Deliberation

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Outside of encounters, game play is a free form back and forth between the referee and the players. The referee determines and describes the state of the world and the denizens who inhabit it. Players describe how their characters act upon that world. The outcome of those actions is determined by the rules, and then the referee interprets how that outcome affects the state of the world and how the denizens react. It sounds complicated, but it boils down to conversational exchanges like:

  • Referee: "The inn is loud and raucous, filled with rough looking characters drinking wine and eating hearty meals. There looks to be a tea house in town as well, more refined but also more expensive. What would you like to do?"
  • Player: "What's the name of the inn?"
  • Referee: "There's no sign, but a passerby will tell you it's called the Beast Turtle's Den."
  • Player: "With a name like that, I'm definitely stopping there."
  • Referee: "Excellent. The food smells passable, and there's plenty of wine. How would you like to make your entrance?"
  • Player: "What do you mean?"
  • Referee: "Do you want to try to slip in without gaining any attention, bluster to the crowd about how tough you are and that you should get the best seat? Anything like that."
  • Player: "Oh, nothing fancy. I'll just sit down at an empty table, and maybe scan the crowd to see if anyone looks interesting."
  • Rules: One of the uses for a sense check is perception. The referee notes this and asks the player to roll a check against sense. The check succeeds.
  • Referee: "Four men at a different table are armed. They could be Valiant, but more likely they are bandits who live nearby and ply their trade on the roads away from town. Against the far wall is a lone man with a scar over one eye and a large, exquisite looking sword slung across his back. He appears to be appraising you as well."

Player: "I'll give him a slight nod and then wave someone over to take my order."

  • Referee: "He nods back, and goes back to drinking. It looks like the only server is a young woman, either the owner or likely the daughter of the owner. She sees your wave and heads your direction, but before she arrives she's grabbed by one of the four armed men as she passes their table. He says something rude to her and his fellows laugh heartily. What do you do?"

Deliberation keeps going back and forth like that among all the players. The rules only enter deliberation when needed, and help set the expectations of both the referee and the players for what types of actions are likely to succeed, and what kind of outcomes can be expected. Although the referee is the final arbiter, players are encouraged to negotiate their actions and results. You can say what you want to happen, or offer alternatives for a failure.

Modes

Most of deliberation is description punctuated by occasional checks or complications. Deliberation should be suspended for an encounter if a battle, chase, dispute, or raid begins. There are also four special modes of deliberation that add emphasis to special developments.

  • Dilemma: A difficult choice with long-lasting consequences.
  • Expedition: Exploration or travel through dangerous regions.
  • Investigation: Finding clues and solving mysteries.
  • Romance: Finding and losing love.

Time

Time and space during deliberation.

Supplies

Each day, after moving, the band consumes one supply for each member. Creatures and allies all consume supplies. The Explore skill may be used to avoid consuming Supplies for the day. This continues until all supplies are eliminated. Two things happen when a band consumes all its supplies. First, if you don't consume a dose of supplies at the end of the day you become Exhausted. Second, items that have limited uses (such as ammunition) are no longer automatically replenished.

Foraging

When moving, you may use your one free skill check a day to roll against the Explore skill to go without supplies. This is called foraging. Foraging doesn't restore lost supplies or provide supplies to others, but does slow or stop the rate at which they are used.


Cooperative Narration

Not just the ref that narrates.

  • what you think or say
  • what you try to do
  • ask questions

Questions and answers. Ref can give away right to answer.



Modes


Version 2.5.1
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