungeons [return]

In tabletop RPG jargon, a “dungeon” is any secure location that contains something the player characters want. In settings that feature them, the standard scenario takes the form of a caper or heist; when the player characters' goals are abstract rather than concrete, arranging for what they're after to be something that can be stolen may require lateral thinking.

Examples

Example: TODO

Example: TODO

Factionalism [return]

Two or more of the setting's major political players are at war with one another, and have been for some time. The conflict may be cold (i.e., carried out via sanctions and subterfuge) or hot (i.e., people openly trying to harm each other). The player characters may be soldiers in this conflict, or they may be exploiting the chaos it produces to pursue some unrelated goal.

Examples

Greg Stolze's Reign gets the players into the faction game right off the jump by establishing the player group itself as a faction able to act on the scale of nations – albeit very small ones, to start with. The rules for factional conflict model both hot and cold wars as a sort of large-scale social combat; for example, you might use your faction's art to hit your rival in the economy.

Example: TODO

Fatalism [return]

The setting's society is characterised by a sense of resignation to impending doom. This could be the fatalism of the inhabitants of a dying planet, or the fatalism of a high school sports team that knows they're totally going to get their butts kicked this year. The player characters may offer the possibility of hope, or they may just be out to get what they can, while they still can.

Examples

Example: TODO

Example: TODO

Forbidden knowledge [return]

Certain information is dangerous or harmful to pursue, express, or sometimes even know. In a setting with supernatural elements, the information might be inherently inimical, or there might be a conspiracy dedicated to suppressing it, but this element can also play a role in purely down-to-Earth settings; many communities have Things We Don't Talk About.

Examples

Example: TODO

Example: TODO

Former glories [return]

The setting is less than it once was. This may be well documented, or it may be hinted at by the wreckage left behind; in the latter case, big dumb objects are often present. Some connection to those former glories may be a source of power for the player characters. This element is frequently a feature of post-apocalypses, but not always – it's possible that the pre-apocalypse world sucked.

Examples

Example: TODO

Example: TODO

Fractured [return]

There's something wrong with how the setting is put together. This could be a purely physical problem, like a town that's been split in half by an earthquake fault or a space station with a hole blown in it, or it could reflect an ontological breakdown, such that time, distance, relationships between concepts, or some other metaphysical facet of the setting doesn't work like it should.

Examples

Example: TODO

Example: TODO

Game changer [return]

The setting is caught in a period of social upheaval immediately following the introduction of some game-changing new resource, technology or infrastructure. The nature of the game changer should ideally relate to the player characters' objectives. In appropriate situations (e.g., games with magical or robotic playable archetypes), the player characters may themselves be the game changer.

Examples

Example: TODO

Example: TODO

Gamification [return]

The principles that govern the setting conspicuously resemble the rules of a game. For example, there might be a one-to-one correspondence between society's social classes and the game's character classes (or whatever the game calls its mechanical archetypes). This will usually afford the players considerable latitude to lean on the fourth wall without breaking character.

Examples

Example: TODO

Example: TODO

Grandiosity [return]

The setting is big and the player characters are small. In certain genres – or with certain types of player characters – this difference in scale may be entirely physical; alternatively, it can imply a focus on the grand sweep of history, the impossible scale of the forces the player characters are up against, etc. Whatever the case, a certain sense of wonder and terror is customary.

Examples

Luke Crane's Mouse Guard, based on David Petersen's comic of the same name, concerns an Iron Age civilisation of mice as they struggle to survive in a world where everything is bigger than them – and far too much of it wants to eat them, to boot. The game's rules are intensely preoccupied with scale, and challenges are simply impossible to confront without extraordinary measures.

Example: TODO

Grimdark [return]

The setting is a much nastier place than it has any logical right to be, even considering any aggravating factors. The nastiness may be played straight, or for laughs, as the game's tone dictates; in either case, the player characters likely have some very peculiar ideas about how to improve matters. This element is a frequent feature of allegorical settings.

Examples

Example: TODO

Example: TODO

Hereditary nobility [return]

The political landscape the player characters engage with is dominated by familial dynasties of wealth and power, with all the pomp and melodrama that goes with them. They could be actual queens and princes, less formal but no less recognised dynasties like organised crime families, or just popular jerks with rich parents.

Examples

Example: TODO

Example: TODO

Hidden world [return]

The setting consists of a relatively mundane everyday world or society, with a much more dangerous or fantastical secret world that lies beneath. This may take the form of a parallel dimension, a supernatural masquerade, or a purely figurative “world” – for example, a criminal underworld, or the world of martial arts.

Examples

Example: TODO

Example: TODO

Highly mobile [return]

The game's setting is in some sense mobile. It might be a nomadic society, or one that maintains permanent settlements which are themselves mobile (e.g., flying cities, towns constructed on the backs of giant creatures, etc.); alternatively, the entire game may take place within some sort of large vehicle. Scenarios probably revolve around the particulars of various stops along the way.

Examples

James Mullen's Studio Ghibli inspired Singles & Returns takes place entirely aboard a bus or other form of public transit. Players take on the roles of passengers, sorting through their personal problems with their fellow passengers' help; stops along the route are metaphorical, representing choices they have to make or giants they have to face.

Example: TODO

Hostile environments [return]

Large portions of the setting's geography are hostile to human (or whatever) life, and can't be ventured into without special protection. This usually means physical hostility, though it could also refer to socially hostile environments where the player characters are certain to be snubbed, driven out, or even attacked on sight if they show their faces without being properly vouched for.

Examples

Example: TODO

Example: TODO

Invasion or post-invasion [return]

The setting is in the process of being invaded. This could represent a straightforward conquest or a stealthy infiltration, and may or may not be public knowledge. Alternatively, the setting may already have succumbed to invasion, and is now under the thumb of a foreign power; in this context, “foreign power” could mean anything from the next polity over to a malevolent parallel dimension.

Examples

Example: TODO

Example: TODO

Kayfabe [return]

The text treats some element of the game's fiction as real, and players are encouraged to participate in this fiction. For example, the game might be presented as a tabletop adaptation of an invented piece of media, or the text might be framed as a game from an alien world or alternative dimension that's somehow made its way to Earth.

Examples

S John Ross and Philip J Reed's Pokéthulhu Adventure Game is notionally an adaptation of a children's television series of the same name. Players can recieve bonuses by answering trivia questions about the show, drawn from a print-and-play card deck included with the game's digital edition; the cards do not include answers, so players must invent them on the spot.

Jeremy Keller's Chronica Feudalis is presented as translated manuscript from an alternative history in which tabletop roleplaying games were invented during the 12th Century rather than the 20th. The text is written in character as a medieval English monk, with asides from the contemporary editor who ostensibly translated it from the original Middle English.

Megacorps [return]

The setting is a playground for massive business entities that blur the line between “citizen” and “employee”. Though the term is associated with cyberpunk fiction, such groups can be found throughout history; the national telecom monopolies of the 1970s provided the model that first-wave cyberpunk drew on, while the East India Company played the role as far back as the 1600s.

Examples

Example: TODO

Example: TODO

Mysteries [return]

The setting is rife with secrets to be uncovered. These mysteries could be sinister, whimsical, wondrous, or strikingly mundane in their particulars. If the player characters' priorities don't obviously align with mystery solving, think about how uncovering the setting's secrets can serve as a tool to help them reach their true goals.

Examples

Rose Bailey et al.'s castlevaniapunk Miserable Secrets blends the investigative procedural genre with tactical combat. A scenario's investigative phase allows each player to build a hand of playing cards reprenting the clues they find. These cards then serve as their weapons in the final confrontation, where the problem they've been investigating is solved with great finality.

Example: TODO

Narrative causality [return]

Events in the setting tend to self-organise according to a particular set of narrative tropes: fairy tale logic, the Campbellian hero's journey, the Great Man theory of history, etc. At least some of the setting's inhabitants are aware of this phenomenon. This might be the product of a destiny, the simulation hypothesis in action, or the work of a conspiracy forcing events along certain lines.

Examples

Example: TODO

Example: TODO

Nocturnal [return]

Nothing interesting ever seems to happen during the day. In a fantastical setting, the Sun may literally be occluded or missing; more commonly, there's some practical, cultural, or supernatural factor in play that encourages the player characters to confine their activites to hours after dark. In exotic settings that lack a conventional diurnal cycle, consider what might take its place.

Examples

In John Harper's organised crime simulator Blades in the Dark, a terrible curse has blotted out the Sun and turned the world into a ghost-haunted wasteland. Industrialised cities are protected from ghostly intruders by crackling etheric force fields, linked to each other by electric-powered railways that carve lightning-bright paths through the endless night.

Example: TODO

Oblivious [return]

The lives or livelihoods of the setting's inhabitants are threatened by something that most people don't believe exists, either because knowledge of it has deliberately been hidden, or because it's simply regarded as very implausible. The threat may hail from a hidden world, or it may conceal itself within the everyday world by some means.

Examples

Example: TODO

Example: TODO

Old sins [return]

At some point in the setting's past, somebody messed up real bad, and the consequences of that are finally coming home to roost. The setting's present inhabitants may or may not share any genuine culpability for it, but whatever force is bringing the long-delayed reckoning either regards everyone as equally guilty, or is too impersonal to care.

Examples

Example: TODO

Example: TODO

One-track culture [return]

The culture the player characters must navigate revolves entirely around one particular pursuit: a form of art or music, a sport or game, etc. This pursuit should ideally be related to the identity or priorities of the player characters, though this relationship need not be direct. In games with a satirical bent, it may also form the core of an organised religion.

Examples

Example: TODO

Example: TODO

One weird trick [return]

The setting's physical or metaphysical makeup includes a specific, well-defined process or substance that has no real-world analogue, but which is unremarkable to the setting's inhabitants. Examples might include “vital essence is a fluid that can be extracted and bottled”, “any kind of matter can be magnetised”, etc. The setting's magic, if any, is based on manipulating this process or substance.

Note: this document takes no official position regarding whether faster-than-light travel belongs in this category.

Examples

Example: TODO

Example: TODO

Organised religion [return]

The setting's major political players include one or more organised religions. In games that feature vampires, zombies, or other supernatural creatures as antagonists, these organisations may be the nominal good guys, though more often they play a passively antagonistic role – even if the player characters work for them! Religious leaders in such settings often function as dragons.

Examples

Example: TODO

Example: TODO

Panopticon [return]

Large portions of the setting are subject to ubiquitous surveillance; the player characters must constantly concern themselves with whether they're being observed, and by whom. The setting may be a police state, or plagued by omnipresent social media, or the difficulty in avoiding observation may stem from something about the player characters; e.g., celebrity status, etc.

Examples

Example: TODO

Example: TODO

Pet monsters [return]

Some or all people in the setting possess a magical familiar, personal AI assistant, free-willed subconscious manifestation, or other companion creature. Such creatures may be commonplace, or they may be restricted to those who share the player characters' social sphere; depending on the Rules Toys in play, they may function like equipment, or like a secondary character.

Examples

Example: TODO

Example: TODO

Places of power [return]

The setting contains a handful of specific geographic sites that are hotly contested for their cultural, historical, political, or supernatural significance. If the setting has multiple major factions, they're almost certainly figthing over them. Their nature should be such that accessing, controlling, destroying, or otherwise influencing them would facilitate the player characters' goals.

Examples

Example: TODO

Example: TODO

Player character aura [return]

The internal logic of the setting acknowledges the existence of the players and/or the narratively privileged status of player characters. This doesn't necessarily imply the simulation hypothesis, because it doesn't require that the setting be acknowledged as fictional – only that the player characters in particular be acknowledged in-world as receiving special status and guidance.

Examples

Example: TODO

Example: TODO

Points of light [return]

The setting consists of small, relatively insular safe havens separated by large stretches of dangerous territory. In traditional tabletop RPG settings, this typically means fortified villages in the midst of monster-infested wilderness; in your game, both the havens and the wilderness can be more metaphorical. The spaces between havens may function as dungeons.

Examples

Example: TODO

Example: TODO

Post-apocalypse [return]

The setting is in the process of recovery from some wide-ranging disaster. The disaster in question may be recent or long past, but its consequences remain a daily presence. Pandemic, military conflict, environmental collapse, and miscellaneous magical or technological weirdness are all potential culprits. Whatever the case, the recovery process is likely a narrative focus.

Examples

Example: TODO

Example: TODO

Post-scarcity [return]

The setting has abolished most forms of material scarcity. Unless it also features magic or sufficiently advanced technology, people probably can't access unlimited quantities of material goods and resources, but they can have as much as they reasonably need. This bounty is not necessarily evenly distributed; if it isn't, gaining access to it may form part of the player characters' goals.

Examples

Example: TODO

Example: TODO

Privation [return]

The setting's society is characterised by recurrent or ongoing shortages of some vital resource. The resource in question might be food, water, a rare energy source, or perhaps something esoteric, intangible, or metaphysical. This element is a common feature of both bottle settings and post-apocalypses, for different reasons.

Examples

Example: TODO

Example: TODO

Rigid customs [return]

The setting's society is preoccupied with elaborate and inflexible social rituals, and imposes disproportionate punishments for failing to perform them. This a frequent feature of both bureaucratic cultures and supernatural hidden worlds. Particularly onerous forms may be paired with a panopticon to demand constant compliance.

Examples

Example: TODO

Example: TODO

Ritual combat [return]

Ritualised battle has a central place in the setting. This might entail a society that resolves disputes of honour through duelling, a legal system which permits – or encourages! – trial by combat, gladiatorial games as popular entertainment, or an underground subculture revolving around some sort of blood sport. This element is oddly common in settings that also feature pet monsters.

Examples

Example: TODO

Example: TODO

Secret identities [return]

It's customary for some reason for both player characters and major NPCs to maintain multiple identities which are, as far as common knowledge is concerned, entirely separate people. This division is implicit in certain character types; its presence as setting element establishes that navigating the complexities of maintaining separate identities is a focus of play.

Examples

Example: TODO

Example: TODO

Simulation hypothesis [return]

The setting is, in some sense, unreal: a dream, a virtual simulation, a story that someone's telling, etc. The player characters may or may not be aware of this fact. If this result is rolled in conjunction with hidden world, it may be the case that the everyday world is real and only the hidden world is unreal – or the other way around!

Examples

Charles Simon's Hello, World presents a setting where the world's simulated nature is common knowledge – as is the fact that the “real” world has been rendered uninhabitable. Rather than seeking to escape, the player characters are after the only prize that matters in a world where anything is possible: access to their own reality's source code – effectively, the power of the gods.

Example: TODO

Shrouded history [return]

The setting's non-recent history is unknown to the majority of its inhabitants. This might be because the setting's present occupants have arrived only recently; because the setting's history is being deliberately occluded in some fashion; because the setting sprang into existence, fully formed, in the recent past; or because the history that's known isn't how things really went down.

Examples

Example: TODO

Example: TODO

Transhumanism [return]

The ability to make radical modifications to one's mind or body is available to the setting's inhabitants. This may take the form of cybernetics, magic potions, or some form of historical or contemporary pseudoscience that actually works in the setting; e.g., mesmerism, neurolinguistic programming, etc. These tools may be available to everyone, or only to a narrow elite.

Examples

Example: TODO

Example: TODO

Unconventional location [return]

The community the player characters live in is located somewhere that wouldn't ordinarily be amenable to habitation, like a bubble-dome at the bottom of the sea, a rope-bridge-festooned network of flying islands, or hanging off the side of a massive space elevator. Such communities are often bottle settings, but this isn't obligatory if travel to other, similar communities is plausible.

Examples

Example: TODO

Example: TODO

Unusual resource [return]

Some part of the setting's infrastructure depends on a strange resource, perhaps something that wouldn't ordinarily be considered a resource at all. In a grimdark setting this resource may be something that's intrinsically horrifying to obtain, but it could also be something just plain odd: an alien metal, a genre of music, an emotional state, a particular species of molluscs, etc.

Examples

Example: TODO

Example: TODO

Verticality [return]

The setting's geography extends upwards as much as outwards. This verticality can be mundane, like a game that takes place on the side of a mountain, or within a very tall building, or fantastical, like a game set amid the boughs of an enormous tree. Such settings are often allegorical, with physical elevation reflecting social or spiritual elevation, but not always; some settings just like to be tall.

Examples

Example: TODO

Example: TODO

Wish fulfillment [return]

The setting contains some superhuman – and likely supernatural – agency that grants people's wishes. This could involve straightforward bargains, “monkey's paw” style curses, or unconscious desires coming to life. The agency that grants the wishes isn't necessarily malevolent, but most examples of the type are at the very least indifferent to any chaos their actions bring about.

Examples

Example: TODO

Example: TODO

Return to Table of Contents