Before The Spire Falls - Spreads

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 14

BEfoRe the

Spi rE
FAllS

Kaylie Ponder
2019 Loren Ponder
Before the Spi re Falls Before the Spire Falls is a roleplaying game for 2-4 players. A single
Version 1.0 session will take 2 or more hours, and will feel like a few chapters
March 2019 of a book.
To play you will need:
Written by - A copy of these rules
Kaylie Ponder & Loren Ponder - A copy of each playbook, setting element, and the map page
- About 5 tokens per player (coins, pebbles, etc.)
Illustration & Layout by - Pens, pencils, markers, etc.
Loren Ponder

With thanks to:


Avery Alder
for the Belonging Outside Belonging system,
as seen in Dream Apart and Dream Askew
Nora Blake & the RPG Design Friends
for hosting the March of the Wizards game jam
Nico Andre,
for wise imput and sensitivity reading

For more games, visit :


ponder.itch.io
When you gather to play for the first time, take turns reading
the following section aloud: Safety
________________________________________________________ ________________________________________________________
The world is a fantastical place filled with beauty, wonder, and When you sit down at a table to play a game it is necessary that you
strangeness. It is a world worth saving. recognize the vulnerability that comes with putting ideas into the
world. When people choose to be vulnerable it is important to have
The people ofthis world are kind and unique. They are people worth safety tools in place. Even in the heaviest of games everyone at the
saving. table should know that the game isn’t intended to make them feel
unsafe— to push into more difficult topics to create a discomfort
We are a group ofwitches who have been called upon to stop the that you have to sit with for awhile, maybe— but never to make
Nothing that is devouring the world. We are also worth saving. anyone at the table unsafe.
A roleplaying game is an imaginative conversation between people. One of the best ways to ensure safety is by talking about what
We’ll listen to each other, offer ideas, ask questions and build on people are uncomfortable with at the beginning. Clearly stating
the answers. Sometimes the game’s rules will step in to prompt our what topics are off-limits is a good starting place. However, it is the
imaginations and guide what we say. responsibility of each person at the table to pay attention to the
group; if an uncomfortable topic comes up, please check in.
Each of us will take on the role of a witch in the group. Each of us
will also play a piece of the world. We will take turns setting A simple, “Did that feel ok to everyone?” can go a long way toward
scenes, creating conflict, and narrating what our witch does, thinks, having a safe table. If the answer is “No” It is always okay to pause,
and says in response to the world and the other witches. rewind, and change things without that person needing to explain
why.
Our witches have a common goal: to reclaim their world from The
Nothing. As players, we also have a common goal: to enjoy You may be familiar with other safety tools, and if these work for
weaving a collaborative story together. your group, please use whatever makes your group feel safe.
We will play to find out who our witches are, what their world is There are times this game prompts the players to read aloud or
like, and how they will reclaim it from The Nothing. draw on a map. Before play, ensure that everyone at the table is
comfortable with that- if anyone is unable or would be made
________________________________________________________ uncomfortable by this please make accommodations that make
sense for those at your table.
ChAract ers Setti ng E
lem ents
________________________________________________________ ________________________________________________________
Each player will take on the role of a witch in the group. Each player will also play one or more aspects of the world.
To play your witch in a scene, tell the other players what your To play a setting element, narrate what is happening around the
witch looks like, what they say and what they do. If you have characters. This may mean stepping in to play a supporting
trouble with exact words, feel free to paraphrase. Ask yourself: character, describing a sandstorm raging in the group’s path, or
“What do they want in this scene?” and build on the answers you talking about what happens when a magical spell goes awry. There
find. Other players may ask questions or make suggestions, and may be times when you work in tandem to play a setting element:
you can choose to incorporate these ideas, if you like— but you get when you encounter a magical stranger, for example, someone may
final say over what is true for your own character. play the Magic setting element, and someone else may play The
People.
When your witch takes action, they are making a move. Each
playbook has a list of moves to make. Whenever your witch is Make a setting move when another witch interacts with this
called upon to act, you can look at your list and choose something setting element, or when there is a lull in the conversation and
to do. everyone wonders: what next? Moves should direct the action and
- Vulnerable Moves show a moment of foolishness, give the other witches something to react to. They invite trouble
vulnerability, or bad luck. When you make a Vulnerable into the witches’ live and move the story forward.
Move, take a token. After every move, ask: “What do you do?”
- Neutral Moves allow you to take action, but also leave you Put the setting element down or trade it with another player
exposed in some way. They can be made as often as you like. when your own character begins to interact with it. It’s more
interesting to act opposite someone else, after all! For example, if
- Strong Moves allow your witch to step into the spotlight your witch casts a Vulnerable or Neutral spell and you have been
and showcase their power, skill, or good luck. You must playing the Magic element, give it away to another player so they
spend a token in order to make a strong move. can make a move.
When you play into another witch’s Lure, take a token. Lures
are moments that require cooperation and allow other witches to
shine.
When you use Magic, say what spell you are using and describe
what happens. If you are using a Vulnerable or Neutral move, the
player playing the Magic setting element will step in to make a
move and help direct the scene.
T
o PlAy
________________________________________________________
1) Create your witch. Each player should choose a prompt to interact with before
As a group, take turns reading aloud the playbook descriptions. leaving the Prismic Spire. You may include other witches in the
Each player should choose one playbook; set the extras aside. prompt to explore relationships within the group, or take a solitary
Then go through your playbook, making decisions about your moment to explore who your witch is. Choose:
name, your look, your background, and anything else the playbook - A promise to return
prompts you to do. When you reach the Bond questions at the - A fear about the journey
end, pause. - A kiss before I go
- A secret place
2) Introduce your witch & determine Bonds. - A last meal to savour
Once everyone has filled out their playbooks, introduce your
character to the group. Listen to the other players introduce their As is tradition you have each brought a token from your
witches. Ask questions when something they say piques your community to leave at the spire. Present your gifts to the Lavender
curiosity. Flames before setting out to save your world.
Finally, choose one Bond question to ask the player to your left.
6) Continue playing through different scenes.
3) Create the setting elements. What conversations do you want to explore? Where do they take
As a group, take turns reading aloud the setting element place? A single scene may be a few moments between two players,
descriptions. Make a decisions when prompted. or something longer involving the entire group. Scenes end when
Each player should choose one setting element to start; set any it feels right for them to end.
extras aside for now. If you’re stuck about what scene to play next, take a look at the
Setting Element moves, and make one.
4) Start the map.
Play begins at the Prismic Spire. Draw it somewhere on the map.
As you play, you will encounter new areas to add to the map.
5) Frame the first scene.
You begin your journey at the Prismic Spire. All of the witches
have been called here and are now tasked with stopping The
Nothing.
Decide as a group if this send off is a grand ceremony, a secretive
counsel taking place in the cover of night, or somewhere in
between.
You are fire. You are strength. :
Nam e Rose, Orion, Zelda, Maud, Leo, a fierce name, a nickname
You fight for what you believe in and brace against injustice. Pron oun s :
You are fierce defender ofthose you love. L :
ook dangerous eyes, burning eyes, hidden eyes, passionate eyes
Your magic comes from your will and your desire to protect others. - guarded clothing, spiked clothing, torn clothing, homemade clothing
what do you fig ht for ? (choose 1): music, The Mirror of the
Fallen, justice, myself
T
he ChaRiot you have (choose 1): an instrument that tells the truth, a mount, a
book of secrets, a mace with true aim
Bon ds (ask 1 left):
- I hurt you in the past. Have you forgiven me?
- Would you like to be my smooch buddy?
________________________________________________________

Strong moves (spend a token): you kn ow


- Cast a spell with passionate accuracy these
- Defend someone spells :
- Shut down an aggressor
- Express what is important to you
- Ask, “What here is vulnerable?”
II Ward
Vertigo
:
II Punch
I Surge
Neutral moves
- Take action, leaving yourself at risk Taunt
- Channel magic with unexpected side effects
- Call out injustice publicly
- Encounter someone in trouble
- Smooch someone
vulnerable moves (gain a token):
- Run away from something that frightens you
- Escalate a situation
- Pick an unnecessary fight
- Cause pain to another in your group
I Lautoken.
re: When someone comes to you for protection they gain
You have been tested through fire and come out ofit sure ofwho Nam e : Lilith, Alysaha, Ace, Marcela, Ignacio, a stage name,
you are and what you need. You value expression ofself, a beautiful name
independence, determination, and courage above all else. Pron oun s :
Your magic comes from your assurance in who you are. L :
ook winged (insect, dragon, avian), vibrant feathers, adorned with
gemstones, painted
- flamboyant clothing, intricate clothing, high femme clothing, sensual
T
he Queen of wAn ds
clothing
who i s counti ng on you? (choose 1): my child, the people of
Shattered Island, the Fae of the reef, myself
you have (choose 1): an enchanted mirror, a staff, a familiar, an amulet
from your community
Bon ds (ask 1left):
-When did you first notice me?
- Why do you find me beautiful?
________________________________________________________

Strong moves (spend a token): you kn ow


- Cast a spell with confidant proficiency these
- Blaze a path forward
- Encourage another to express themselves
spells :
- Command the attention of everyone present
- Ask, “How can I impress you?
II Tempest
Alarm
: II Dance
I Mimic
Neutral moves
- Take action, leaving yourself at risk Creature-
- Channel magic with unexpected side effects speech
- Dance
- Ask, “Will you dance with me?”
- Lead the group down an uncertain or perilous path
vulnerable moves (gain a token):
- Keep your thoughts and ideas to yourself
- Hide/ camouflage
I orLure : When someone invites you into the spotlight to perform
lead they gain a token.
- Act in a way that is contrary to your beliefs
- Put your wellbeing above the groups
- Draw unwanted attention
Like the sun slipping out after a storm your sincerity brings :
Nam e Amaya, Alina, Nova, Oran, Bo, a bright name, a joyous name
comfort and joy to everyone. You are bright and you use that Pron oun s :
brightness to illuminate those around you. L :
ook sparkling smile, generous smile, toothy smile, quiet smile
Your power comes from lifting others up. - barefoot, comfortable shoes, worn shoes, flashy shoes, boots
you r joy com es f rom (choose 1): your inner light, a happy
childhood, your home community, necessity
T
he Sun what g ives you hope ?(choose 1): the place of the clouds,
the Joyous Piper, faith, the keeper of the fawns
you have (choose 1): a crown of light, a cape woven by your mentor,
oil collected in the light of the sapphire moon, a special rock
Bon ds (ask 1 left):
- How is my presence calming to you?
- Why do you believe I am sincere?
________________________________________________________
Strong moves (spend a token): you kn ow
- Cast a spell with joyful precision these
- Share a memory to lift someone up spells :
- Blend seamlessly with the etiquette and customs
of a new community
- Make someone blush
II Absorb
- Sway the tenor of a crowd in a positive way
- Ask, “How can I give you hope?”
II Burn
Flare
Illuminate
Neutral moves :
I Rise
- Take action, leaving yourself at risk
- Channel magic with unexpected side effects
- Sincerely compliment someone
- Laugh
vulnerable moves (gain a token):
- Give up
- Lose track of someone important
Ishares
Lu re: When someone puts their happiness in your hands, or
a doubt about the journey with you they gain a token.
- Put someone down in attempt to lift someone else up
- Cry
- Minimize someone’s pain in favor of harmony
On your own you were strong, you were happy, you were loved. Nam e : Lavey, Melody and Harmony, Mina and Nessa and Rowan,
But you knew together you could create things that weren't a singular name, matching names
possible alone. So you fused. You melted into one another to create Pron oun s :
a different kind ofpower. L :
ook harmonious bodies, opposing bodies, symbiotic bodies,
Your magic comes from that bond. Ifyour bond is broken your a singular body
magic will begin to fade. You value relationships, community, - calming gaze, unsettling gaze, knowing gaze, unfocused gaze
harmony and the power ofchoice above all else. :
you are partners, friends, lovers, family
who will welcom e you when you retu rn? (choose 1):
The Rocks of Glassvale, the Wish-Weaver, your families, no one
you have (choose 1): a token of your bond, something you created
together, a traveling candle, your favorite book
The Bon ds (ask 1 left):
- We helped your community through a difficult time; what was it?
L
overs - Our magic has an unusual affect on you; what is it?
________________________________________________________
Strong moves (spend a token): you kn ow
- Cast a spell with harmonious precision these
- De-escalate a situation with compassionate action spells :
- Call in a favor from a community leader
- Let a lost soul know they are loved II Find
- Help a community rebuild
II Fuse
Summon
:
Neutral moves
- Take action, leaving yourself at risk I Commune
Mind-Speak
- Channel magic with unexpected side effects
- Negotiate a compromise
- Fall in love with someone new
- Express your feelings without regard to consequence
- Ask “How can we help?”
vulnerable moves (gain a token):
- Act selfishly
- Bring unwanted attention to the group
- Temporarily sever your bond
I Lure: When someone acts on your advice they gain a token. - Damage a bond within your group
- Ask for help from an ex
Even on a night when no torches are lit you breathe light and Nam e : Cosmos, Ingrid, Bea, Minori, Estrella, a celestial name,
hope. You bring solace and healing to those around you. a gentle name
You value healing, hope, and renewal above all else. Pron oun s :
Your magic comes from your desire to heal the world. L :
ook glittering hair, lazy hair, intricate hair, soft hair, no hair
- shining hands, weathered hands, incorporeal hands, sharp hands
who sent you on thi s jou rney? (choose 1): The Whisper
T
he Star
Moon, Vian the Kind, the Pool of Tears, a dream
you have (choose 1): a bottle of starlight, a copy of “ Travelers’ Healing:
A Quick Guide to Common On-the-Road Ailments," a toy you have carried
with you since childhood, a vial of poison
Bon ds (ask 1 left):
- I failed to heal you once before; what happened? Have you forgiven me?
- I’m not sure you should have been chosen for this quest; do you feel the
same about me?
________________________________________________________
Strong moves (spend a token): you kn ow
- Cast a spell with a graceful touch these
- Ease someone’s pain spells :
- Give someone rest
- Find rest in the home of an old friend II Mend
Shine
- Ask, “How can I heal you?”
II Darkness
Neutral moves : I Flood
Soothe
- Take action, leaving yourself at risk
- Channel magic with unexpected side effects
- Heal someone at a cost to yourself
- Consult your knowledge about plants and beasts
- Ask, “Who here is hurting?”
vulnerable moves (gain a token):
- Leave someone to bleed
- Wallow in despair
- Lash out in pain or fear
I getLurea token.
: When someone comes to you for help or healing they - Promise something you can't give
- Withdraw
Transitions are not always easy, but they are often necessary. :
Nam e Juniper, Ash, Willow, Kei, Ilana, a hopeful name, a single initial
Your magic comes from regeneration. Old and new coming Pron oun s :
together to create what you need. L :
ook serpentine, gnarled, floral, concealed, ordinary
You found yourselfthis way— through a change that lead you - shorn hair, changing hair, colorful hair, perfect hair, unsatisfying hair
to who you are. what did you leave be hi n d for thi s jou rney? (choose 1):
The Bee Tamer, my friends, comfort, Elspeth Nymph of the
Stoney Wood
DeaT
h you have (choose 1): a worn spellbook, a loyal mount, secrets of
the Lost, a packet of seeds from home
Bon ds (ask 1 left):
- What have I taught you?
- I’m in love with you; do you reciprocate?
________________________________________________________
Strong moves (spend a token): you kn ow
- Cast a potent spell these
- Change your environment spells :
- Help make a decision by offering insight
- Pass unnoticed
- Share a vulnerability to let someone know
II Shift
Thorns
they aren't alone II Regenerate
Neutral moves :
- Take action, leaving yourself at risk
I Cloak
Frost
- Channel magic with unexpected side effects
- Tell someone about your transformation
- Cause a chill to run down someone’s spine
vulnerable moves (gain a token):
- Destroy something important
- Ignore advice from your friends
- Cross paths with someone who knew you before your transformation
- Protect your secrets at the cost of someone else
- Ask, “How do I scare you?”
I aLutoken.
re: When someone comes to you with a secret they gain
Setting Element: Setting Element:

T
he Nothi ng T
he Path Ahead
Not long ago a sickness started to spread into our world. It was slow, at The world we live in is wonderful and strange.
first. There were whispers oftrouble in the outer regions ofa callous There are untold wonders to explore and unforeseen dangers to cross.
force devouring the world. And somewhere there is a remedy. A way to stop the Nothing.
As It crept slowly toward the Prismic Spire the force became known not The path toward that remedy will not be kind but it will certainly be
for the fear it caused upon its arrival but by the Nothing it left in its beautiful.
wake.
When it reaches the Spire it will be too late.
There will be Nothing left to save. I Iofnvoke when the group moves forward, or they are unsure
where to go next.
I Iyou
nvoke when someone confronts The Nothing directly, or
want to create a sense of urgency. moves:
- Show signs of approaching danger
- Abruptly change the environment
what it deVou rs (choose one): - Obstruct their way forward
- bodies, nature, bonds, life, dreams, hope, color, everything - Separate or wound them
Its man ifestation (choose one):
- storm clouds, a gray mist, blinding light, invasive mold, crystalline
growth
moves:
- Consume something, in whole or in part
- Spread panic through a community
- Send a minion to delay or undermine the group
- Separate or wound them
- Whisper to the mind of a witch
Setting Element: Setting Element:

Mag ic T
he People
It ties the earth to the sky. It brings new blooms and lays old leave to A world is more than mountains and valleys. A world is built by its
rest. It brings harmony to everything. people. The people ofthis world are kind and unique. They create
It is also chaotic with a terrible sense ofhumor. Even very young communities to fit their needs and help those around them.
witches are warned to be cautious: Magic is not easily coaxed into Some people are cautious and build grand fortresses; some seek
cooperation. adventure and travel through the world. Some rely on others to thrive
and some seclude themselves.
However, all ofthe people ofthis world are connected by magic and all
I Igroup
nvoke when someone uses unrestrained magic, when the
enters a magical place, or when they encounter a
have felt the loss that the Nothing has brought.
magical being.
I Inew
nvoke when the group encounters other people or enters a
community.
moves:
- Backfire on the caster
- Change the physical world in unexpected ways moves:
- Do what the caster has asked- for a price. - Ask for help
- Create chaos - Offer something a witch wants, at a cost
- Cause harm to the caster or those around them - Offer brief respite
- Open the Magical realm for better or worse - Draw the witches into a community conflict
Barren L
an ds You begin your journey at the Prismic Spire. Draw it on the map.
salt flats
a dune sea I Add locations to the map as you encounter them in play.
painted mesas Pull ideas from the lists here, or come up with your own.
frigid tundra
a fog of spoores
windswept rocks
where wat er Rests
a shallow sea
a coral reef
endless sandbars
shattered islands
pristine lakes
bogland
the Depths of the E
arth
a crevasse
echoing darkness
mushroom forests
narrow tunnels
sunken canals
mines
Places of Growth
jungle canopy
gnarled swamp
fluttering fields
farmland
endless pines
an ancient forest
Gatheri ng s of People
a mobile city
a hanging city
nests
a hive
towers
tunnel homes
a caravan T
he maP

You might also like