a game of being and doing
by David J Prokopetz
playtest version 0.1b
is written and edited by David J Prokopetz.
All Being and Doing icons appearing in this document © 2022 Fonticons, Inc., used under license via CC BY 4.0 .
This document uses the font “Signika” by Anna Giedryś, under license through the SIL Open Font License 1.1.
© 2022 Penguin King Games. The text of this document is licensed under CC BY 4.0 .
This game is a work of fiction; any resemblance to real people living or dead is a figment of your overactive imagination.
Note: This document may not represent the most up-to-date version of . You can always find the latest revision at the following address:
is a game of highly structured bullshitting. Like most other tabletop roleplaying games, you have traits that you invoke to roll dice and overcome challenges. However, which traits apply to which rolls isn't formally defined by the rules. In fact, what the traits are called isn't defined, either!
In lieu of a fixed list of named stats and advantages, each character's traits consist of a set of abstract symbols, and it's up to you to argue that your particular symbols mean you're the right person for the job. Obviously a symbol depicting a ship's anchor helps you convince a dragon not to eat your village. It only stands to reason.
is a game for 3–7 players, including a Gamemaster. To play in person, you'll need pencils, paper, and at least five six-sided dice.
Online play may be more challenging, owing to the game's heavy use of graphical icons. The default symbol tables used in this document make use of icons from the open-licensed Font Awesome Free library, which can be downloaded at the following address:
https://fontawesome.com/download
Using these symbols in online play can be difficult owing to most forum and chat software's limited support for icon fonts. To that end, the following alternatives are provided:
These resources are included in this game's download package, and can be obtained from the Penguin King Games website at the following address:
There are two basic ways that you'll roll dice in : to choose a result from a table, and to make a test.
When rolling on a table, look at the heading of the leftmost column. If it says “d6”, roll a single die, and look up the table row corresponding to the rolled result. If it says “d66”, roll the die twice, reading the first roll as the “tens” place and the second roll as the “ones” place, yielding a number in the range from 11 to 66. Alternatively, you can roll two dice at once if they're different colours or otherwise visually distinguishable; if you do, decide before rolling which die is the “tens” and which is the “ones”.
When making a test, you'll pick up a variable number of dice – potentially up to five, though usually it will be in the range from one to three – and roll them all at once. After rolling, pick any single die to be your result. Determining how many dice to roll and interpreting the result will be discussed under Playing the Game.
Character creation in has two steps: figuring out what you are, and figuring out what you can do. These phases reflect the game's two core mechanics: Being and Doing.
First, take a sheet of paper (or a one-page electronic document, if you're not the pencil-and-paper type) and divide it into three equal sections with the following headings: “Being”, “Doing” and “Having”. The first two will be filled in presently; the last is used during play.
To figure out what you are, select five random symbols from the Being tables, re-rolling duplicates. These tables are used in many parts of this document, so they get their own section – refer to Appendix 1: Being Symbols. Take the five symbols that you rolled and draw them under the “Being” header on your character sheet.
Based on the symbols you got, briefly describe your character. Your Being symbols need not be taken literally. They can be interpreted as physical traits, attitudes, skills, reputations, or even signature possessions. Don't define or name the individual symbols, though; you'll see why a bit later.
When coming up with your description, take care to keep your character's attributes within the realm of “basically human”. This doesn't mean you have to be human, but the scale you can act on based purely on your Being traits is similar. A bird-person can fly, but they can't fly faster than sound, or in outer space. A robot doesn't need to eat, but does need to recharge its batteries. Let group consensus be the arbiter of what you can get away with.
In the next step, you'll break that rule.
Your Doing traits represent what you can do – or, more specifically, what you can do that's extraordinary. That rule from the Being step that you have to stick to the realm of human(ish) possibility goes out the window here.
To define your Doing traits, roll once on the table in Appendix 2: Doing Symbols and once on the tables in Appendix 1: Being Symbols to produce a pair of symbols: a Doing symbol followed by a Being symbol. Repeat this process twice more to obtain three pairs. It's okay if you get a Being symbol that you already rolled during the Being stage of character creation, but you should re-roll if – against all odds – you get the exact same pair of symbols twice during this step.
Draw the symbols under the “Doing” header on your character sheet, making sure to leave a space beside each pair. Each pair is a Doing trait.
A Doing traits represents something extraordinary that your character can do. What sort of extraordinary depends on your game's premise: a Doing trait might represent a psychic power, a martial arts technique, a cyborg implant, a Batman-style gadget, or a magic spell. It will often be the case that every character in your group's game shares the same theme for their Doing traits, though in a game with a more kitchen-sink setting, each character might have their own theme.
In any case, after you've drawn the symbols on your character sheet, give each of the three traits a name. If they represent magic spells, the trait's name is the title of the spell. If they represent cyborg implants, the trait's name might be the brand and model of the implant. Don't write down a longer description of the trait or otherwise pin down what it actually does, beyond what's implied by the name you gave it.
Finally, give your character a name, as well as a title, handle, or nom de guerre that reflects the overall picture that's emerged from your Being and Doing traits. Don't be afraid to go a little over the top with your title; if in doubt, go with something that starts with “the”.
Future revisions of this document will almost certainly feature a formal framework of play. For this initial public draft, however, we're just going to get the basic conflict resolution mechanics down. Given the game's heavily improvisational nature, some groups may need little else!
Whenever your character does something that carries a risk of failure, or that might have conquences even if you pull it off, you have to make a test.
In order to make a test, identify at least one Being symbol on your character sheet that's related to the task you're trying to accomplish or the risk you're trying to mitigate. The term “related” is deliberately vague here; it might be that the symbol implies a relevant skill, or it might merely suggest an affinity between your character and the situation at hand. If you can't identify at least one relevant Being symbol, the test can't be attempted – you'll need to revise your approach.
Next, pick up one die for each related Being symbol. You need to offer a brief justification for why each symbol is relevant, but this isn't expected to turn into a debate; the rules of assume its players are adults who are prepared to approach the game and its mechanics in good faith. As a general rule, even a very implausible justification ought to be accepted as long as it's entertaining. Getting to roll zero dice most of the time is no fun at all!
Finally, roll the dice. After rolling, choose any one die to be your result, and look it up on the table below.
d6 | Result |
---|---|
1 | Everything that can go wrong does; fail and suffer major fallout. |
2 | Sometimes it's better to fail. You do it, but suffer major fallout. |
3 | Whoops – that wasn't supposed to happen! Suffer minor fallout. |
4 | You pull it off, but suffer minor fallout for your trouble. |
5 | You meant to do that. You fail, but suffer no fallout. |
6 | You make it look easy, succeeding without fallout. |
Additionally, if the number you pick rolled doubles – even double 1s! – you gain an edge. Edges and fallout are discussed in later in this chapter.
Doing traits don't contribute dice to tests – not even if the Being symbol that the trait contains seems like it might be relevant. A Doing trait defines what you can do, not how well you do it. You still have to come up with at least one relevant symbol from the Being section of your character sheet in order to wield your Doing traits in any way that requires a test.
There are no special limits on how you can use your Doing traits in ways that don't require a test. You should definitely abuse the privilege.
An edge is a temporary advantage that you receive when you pick a result that rolled doubles on a test. You have to actually pick the number that rolled doubles in order to receive the edge – just having doubles showing on your roll isn't enough.
An edge takes the form of a temporary Being symbol that you sketch into the “Having” section of your character sheet. The GM determines what symbol you get; they might pick one based on the situation, or roll for one and let the dice land where they may. The GM assigns the edge's symbol, but it's up to you, the player, to interpret it. An edge can be taken to represent a situational advantage, a tool or weapon that you found, or whatever else seems appropriate.
Once you have an edge, it works like a regular Being symbol, and can be tapped for dice on tests. It can also be sacrificed to offset fallout like a regular Being symbol – in fact, if you tap an edge for dice and the test incurs minor fallout, the edge is automatically sacrificed. (You can still voluntarily sacrifice it to offset fallout on tests where you didn't use it, if it makes sense to do so.) See Unbeing and Undoing for more details.
How long an edge sticks around depends on its nature. A situational advantage goes away when the situation changes, while a tool or weapon is usually available until it breaks or you run out of ammo, both of which can be good justifications for sacrificing it to offset fallout. You can transfer an edge to another character if it's the sort of thing that can be given away.
Fallout is edge's evil cousin. Whenever you incur fallout on a test, the GM will roll on a special table to determine what goes wrong. For minor fallout, the GM will roll one die, while major fallout rolls two dice and combines the results – and heaven help you if the GM rolls doubles.
The GM may prepare a special fallout table whose symbols represent the hazards of the current scenario. Otherwise, you can use the following generic table. Its symbols can apply to most situations.
d6 | Icon | Description |
---|---|---|
1 | Broken heart | |
2 | Explosion | |
3 | Human figure falling | |
4 | Skull and crossbones | |
5 | Stopwatch | |
6 | Triangular sign with exclamation point |
Unbeing and Undoing represent last-ditch defences against unwanted fallout. They're also the only form of rules-based “damage” your character can suffer; all sorts of awful things can happen do you narratively, but only Unbeing and Undoing can actually reduce your ability to act.
Unbeing offsets minor fallout. After seeing the result of the fallout roll, but before the GM describes what happens, you can voluntarily suffer a point of Unbeing to cancel the fallout. Mark a small X beside one of your Being traits; until it's recovered, you can't invoke that Being trait for dice on test. You can also sacrifice an edge for the same effect. Sacrificed edges are gone for good – cross them right off your character sheet. This is mandatory if you incur minor fallout on a test where you tapped an edge. If you tapped multiple edges on the same test, you can choose which one is sacrificed.
Undoing offsets major fallout. Major fallout can't be offset with Unbeing, not even one die at a time. In order to offset major fallout, you need to suffer Undoing. This works in much the same way: after seeing the results of the fallout roll, but before the GM interprets them, you can mark off one of your Doing traits in lieu of suffering the fallout. Whatever you could do by virtue of that trait, now you can't – not until it recovers.
Unbeing marks go away whenever you have a chance to rest and catch your breath for a few minutes. Undoing is more serious, and requires special measures to recover, depending on what your character's Doing traits represent: overnight rest, a few hours of access to a machine shop, etc. If all else fails, your Undoing marks are cleared at the end of the session.
Being symbols represent the concrete attributes of person, object, situation. You'll first see them during Character Creation when determining your character's Being traits, while the GM will use them as prompts for the challenges you encounter.
When creating your own Being symbols, there are a few recommended guidelines to stick to:
To obtain a random Being symbol, roll on the following table:
d6 | Instructions |
---|---|
1–2 | Roll on Table A |
3–4 | Roll on Table B |
5–6 | Roll on Table C |
d66 | Icon | Description |
---|---|---|
11 | Anchor | |
12 | Apple | |
13 | Bag with dollar sign | |
14 | Beer mug | |
15 | Bell | |
16 | Bird | |
21 | Bomb | |
22 | Bone | |
23 | Book | |
24 | Broom | |
25 | Bug | |
26 | Candy cane | |
31 | Carrot | |
32 | Cat | |
33 | Chemical flask | |
34 | Chess knight | |
35 | Chicken drumstick | |
36 | Cinema film | |
41 | Cloud | |
42 | Coffee mug | |
43 | Compass | |
44 | Cowboy hat | |
45 | Crown | |
46 | Dog | |
51 | Door | |
52 | Earth (planet) | |
53 | Egg | |
54 | Evergreen tree | |
55 | Eye | |
56 | Faceted gemstone | |
61 | Feather | |
62 | Fish | |
63 | Flag | |
64 | Flame | |
65 | Fork and knife | |
66 | Gear |
d66 | Icon | Description |
---|---|---|
11 | Giftwrapped box | |
12 | Glass of liquid | |
13 | Guitar | |
14 | Gust of wind | |
15 | Hallowe'en ghost | |
16 | Hammer | |
21 | Handcuffs | |
22 | Hardhat | |
23 | Headphones | |
24 | Heart | |
25 | Hourglass | |
26 | House | |
31 | Human brain | |
32 | Human hand | |
33 | Human skull | |
34 | Human tooth | |
35 | Ice cream with cone | |
36 | Key | |
41 | Knight's shield | |
42 | Leaf | |
43 | Lemon | |
44 | Lightbulb | |
45 | Lightning bolt | |
46 | Liquid droplet | |
51 | Magnet | |
52 | Magnifying glass | |
53 | Mitten | |
54 | Money | |
55 | Moon | |
56 | Musical notes | |
61 | Padlock | |
62 | Paintbrush | |
63 | Pair of scissors | |
64 | Pair of six-sided dice | |
65 | Paperclip | |
66 | Paper plane |
d66 | Icon | Description |
---|---|---|
11 | Parchment scroll | |
12 | Paw print | |
13 | Pencil | |
14 | Pepper (vegetable) | |
15 | Puzzle piece | |
16 | Radiation symbol | |
21 | Reading glasses | |
22 | Ruler (measuring instrument) | |
23 | Scales (measuring instrument) | |
24 | Screwdriver | |
25 | Shoe prints | |
26 | Shrimp | |
31 | Slice of bread | |
32 | Slice of pizza | |
33 | Snowflake | |
34 | Soccer ball | |
35 | Socks | |
36 | Spider | |
41 | Spoon | |
42 | Star | |
43 | Suitcase | |
44 | Sun | |
45 | Syringe | |
46 | Telephone handset | |
51 | Theatre masks | |
52 | Thermometer | |
53 | Tornado | |
54 | Trash can | |
55 | Trophy | |
56 | T-shirt | |
61 | Umbrella | |
62 | Waves on water | |
63 | Wedge of cheese | |
64 | Weight (heavy object) | |
65 | Wine bottle | |
66 | Wrench |
Doing symbols are the active counterpart to Being symbols. Where a Being symbol is passively open to interpretation, a Doing symbol suggests a particular focus, perspective, or motion toward. You'll first encounter them during Character Creation when determining the Doing traits that define your character's special abilities; other applications are mostly the province of the GM.
The most important thing to keep in mind when defining your own Doing symbols is that they should generally be non-representational. They can refer to a specific action, but shouldn't directly depict it.
The reasons for this are twofold: first, a concrete depiction of a particular action narrows the symbol's interpretive breadth, and can make it difficult to reason about how it applies to some of the odder Being symbols.
Second, a symbol that's too directly representational can create ambiguity about whether it's a Doing symbol or a Being symbol; does the symbol represent the depicted action, or does it represent the thing performing it?
Beyond that, what makes for a good Doing symbol depends on your game's premise. The default set of Doing symbols presented in this document lend themselves best to a free-wheeling, somewhat comedy-oriented game; other premises may call for other approaches. For example, in a game about wizards where each of your character's Doing trait represents a magic spell, Doing symbols might be the sigils for particular schools of magic.
To obtain a random Doing symbol, roll on the following table:
d66 | Icon | Description |
---|---|---|
11 | Circle with a diagonal slash through it | |
12 | Cartoon word balloon | |
13 | Check mark | |
14 | Crosshairs | |
15 | Division sign | |
16 | Downward-pointing arrow | |
21 | Equals sign | |
22 | Exclamation point | |
23 | Ellipsis (three dots in a horizontal row) | |
24 | Fast-forward symbol | |
25 | Four arrows pointing inward toward a central dot | |
26 | Four outward-pointing arrows originating from a common point | |
31 | Line chart displaying a rising trend | |
32 | Infinity symbol | |
33 | Not equal sign | |
34 | Pause symbol | |
35 | Percent sign | |
36 | Pie chart | |
41 | Play symbol | |
42 | Plus/minus sign | |
43 | Question mark | |
44 | Recycle symbol | |
45 | Rewind symbol | |
46 | Sign of Mars | |
51 | Sign of Venus | |
52 | Six squares stacked into a pyramid | |
53 | Square root sign | |
54 | Square wave | |
55 | Three circular nodes connected in a triangular pattern | |
56 | Three flat rectangles layered on top of each other | |
61 | Three geomatric shapes, a triangle, a circle and a square | |
62 | Two curved arrows forming a clockwise circle | |
63 | Two horizontal arrows crossing each other in the middle | |
64 | Two stacked arrows, the top pointing right, and the bottom, left | |
65 | Two squares stacked on top of each other, diagonally offset | |
66 | Upward-pointing arrow |