Game Rules
Overview
Campfires and Company is a tabletop RPG. The game requires at least two people, a Game Master and one or more Players. You can play with as many people as you want, but a game with 3-6 Players and 1 Game Master tends to work best.
What is a Tabletop RPG?
This section introduces you to the basics of what a tabletop RPG is and how to play. This section can be skipped for those who have experience with other tabletop RPGs such as Dungeons and Dragons, Numenera/Cypher System, World of Darkness, Shadowrun, Pathfinder, GURPS, or any one of many others.
A tabletop RPG (TTRPG) is a cooperative storytelling game. Everyone who wants to play will gather together, either in-person or online, forming a Play Group. One member of the Play Group will be designated as the Game Master (sometimes called a "Dungeon Master" in other games). The rest of the members of the Play Group are called Players.
The Play Group will decide together what kind of setting and tone they'd like to play, such as a rough-and-tumble wild west tale set in a futuristic cyberpunk city, a grand adventure set in a fantasy world with elves and dragons, or a high-drama thriller taking place during a modern-day zombie apocalypse. Then, the Game Master will come up with a loose narrative outline and maybe some details about the world, while the Players each make a Player Character that lives in the world that will be their avatar that they control while playing the game.
During play, the Game Master will set the scene and establish who is present and what's going on, and the Players will act and react as their Player Character within the world. Together, the Play Group pushes the story forward. Occasionally, a Player might want their character to do something difficult or dangerous, or the Game Master might present the Players with an unexpected obstacle. When this happens, the Players roll dice and refer to the capabilities of their Player Character to add bonuses to the die roll, and the Game Master determines whether or not the roll (and therefore, the action or obstacle) was accomplished or resolved. In this way, the Play Group creates a story together with unexpected twists and turns, and both the Players and the Game Master have ultimate freedom in choosing how the story progresses, unlike something like a video game where your choices are limited by the design of the game and the available buttons you can push.
Glossary
This section contains some definitions of terms you will encounter throughout this rulebook.
Play Group
The Play Group is everyone playing the game, the Players and the Game Master. A typical Play Group contains 3-6 Players and 1 Game Master, but as long as you have at least 1 Player and 1 Game Master, anything goes.
Game Master
The Game Master is the one narrating most of the story and ensuring the game runs smoothly for everyone. The Players are each responsible for playing their own Player Character through which they navigate the world, but the Game Master is responsible for narrating and roleplaying as the world itself, Non-Player Characters, monsters, and obstacles that are encountered by the Adventuring Party.
Player
A Player is anyone in the Play Group who is not the Game Master. Each Player roleplays as their single Player Character.
Player Character
A Player Character is a character in the narrative that is roleplayed and controlled by a Player, as opposed to a Non-Player Character who is controlled by the Game Master.
Non-Player Character
A Non-Player Character (NPC) is a character in the story or the world that is not controlled by a Player. This could be a king that gives the Adventuring Party a quest, a goblin attacking innocent villagers, or any other entity in the world. Non-Player Characters are controlled and roleplayed by the Game Master.
Adventuring Party
An Adventuring Party is the group of characters made up of all the Player Characters played by the Players.
Session
A single instance of when the Play Group gets together (whether in-person or online) to play the game together. Typically a Session lasts about 4 hours, but can be much shorter or much longer depending on the schedules and preferences of the Play Group.
Basic Rules
A Note on Rules
Before we get started, I want to clarify a few things about the rules contained in this book.
The rules are there as guidelines for the game. You can pick up the standard ruleset and play faithfully, you can discard your least favorite rules or mechanics, you can alter rules you think could be improved, or you can add entirely new rules and mechanics. You can even take one or two of the pieces of this game and swap them into another tabletop RPG system like Dungeons and Dragons or Pathfinder.
Moment-to-moment, the Game Master has final say on what the rules are. It doesn't matter if the Game Master has misunderstood a rule, or if they've changed it suddenly and unfairly; the role of the Game Master is to keep the game running smoothly. To that effect, they are the arbiter of the game world, and generally their word is law when it comes to what happens in the world.
With the above said, the Play Group itself is of course, the actual final authority on the rules. The Game Master shouldn't force the Play Group to play their vision of the game if nobody else is on board.
A great game requires the Players and the Game Master to trust each other and work together as a Play Group to keep the game running smoothly and enjoyably for everyone.
Challenges
A Challenge is a task, obstacle, or danger set before the Adventuring Party where success is not guaranteed. Challenges are issued by the Game Master in response to a Player Character attempting to accomplish something difficult or the appearance of a new danger or obstacle. The success or failure of a Challenge is determined by rolling dice.
When the Game Master issues a Challenge, you roll 1d20 (one 20-sided die). The result of the die determines the outcome of the Challenge.
Each Challenge has 3 possible states: Success, Failure, or Mixed Results. Each Challenge has a (CR for short). Die roll results that fall equal to or above the CR are considered a Success. Results less than the CR by 5 or less are considered Mixed Results. Die rolls less than the CR by more than 5 are considered Failures.
Consider a Challenge with a CR 15.
If you roll a total of 15 or higher, the Challenge results in Success. Your character overcomes the obstacle before them and does not suffer any danger or Crises as a result.
If you roll a total of 10-14, the Challenge has Mixed Results. The obstacle is overcome, but there is a complication. Your character may receive a Crisis, a new obstacle may present itself, or the obstacle may only be partially dealt with. With a Mixed Result, the outcome should generally take the form of "you Succeed, but..."
If you roll a total of 9 or less, the Challenge results in Failure. The consequences of Failure should be decided by the Game Master, but generally be commensurate to the risk of the action taken. Failing to break down a door might have no real consequences other than remaining trapped, but failing to jump across a chasm might lead to injury or death.
When determining the CR of a Challenge that doesn't have one already specified, the Game Master should use their best judgment. Here's a table to contextualize Challenges of various CRs.
| CR | Difficulty | Description | Example |
|---|---|---|---|
| 5 | Basic | Something most people can do most of the time | Cooking a basic meal |
| 10 | Easy | Something most people can do, but success may vary | Convince someone of a reasonable lie |
| 15 | Tough | Requires a reasonable amount of skill or luck to accomplish | Break down a wooden door without tools |
| 20 | Impressive | Only the best in the world can do this consistently | Jump across a 10 meters/30 feet gap |
| 25 | Formidable | Accomplished only with extreme luck or supernatural skill | Hit a bullseye from 300 meters/1,000 feet |
| 30 | Awe-Inspiring | Stories of this event will be told for generations | Lift a loaded wagon overhead |
Open Challenges
Some Challenges may not have a CR associated with them, but instead are used to determine how well a Player Character performs an action. These are called Open Challenges For example, when a Player Character is trying to recall information about an ancient empire using a Proficiency in history, rolling a 5 might get you very little, while rolling a 23 means the Player can ask the Game Master almost anything they want and get an answer (and the Game Master might choose to have the Player decide on what's true about the ancient empire!)
When rolling an Open Challenge, the Game Master should try to offer a provisional CR, such as "you'll need at least a 10 to gain any useful information about the empire, but higher is better."
Rule Variations
Critical Success
When you roll a 20 on the d20 (called a "natural 20"), this is a "Critical Success". On a Critical Success, the obstacle is overcome as it would be with a normal Success and the party gets an unexpected boon in addition, such as dealing more damage than usual to a monster, finding extra treasure in the chest, or getting an unexpected concession during negotiations.
Critical Failure
When you roll a 1 on the d20 (called a "natural 1") this is a "Critical Failure". On a Critical Failure, the obstacle is not overcome, and the Player Character or Adventuring Party suffers a more severe consequence than they would for a normal Failure. The Player Character might receive two Crises, a much more severe Crisis or a Crisis as well as a new, unexpected danger or obstacle.
Bonuses and Penalties
If your Player Character has factors that make a particular task easier, those factors may manifest as a flat Bonus to your roll. Bonuses are simply added as a flat number to the die result. For example, rolling a 15 with a +2 Bonus results in a 17. Penalties work the same way, but are subtracted from the roll instead.
Advantage and Disadvantage
If your Player Character has factors that make success more likely, such as a relevant Attribute, a favorable environment, or additional tools or help, they gain +1 Advantage on the roll.
Similarly, if your Player Character has unfavorable factors, they gain a Disadvantage on the roll.
For each Advantage, you add 1d6 (one six-sided die) to the roll.
Correspondingly, for each Disadvantage, you roll a 1d6 and subtract its total from the roll.
You can get multiple Advantages and Disadvantages on a single roll. When making the roll, Advantages and Disadvantages nullify each other. For example, 3 Advantage and 2 Disadvantage cancel out to 1 Advantage, so you'd just roll 1d6 and add it to the result of your d20 roll.
Character Creation
The first step in creating a character is usually to choose a Class.
After choosing a class and following its instructions for achieving first level:
- Distribute the following Attribute Scores into the 6 Attributes: 3, 2, 1, 1, 0, 0
- Select at least 1 Motivation
- Select at least 2 Bonds
Each Class's character creation steps are slightly different. Refer to the First Level section for your chosen Class for details
Theming your Character
While creating your Player Character, keep in mind what a typical fight might look like for them. Your basic close-combat and ranged attacks are not listed as Abilities on your character sheet, so you're free to determine what kind of weapons or fighting style they use. For example, an Elementalist with Elemental Affinity - Ice might create icicle spikes and launch them toward enemies, or they might cover their fists in icy boulders and punch enemies into submission. When defending, they might create ice patches on the ground and slide around to dodge, or they might cover their body in frozen armor to protect against the impact of attacks.
You should work with your Game Master to decide on a theming for your Player Character that you're excited about to ensure that your Player Character embodies the archetypes and fantasy you had in mind when creating them.
Resources
Resource Pools are granted by your specific selected Class and Feats. For example, Arcanists will get a Resource Pool for each type of Arcane Knowledge they have access to, used to cast spells from that line of Arcane Knowledge. Warriors instead have an Exertion Resource Pool used to physically exert themselves.
Each Resource Pool has two values, Resource and Efficiency.
The Resource value represents the depth of your reserves in that Attribute. The more Resource you have, the more you can spend before you need to rest, and the more you can exert yourself to overcome an obstacle. Resource can be spent to activate Abilities related to that resource.
The Efficiency value represents how experienced and trained you are in the Resource. For each point of Efficiency, when spending points from the Attribute's Resource, you may subtract 1 from the amount spent (to a minimum of 0, causing it to become free).
Attributes
Attributes are fundamental characteristics of your character that govern their competence in a wide variety of tasks.
Each Point in an Attribute adds a +1 Bonus to any Challenge Rolls governed by that Attribute.
Strength
Strength represents your Player Character's physical prowess. A Player Character with high Strength can break through doors, smash open vaults, lift heavy objects, and carry a huge amount of weight.
Endurance
Endurance represents your Player Character's toughness and resilience. Endurance allows your Player Character to resist to blunt force, poison, disease, and in some cases maybe even blades or projectiles.
Dexterity
Dexterity represents your Player Character's skill with their hands. A Player Character with high Dexterity can juggle, play instruments, use sleight-of-hand, and pick locks, among other talents.
Agility
Agility represents your Player Character's reflexes and acrobatic athleticism. A Player Character with high Agility can perform cartwheels, jump long distances, balance on a narrow ledge, dodge incoming danger, and depending on the setting, may even be able to do things like run on walls or climb smooth cliff faces.
Charisma
Charisma represents your Player Character's social prowess. A Player Character with high Charisma is charming, persuasive, and probably more than a little attractive. This usually causes other people to start off with a positive opinion of your character. Your Player Character can use these traits to their advantage to make allies, convince people of obvious lies, or manipulate people into doing things they normally wouldn't consider.
Intelligence
Intelligence represents your Player Character's mental acuity and collected knowledge. A Player Character with high Intelligence is clever, and a bit of a walking encyclopedia. Often the solution to complex puzzles and problems comes to them immediately. They likely know more than a little about whatever problem the group is facing. For whatever they don't know, they know where to go to find out more.
Proficiencies
Proficiencies are very similar to attributes, but they are more specific. They typically represent something that anyone can try to do, but that your character has both the physical aptitude for and the specialized knowledge to perform particularly well.
When attempting a Challenge related to one of your Proficiencies, you gain +1 Bonus for each Proficiency Point in that Proficiency. This Bonus can be combined with the Bonus you get from your Attribute.
Example Proficiencies
- Climbing
- Marksmanship
- Tracking
- Foraging
- Cooking
- Horseback Riding
- Blacksmithing
- Acting
- Singing
- Dancing
- Historical Knowledge
- Investigation
- Animal Handling
- Sailing
- Repair
- Sneaking
Abilities
Abilities are powerful techniques that your Player Character can activate for an Attribute Resource cost. Typically, Abilities are things that require specialized physiology, knowledge, or characteristics. In many settings, this is often a superhuman feat like conjuring fire, summoning spirits, or turning invisible. They also might be things that would be near-impossible even with the best training, like landing an extremely precise shot, or cobbling together scraps into a working piece of technology. Generally they're things that to even attempt to do, you would need a large amount of training or a mystical power of some kind.
Abilities must be able to be used at a single point-in-time. Things like "detecting undead" or "has superhuman strength" are great, but the Ability is not active all the time, the Player must choose to use it at some point during their adventure.
Abilities may be related to one of your Proficiencies, or they may not.
There is no set list of Abilities, Players should work with their Play Group and Game Master to come up with Abilities that fit your Player Character, the game's setting, and the vibe that the Play Group wants to evoke.
Often, abilities will have multiple tiers, allowing greater scale or effectiveness for a corresponding greater cost.
A list of example Abilities is provided below; feel free to choose one of the below instead of coming up with your own.
Ability examples TBD. (See Abilities page)
Feats
Feats are extra game mechanics that improve your Player Character's effectiveness. They are quite freeform and can do any number of things. They often represent passive effects that don't quite fit into either being an Ability or a Proficiency.
Feat examples TBD. (See Feats page)
Requirements
Many Feats and Abilities have Requirements associated with them. They may require that you've reached a certain level in a class, or that you have a different feat or ability.
Some Feats and Abilities list "Granted" as a Requirement. This means that the feat can't be selected freely during level up when granted a Feat choice, it can only be obtained by being specified as part of a Class's specific leveling features.
Motivations
Player Characters are more than a collection of stats. Your Player Character should have a personality and desires. Some Players love to write pages of backstory, even if unrequired by the system and unprompted by their Game Master. That's all well and good! However, in this system, we codify some of your Player Character's desires as explicit Motivations. Your Player Character should begin with at least one Motivation they haven't yet accomplished. These can be as abstract as "become more powerful" or as specific as "find a cure for my ailing father". These do not affect numerical gameplay in any way, but should help you understand your Player Character's motivation, and as a result, their actions. It also helps the Game Master know where to focus and direct the story.
Remember that your Player Character is an adventurer. They should have at least one Motivation that compels them to seek danger and adventure out in the world. For example, if your Player Character's highest Motivation is to avoid conflict, why wouldn't they have become a farmer, or a hermit? A good question to ask about your Player Character is "If my Player Character is safe, comfortable, and healthy in a remote village somewhere, what Motivation would compel them to give that up and strike out into the most dangerous parts of the world?"
Example Motivations
This list is not meant to be exhaustive. Your Player Character can have whichever Motivations you feel appropriate. This list is just meant to help stir your creativity. In general, a Motivation should be somewhat abstract, rather than a specific task. These Motivations are meant to guide your character's motivations, not serve as a checklist of things to accomplish.
- Atone for a past transgression
- Uncover secret or ancient knowledge
- Gain mastery over some skill or artifact
- Become wealthy beyond your wildest dreams
- Become the most powerful person in the land
- Serve your kingdom or patron deity faithfully
- Protect the weak from danger
- Protect the natural order
- Spread knowledge across the world
Bonds
Each Player Character should feel like a part of the world of the game. The Player Character has lived in the game world for many years in most cases, and they have entire histories that should be relevant at the game table. In addition, the Player Characters are adventuring together as an Adventuring Party, and must have some reason to do so. They should be a part of each others' histories! To represent this, each newly created Player Character should create at least two Bonds with other Player's Player Characters. Two Player Characters might have been childhood friends, or have fought together in battle, or maybe they were mutual acquaintances of someone recently deceased. Bonds need not be mutual though, one Player Character might have a reason to hate the family or faction of another, but the hated Player Character need not be aware of this spite. In fact, both Player Characters may be unaware if neither Player Character has yet shared their history with the other!
Bonds primarily help to drive the narrative forward as an Adventuring Party.
Example Bonds
This list is not meant to be exhaustive. Your characters can have any kind of Bond with the other Player Characters. This list is just meant to help stir your creativity.
- You and another Player Character come from a similar cultural background
- You and another Player Character have differing ideals that sometimes cause friction between you
- You've saved another Player Character from certain death
- You've previously fought alongside another Player Character
- You grew up in the same community or region as another Player Character
- You and another Player Character are siblings
- You mentored another Player Character
- You and another Player Character share a Motivation
- You and another Player Character fought on opposite sides of a long-forgotten conflict
Combat
Combat in Campfires and Company is not intended to be a tactical wargame simulator in the same way as many other popular tabletop RPGs. Instead, combat in Campfires and Company is simply another way to interact with the setting narratively.
As such, the combat rules are designed to be extremely flexible and to drive focus on the narrative consequences of combat and the frantic emotions brought out by the danger of the situation, rather than the meticulous strategizing of positioning and attack options.
Taking Turns in Combat
For short combats, or during the initial frantic scramble to take up arms, an explicit turn order may not be needed. However, generally once combat begins, turn order progresses clockwise around the table, starting with the Player that initiated combat, or the Game Master if Enemies initiated the combat.
All Enemies take their turn together when the turn order reaches the Game Master. Elite Enemies are an exception to this rule, and take one turn after each Player's turn.
Combat Challenges
Similar to encounters that occur outside the game, combat is resolved through a series of Challenges with corresponding CR values.
Attacking
When attacking, Players will attempt a Challenge with a specified CR equivalent to the Enemy's (DR) representing their attack.
A Failure on the Challenge means no damage is dealt, but typically there is also no corresponding Crisis or penalty (except potentially on a Critical Failure).
A Mixed Result on the Challenge deals 1 point of damage to the Enemy.
A Success on the Challenge deals 2 points of damage to the enemy.
Defending
Similarly to attacking, defending works the same way in reverse. When an Enemy attacks a Player Character, the Player rolls a Challenge against the CR of the Enemy's value (AR).
A Failure on the Challenge means the Player Character receives a Crisis.
A Mixed Result on the Challenge means the Player Character avoids or blocks the attack and suffers no Crisis, but is placed off-balance or otherwise hindered such that the Player Character has +1 Disadvantage on their next defense Challenge.
A Success on the Challenge means the Player Character completely avoids or blocks the attack.
Defeating
A Player Character is considered Downed if they have 3 or more Crises at any point during combat. If they are Downed, on the Player Character's turn the Player rolls a Challenge with CR 10. On a Failure, the Player Character receives 1 additional Crisis. Another Player Character can spend their turn to aid the Downed Player Character, granting them +2 Advantage on their next roll.
Enemies
Enemies in Campfires and Company are meant to be extremely easy to use, without complicated stat blocks or rules.
An Enemy is generally made up of the following parts:
- Its name
- A short description of what the creature is
- Its Hit Points (HP)
- Its (AR)
- Its (DR)
- Its Traits
An Enemy's is essentially how offensively powerful the Enemy is. Players will need to roll a Challenge with a CR equivalent to an Enemy's AR whenever they are attacked by an Enemy. When attacked, a Success or Mixed Result prevents the Player Character from receiving a Crisis.
Conversely, an Enemy's is a measure of how difficult the Enemy is to damage. When attacking, Players will need to roll against a Challenge with a CR equivalent to the Enemy's DR. A Success or Mixed Result damages the enemy.
After Player Characters have damaged an enemy an amount equal or greater than its amount of Hit Points, the Enemy is Defeated.
An Enemy's Traits describe the rest of the Enemy's capabilities. These are described narratively. For example, if an Enemy flies, it might be described with a Flying trait. The Game Master might then decide that the Enemy can't be reached by melee weapons except when attacking. Or they might decide that the Enemy is flying low to the ground, so it's not an issue, but the Enemy moves very quickly, or is more difficult to hit (granting 1 Disadvantage) using weapons with short reach, like daggers.
Let's look at some example Enemies that are staples of the fantasy genre to get a feel for how Enemies work.
Wolf
A wild canine that hunts in packs.
- Night Vision
- Pyrophobic
- Pack Tactics
City Guard
Enforces the law within the city.
- Calls for Reinforcements
- Well-Equipped
- Disciplined
- Prefers Non-Lethal Force
Vampire
A bloodsucking undead creature of the night.
- Night Vision
- Bloodless
- Sustained by Blood
- Sunlight Weakness
These are just examples of Enemies you might create; and they're not even the canonical versions of these examples. If in your game, you want a vampire to have much more health because it's an ancient count or countess, go for it. Maybe your vampires aren't weak to garlic, but they are weak to holy water, or running water, or large numbers of small objects being dropped in front of them, or remaining uninvited into a building. Maybe they can fly, maybe they sparkle, maybe they don't drink blood.
Combat should feel fast and dangerous, so keep in mind that even very durable and powerful creatures should have a relatively low HP value (5 or less).
Elite Enemies
Elite Enemies are the boss monsters of Campfires and Company. Elite Enemies will generally have a much higher HP value than normal Enemies to allow the fight to last longer. Elite Enemies also should generally take one turn for each Player Character, allowing them to show off their fearsome capabilities more effectively.
When designing Elite Enemies, consider how they will interact with the environment around them, and how the Player Characters will interact with their attacks and maneuvers.
Here are some examples:
- The Elite Enemy smashes the arena-like platform they're fighting on, removing space that players need to effectively maneuver
- The Elite Enemy uses their turns to cast a spell by uttering a long incantation, if they successfully finish the incantation over 3 turns, an extremely powerful spell is cast
- The Elite Enemy summons minions through portals, but the summoning can be interrupted by the players if they walk through the portal dissipating it
- The Elite Enemy is guarding an object that is the secret to their power, taking hold of the object will considerably weaken them
Running Combat
Whether against normal Enemies or Elite Enemies, combat in Campfires and Company is not intended to be a tactical wargame where the rules of the game provide difficulty and interest. Instead, combat is another avenue to offer interesting narrative twists and turns to the party. Consider alternative win conditions or complications that arise during battle to spice up encounters and give players more options during combat than simply choosing which enemy to attack.
Here are some ideas for making encounters more interesting:
- The encounter takes place un unstable terrain such as quicksand
- There's dangerous weather such as a heavy rainstorm or blizzard
- The goal of the encounter is to retrieve an artifact the enemies possess, meaning defeating all the Enemies is not necessary to achieve your objective
- The Enemies are much more powerful than the Player Characters, making fleeing the most attractive option
Rule Variations
Enemy Crises
When an Enemy takes damage to its Health but is not yet Defeated, the Game Master can choose to impose a Crisis on the Enemy, the same as would happen to a Player Character. This can help make combat feel more dynamic and exciting, as the Enemy begins to show signs of struggle and weakness as the battle progresses.
Frantic Combat
For a more stressful experience, the Game Master can describe a situation and ask any Player "what do you do?!" If the Player doesn't begin to respond in a short period of time (3-4 seconds), their Player Character fumbles and does nothing with that time during the combat.
This optional rule keeps Players on their toes, but makes the game more stressful for everyone, and may end up in some strongly negative experiences if a Player misses their turn because they didn't respond fast enough.
This rule should only be used if the entire Play Group is on board with it, since it can be quite polarizing. Don't be afraid to remove this rule if it causes conflict during play.
Crises
When your character is hurt or put into danger, they may receive a Crisis. A Crisis has two key parts: the nature of the Crisis and the effect that the Crisis has on the Player Character.
Let's look at some examples.
| Crisis | Effect |
|---|---|
| A slash over one eye | 1 Disadvantage on Challenges relating to accuracy or perception |
| Blinded by darkness | 3 Disadvantage on Challenges relating to accuracy or perception |
| A deep gash on your main arm | 2 Disadvantage when using the arm |
| Running out of food | 2 Disadvantage |
| Your weapon becomes rusted | 1 Disadvantage when attacking or damaging something with the weapon |
| You run out of ammo for your ranged weapon | The weapon cannot be used |
| Being lost in the woods | 1 Disadvantage when scavenging, navigating, or preventing surprise attacks |
| You receive a bad reputation in town | 1 Disadvantage on social Challenges in the town, cannot use reputable inns or shops |
| You are caught in a trap | You cannot move, and you have 1 Disadvantage on tasks which might require you to maneuver the trapped body part |
Crises are resolved (removed from your Player Character) when the situation causing the Crisis is resolved. For example, if your Adventuring Party is starving, they may resolve the related Crisis by hunting an animal, reaching a town, or foraging for food. If a Player Character is wounded, that wound may recover the next time you're able to rest for an hour (for a minor wound), or for a night (for a major wound), or perhaps for an entire week or more (for a grievous wound).
If your character has 3 or more Crises, your Player Character suffers a Trauma (but those Crises are not resolved). A Player Character cannot suffer more than one Trauma using the same Crises. Meaning that in order to suffer a second Trauma, the Player Character must suffer 3 new Crises (regardless of the status of the previous 3 Crises).
Traumas
When your character reaches 3 or more Crises, they will suffer a Trauma. They may choose a consequence from below, or discuss alternative options with the Game Master. The Trauma should ideally be narratively related to one of the Crises that caused the Trauma to occur.
- An important item is permanently lost or broken
- You permanently lose 2 Resource Points
- You permanently lose a Feat
- You permanently lose an Ability
- You permanently lose a Proficiency Point
- You are permanently physically scarred
- You develop a phobia
- You harbor irrational resentment and animosity toward an entity or group that caused one of the Crises
- Your journey comes to an end
The Trauma does not always happen immediately after receiving the 3rd Crisis. It is often best to wait until the end of a Session and use it to provide a climactic conclusion, but in some cases the Game Master or Play Group will want to wait until a major story beat has been accomplished, such as completing a dungeon, finishing a quest, or encountering a major villain. The Play Group, the Game Master, and the Player whose Player Character will suffer the consequence should decide what's best for the narrative, the characters, and the players involved.
Rule Variations
Random Consequences
Instead of allowing Players to choose their own Trauma, you can roll randomly to determine which Trauma they receive. This results in more of a punishing, unpredictable play experience.
This rule variation is not for every Play Group because many players won't find the lack of control over their own Player Character to be particularly fun. It's also not for every Adventuring Party, because it may not make sense for an unfeeling, robotic type character to develop a phobia, for example.
Always End the Journey
Instead of allowing Players to choose their own Trauma, you can instead have the Trauma always be ending the journey. This results in an extremely punishing, grimdark type play experience. This rule may be suitable for one-shots, short campaigns, or for a Play Group looking to try a darker, grittier tone. If a Play Group chooses to use this rule, each Player should have additional Player Characters ready to go, since characters will be ending their journeys more frequently.
End of the Journey
If a Player chooses for their character to come to the end of their journey, the Player Character doesn't necessarily die. They may not even necessarily leave the story. They simply can no longer be controlled by a Player, and maybe become an NPC instead. The Player must create a new character to continue playing.
Maybe the events of their latest adventure have shaken them to their core and they can't stomach risk or danger anymore. Maybe they've suffered an injury that means they'll never adventure again. Maybe their moral core has been fractured and they begin to see things from the villain's perspective and switch sides. Or maybe they heroically sacrifice their life to save one of the other party members.
Whatever you decide, you should aim for an interesting narrative for the Player Character
and the Adventuring Party. Whether the Player Character goes out with a memorable bang, or fades quietly into the background to surface later in the story, the end of the journey is an incredibly important piece of the both the Player Character's and the Adventuring Party's narrative.
Items and Inventory
Items and inventory contents are not intended to be tracked in detail. A Player Character might have an "adventuring pack", but the contents of the pack do not need to be spelled out in detail. When the contents become relevant, the Play Group can discuss whether it's reasonable that a particular item would or would not be contained in the pack, and the Game Master makes a final judgment call. The Game Master may even decide to issue a Challenge to determine whether the item is present or not, with the difficulty of the Challenge depending on how likely it is that the item would be readily available.
Similarly, currency is more of a feeling thing. You don't need to track that you have 100 gold coins and 3 rubies worth 20 gold each. Like other asbtractions in the game like hunger and exhaustion, if it becomes narratively relevant, the Players will be given a rough idea from the Game Master how much wealth they have. For example, when in town the Game Master might say, "You know you have enough currency to replenish your supplies and maybe add a few small items to your packs, but not enough for any new weapons or clothing." After delving to the bottom floor of a dungeon, the Game Master might say, "Stepping into the final room, you find ancient treasures hoarded by the lich during their long undeath. Having defeated them, the treasure is now yours for the taking. Wealth is piled high, reaching halfway to the ceiling in places, and such an abundance means you can't take everything with you, but what meager portion you can carry will give each of you wealth enough to buy your own castles if you wish."
A Note on Powerful Items
If during the journey, a Player Character acquires a powerful item of some kind, like a magical sword or ancient technology, there are two ways to handle the item smoothly within the game rules.
First, the Game Master could make the item usable only once. This way, the item is powerful and impactful, but the Player Character's innate abilities are not outshone by a disparate collection of trinkets they've acquired on their journey.
Second, the Player and the Game Master could decide to incorporate the item more permanently into the Player Character's progression. When the Player Character Advances and gains a new Ability, the Ability can be tied to the powerful item narratively. See the section on Advancement for details.
Advancement
As the Players continue their adventure, their Player Characters become more experienced, benefitting from the skills, knowledge, and items they've acquired on their journeys. This is represented in the game rules through Advancement.
When a Player Character Advances, they take an additional level in one Class. The Class does not have to be one they already have levels in, Player Characters can take levels in as many Classes as the Player wants.
When advancing a level in a Class, consult that Class's page to see what benefits the Player Character receives.
When to Advance
Ultimately, the Game Master decides when a Player Character Advances. However, in general, Player Characters should Advance at the conclusion of a major story beat, such as finishing a quest or progressing toward a Player Character's Motivation. Ideally, Advancement, even if earned in the middle of a game Session, takes place after play has concluded so as to not interrupt the flow of the game, unless the Player knows in beforehand exactly which Advancement option they want to take.
Advancement and the Story
When a Player Character Advances, the Game Master should attempt to integrate that Advancement with the narrative of the Play Group's journey. For instance, a Player Character could find a powerful magical item that is the narrative reason behind their new Ability, or the timeline of the adventure could jump forward in time, and in the interim, the Player Characters have honed their skills and their Advancements are a result of that practice. The Game Master could even suggest that Players write a short story about what happened during the timeskip!
Inspiration
Below is a list of some of the games that inspired this one. A huge thank you to all the creators responsible for the games below. And if the game in this book isn't a perfect fit for you or your Play Group, consider checking out one of the games below!
- Rogue 2E by Kazumi Chin
- Perilous RPG by Jordan Palmer
- Dungeon World by Adam Koebel and Sage LaTorra
- Cypher System by Monte Cook Games
- Dungeons & Dragons by Wizards of the Coast