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Maudle Moot Heroes
Maudle Moot Heroes
Maudle Moot Heroes
Dire Lands
By Matthew Guzdial
Introduction
Your story has ended. The world has changed. It may
have changed in impossible, terrifying ways, but that
doesn’t matter. That story is over.
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Gameplay
To play you’ll need 3-6 players, a few hours, a copy of
this playbook for each player, a handful of coins, and
a long, completed campaign full of memories. Long
is subjective, it could have gone on for hours or
weeks or years. The only thing that matters is that it
is over and that it meant something to you.
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First, introduce your characters.
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INTRODUCE YOUR CHARACTERS
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The player should state the question of that thread to
the whole group and state which of the minigames
(see below) they’ll be playing. They may then invite
specific other players (exact numbers depending on
the minigame) and/or make an open invitation. If it
would not make sense for a player’s main character
to take part, they may instead choose a different one
or invent a new character.
SAFETY
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CHARACTER DEATH
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Minigames
Ø A Discovery: For Learning a Secret p. 11
Ø An Invention: For Making Something New p. 13
Ø A Moment: For Sharing Quiet Moments p. 15
Ø A Return: For Returning to Bad Habits p. 17
Ø A Remaking: For Changing Something Old p. 19
Ø A Last Supper: For Sharing a Meal p. 21
Ø A Wake: For Mourning a Loss p. 23
Ø A Duel: For Unresolved Tension p. 25
Ø A Monster: For Fighting a Powerful Foe p. 28
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A Discovery:
For Learning A Secret
SETUP
State what mystery you are attempting to learn the answer to.
This may be one of the questions from your threads, or not.
You should not have an answer in mind already.
CONDUCTING A DISCOVERY
ENDING A DISCOVERY
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An Invention:
For Making Something New
SETUP
Players: Invite any number of other players. You can play this
minigame alone, but it’s often better to have a creative
partner.
CONDUCTING AN INVENTION
Each player secretly comes up with two hopes and two fears.
They then toss two coins, one after another.
After you have tossed your coins, you may choose to toss them
again, but you must take the second result. There’s always a
risk in creating something new.
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Coin 2
Heads Tails
Coin 1 Heads Both of your hopes come One of your hopes
true, and something comes true and
happens that reveals one one of your fears
of your fears was never a comes true.
possibility.
Tails Both your hopes come Both of your fears
true and both of your come true and
fears come true. your hopes are
entirely dashed.
ENDING AN INVENTION
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A Moment:
For Sharing Quiet Moments
SETUP
CONDUCTING A MOMENT
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QUESTIONS
Ø I try to convince you of ___, may I?
Ø I tease you about our shared past, may I?
Ø I confess a secret to you, may I?
Ø I reveal a vulnerability to you, may I?
Ø I tell you something unpleasant, may I?
Ø I lose my temper and lash out, may I?
Ø I reach out for a handshake, do you take it?
Ø I embrace you, may I?”
Ø I touch your ___, may I?
Ø I loosen your ___, may I?
Ø I loosen my ___, may I?
Ø I kiss your ___, may I?
ENDING A MOMENT
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A Return:
For Returning to Bad Habits
SETUP
Players: You may play alone, but it may be fun to share with
another player if you have the same old bad habit. Agree to
what this is before playing the game, if so.
Bad habits are a bit of a gamble, how far you go, and what you
can get away with. To play, first state what you’re gambling,
these are your bets. If there are multiple players, each of you
should have a unique bet. This could be something precious to
your character or to you as a player. But be careful, as it might
be lost.
CONDUCTING A RETURN
ENDING A RETURN
Once all players have been stopped, each player should choose
whichever of the following endings feels the most appropriate.
Add any details that feel appropriate. Decide whether you lost
whatever you were gambling with.
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A Remaking:
For Changing Something Old
SETUP
Conducting A Remaking
ENDING A REMAKING
When one side will no longer budge, the minigame ends. The
proponents may accept or reject the final deal. Everyone must
agree in order to accept the deal.
If you rejected the deal, give at least one example of harm the
status quo causes without your change.
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A Last Supper:
For Sharing A Meal
SETUP
During the meal, each player may turn to another and engage
in actual, improvised conversation. It may be best with a larger
group to take turns.
At any time any player may ask another player one of the
following questions or come up with a question of their own.
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QUESTIONS
Ø An urgent message comes to you, who is it from?
What does it say?
Ø I ask you what you think of the food, what do you
say? Is this the truth?
Ø I insult the food, do you let this slide?
Ø This meal reminds you of another we’ve shared,
what is it?
Ø I’ve overindulged and say something thoughtless,
do you let me recover gracefully or not?
Ø I ask how you’re doing, really. How do you
answer?
Ø We end up in a corner together, do you take this
opportunity to share something in secret? What?
Ø I leave the meal, are you sorry to see me go?
Ø I hope to convince you of ___, can I?
Ø I’m hoping you don’t bring up ___, do you?
Once everyone has left the meal or you feel that the
conversation has gone on long enough, end the scene.
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A Wake:
For Mourning A Loss
SETUP
Someone has died or otherwise left you all. The active player
suggests who it is, but everyone must agree. Everyone plays,
but if your character would not attend (say if they have died),
you may instead invent another character.
CONDUCING A WAKE
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QUESTIONS
Ø I make a scene, ranting about ___. Do the others
kick me out?
Ø I offer a gift to the departed, a magnificent ___.
Who knows where I got it?
Ø I’m inconsolable and largely incoherent. Who fails
to calm me down?
Ø I’ve been trying to hold back my feelings, but I slip
up. Who notices, despite my attempt to hide it?
Ø I make a speech, telling a story about the time the
departed and I ___. Do the others notice the lie I
slipped in?
Ø ___ and I end up in deep conversation. They
suggest we leave and catch up. Who notices the
two of us slip out?
ENDING A WAKE
When everyone has taken a turn, share any last words for one
another.
The active player narrates the ending of the scene and any
final goodbye.
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A Duel:
For Unresolved Tension
SETUP
Something has happened between the two of you and the only
recourse is a fight. Agree to what has brought you to this
potentially deadly duel.
CONDUCING A DUEL
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OFFERS
Ø I strike at you suddenly. If you block me, I’ll be
opened up to your next hit, do you?
Ø I surprise you with a skill you didn’t know I had. If
you let me, I’ll deliver a glancing blow to your
head/torso/arms/legs, do you?
Ø I’m overconfident, I swing at you, leaving my side
exposed. If you take advantage I’ll be left gasping,
do you?
Ø I try for a clever ploy. If you spot it, you can turn
the tables on me, do you?
Ø I’m wounded but still dangerous. I aim directly for
your heart. If you stay still I’ll wound you terribly,
do you?
Ø I step back, fear in my eyes. If you press your
advantage you’ll kill me, do you?
Ø I’m bruised and bleeding, and I’ve lost my will to
fight. If you ask to end this I’ll agree, do you?
Ø I’m at death’s door. If you decide to stop this now,
I may still live, do you?
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ANSWERS
Ø Yes, without reservation.
Ø Yes, but I’m slow and you wound/slice/break my
arm/face/chest.
Ø Yes, but you largely avoid the repercussions.
Ø Yes, and I push/pin/stun you as I do.
Ø Yes, and I grow desperate/frenzied/hopeless, my
movements erratic/cold/listless.
Ø Yes, and I withdraw to find help.
Ø Yes, but only if ___.
Ø Yes, and ___.
Ø No, I can’t stand this any longer and withdraw.
Ø No, but instead I ___.
ENDING A DUEL
End when one of you is dead or has withdrawn. How does the
remaining player feel?
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A Monster:
For Fighting A Powerful Foe
SETUP
Players: Invite any number of other players, but you must have
at least one.
Take turns saying what you notice about each other since the
last time you met and what memories this stirs in you.
Take turns, with each player getting one turn. The player with
the strongest feelings about the monster takes the first turn. If
this isn’t clear, have another player choose who takes the first
turn on a whim.
ENDING A MONSTER
When everyone has had a turn, throw all coins. For each
heads you have reduced one strength of the monster. Reduced
strengths are not necessarily gone, but may simply carry on in
a more limited way. Determine the most appropriate strengths
to have reduced and to what they have been reduced, and
then choose the most appropriate ending.
Ø Nothing remains of the monster but our memories.
Ø The monster has been sapped of its strength and will live,
but it will never do harm to us again.
Ø We dealt a mighty blow, but it escaped before we could
finish it.
Ø We gave as good as we got, but when it became clear the
costs of continuing, we withdrew.
Ø We underestimated the beast and we paid a heavy price.
Ø The monster barely seemed to notice our attacks, and we
fled, disheartened.
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CHALLENGES
Ø We draw closer to the monster and you realize
you can deal a blow to it, but only by putting me in
danger. Do you? If so, hold one coin.
Ø You spot an opening to attack, but you’ll be badly
hurt if you take it, do you? If so, hold one coin and
describe your new scar.
Ø You recognize a way to sacrifice ___ to deal a
mortal blow to the creature, do you? If so, hold two
coins.
Ø (If you have at least one coin) You note a potential
means of attack, but it’s risky, do you take it? If so,
toss a coin. If it’s heads, keep the coin and hold two
more coins. If it’s tails, lose this coin.
Ø (If you have at least one coin) You realize that you
can draw on the same strength as this monster, do
you? If yes, throw one coin. If it’s heads, keep the
coin and hold two more coins. If it’s tails, the
monster gains a new strength.
Ø (If you have at least one coin) You recognize a
decisive moment, where a right move could win
you the day, but a wrong move could spell doom.
Do you seize it? If so, toss a coin. If it’s heads, keep
the coin and hold two more coins. If it’s tails, you
are doomed, describe the nature of your doom.
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Something Old, Something New:
For Ending the Game
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