Gameplay

Playing the game is like having a conversation. The Facilitator will describe the setting and scenes and ask questions of the players. Some questions are to help set up a scene and others are about what the heroes are thinking or doing. Players will be answering questions and reacting to situations presented by the Facilitator. During the conversation, if a situation comes up that poses some kind of risk or threat to the heroes or their objectives, the Facilitator will call it a challenge and the outcome will be determined by rolling a twenty-sided die. 

 

During challenges, players will roleplay as their heroes and describe how they act and react. The Facilitator will help frame scenes and transition the camera and spotlight between players to make sure everyone is involved and has a chance to shine. Whenever a die is rolled, the situation will change, regardless of the outcome.


The Flow

  • The Facilitator describes the setting and frames scenes
  • Players roleplay as their heroes and interact with the setting and the other heroes
  • The Facilitator will take on the role of supporting cast, or non-player characters (NPCs)
  • When a player says they want to do something risky the Facilitator will describe the challenge
  • When the Facilitator wants to bring a threat to bear against the heroes, they will describe the challenge
  • Once a challenge is introduced, the Facilitator will ask the hero(s) “What do you do?”
  • Players respond with their goal and the approach they are taking to overcome the challenge
  • The Facilitator will set the challenge level, or CL, based on the situation, the hero and their approach
  • The player will say if any Story Elements would help or hinder the CL or if they want to Surge
  • If any other players want their hero to assist, they will say so before the die is cast
  • The Facilitator says the CL out loud and then calls for the roll
  • The acting player rolls the die and adds their approach total and any item bonuses to the die
  • The total is compared to the CL to determine the outcome
  • The Facilitator summarizes the outcome and asks “What does that look like?”
  • The Player, and any assisting players, narrate what it looked like
  • The Facilitator describes how the situation changes and the game continues

Gameplay Example:

 

FACILITATOR: You enter the saloon. The stale air carries the scent of unwashed ranch hands and cheap whiskey. A half-dead pianist plunks an upbeat melody on a half-dead piano and several tables have poker games going. Some folks look up as your silhouette obstructs the primary source of light in the place.

 

PLAYER: Do I spot the man I’m looking for?

 

FACILITATOR: Give me an action roll… What’s your goal and approach?

 

PLAYER: I want to see if they are there while scanning the room for other dangers. I’m going to roll my Awareness as my approach.

(Facilitator sets the CL at 10-14 and the hero’s action roll plus skill total is 11)

 

FACILITATOR: You succeed at a cost. You do spot your bounty at the bar, but they spot you too and you see they are going for their pistol. Also you see a possible accomplice on the stairs above the bar with a rifle.

 

PLAYER: I want to draw first! I’ll use my Finesse as the approach. My hero’s role is a Gunfighter, so I am pretty comfortable with quickdraw.

(Facilitator sets the CL at 15-19, then lowers it to 10-14 due to the hero’s Gunfighter Style. The Facilitator also sets the target number of successes needed to a 2 to take down both opponents. The hero’s action roll plus skill total is 21. This means the hero got 3 successes on their action roll)

 

FACILITATOR: You succeed and gain a benefit. What’s it look like?

 

PLAYER: I draw my pistol and shoot the hand of the man at the bar. Then roll forward, dodging the rifleman’s first shot. As I come out of the roll, my second pistol is drawn and my shot hits the rifleman in the chest. As I effortlessly complete the roll up to standing, both pistols are trained on the scared man at the bar. A few seconds of silence pass before the rifleman dramatically flips over the banister and crashes through an empty poker table.

 

PLAYER: (In character) “Hey barkeep… You can put that table on his tab..”

 

FACILITATOR: Nice. The saloon remains silent for a few beats and then the piano kicks back on and folks return to their poker games and conversations as though nothing happened.