Hopes & Dreams SRD (Pages)

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BEFORE WE START CHECKS

Safety Player’s Pool


Define lines that should not be crossed. ◆ Start with 1d6.
◆ If your character is skilled, or is
Pause or rewind the game if something
knowledgeable in a field that relates
uncomfortable happens during a
to the action they are trying to
session.
accomplish, add a d6 to your pool.
Always make sure everyone is ◆ Spend 1 hope for an extra d6 to give
comfortable with the direction of the it all you’ve got.
story.
GM’s Pool
PLAYING THE GAME Start a discussion with the players to
determine the risk, and hindrances
One person plays as the game related to what they are doing.
moderator (GM), the rest as players.
◆ Start with a 1d6 for a daring action.
GM’s Guidelines ◆ Increase to 2d6 for a desperate
action
◆ Present challenges to the group.
◆ Use 3d6 for a hopeless action.
◆ Be a fan of the players.
◆ When in doubt, ask them questions, fill Roll
the world with their answers.
Everyone rolls their own dice pool, and
◆ Make checks swift. Play with the compares their highest single die to the
players, not against them. If it's cool, opposing highest single die.
let them try.
◆ For complex challenges, or for hinting The size of the player’s pool is called the
at trouble, use tracks. impact, while the size of the GM’s pool is
◆ When the group’s dream or nightmare called the cost.
is filled, work with the group to shift the
◆ If the player beats the GM: It’s a
story to an interesting place.
success. Gain 1 hope if you didn’t
Player’s Guidelines spend any.
◆ If the player ties with the GM: It’s a
◆ Narrate what your character does. success, but there’s a consequence to
◆ Take risks, and make checks to know your action.
what happens. ◆ If the GM beats the player: It’s a
◆ Rely on your character’s hope, skills or failure, and there’s a consequence to
areas of knowledge to even the odds your action.
stacked against you.
◆ Play as a group, and assist one
another when facing hopeless
HELP OUT
situations. When you help out, say how you want to
◆ Give everyone a time to shine. help, and add a 1d6 to the pool of the
player who’s making the roll.
◆ Fill the world with your ideas, and
make the story your own.
When assisting another character, you
◆ Focus on your dream, and don’t fear share the same risks as them.
your nightmare.
This means that both characters could
end up with hindrances, or things could
go wrong for the whole group.
HOPES DREAMS
The group’s dream is their short-term goal.
Hope is a currency that you can use to Define the dream as a group, and pick a
shift the odds back in your favor. player who writes it down on their character
sheet. They are now the heart of the group.
When making a check, spend 1 hope to When a player succeeds or ties a check
fill your heart with determination, and related to the group’s dream, the GM can
add a d6 in your pool. To gain more offer that player to mark boxes on the
hope, you need to beat a check against dream track matching the impact of the
the GM. You also don’t generate hope roll.
for checks where hope was used.

HINDRANCES NIGHTMARES
The group’s nightmare is something the
If you fail or tie on a check, the GM can player characters dread which is in direct
decide that you get a hindrance. A opposition to their dream. Once the group’s
hindrance is a negative fleeting aspect dream has been defined, find the
attached to your character. nightmare as a group, and write it down.
When a player ties or fails a check related
When making a check, the GM may to group’s nightmare, the GM can mark
increase the risk of the roll if a boxes on the nightmare track matching
character’s hindrance affects the the cost of the roll.
circumstances in any way.To remove a
hindrance, explain how you take care of
it, and wait the appropriate amount of STORY SHIFT
time.
When the group’s dream or nightmare
track is filled, there is a huge shift in the
CHALLENGES story. The GM waits for the current scene to
be over, fast forwards in time, and narrates
When the GM needs to track the effort how the world changes for the better or for
against an obstacle, they introduce a worse, depending on which track was filled.
new challenge track. To add a track, the The filled track gets cleared, but the other
GM explains what it is about, gives it a track stays untouched. The group then
name, and draw a row with 3, 5, 8 or 13 works together to define a new dream, AND
boxes on an index card. The bigger the a new nightmare, based to the current
challenge, the bigger the track. When state of the story. If the dream track is the
PCs tie or succeed a check related to a track that got filled, all the PCs get a new
challenge, they can mark boxes on the ability from their respective kits, pick a new
challenge matching the impact of their skill or area of knowledge, and elect a new
roll. When all the boxes of the challenge heart of the group.
are filled, it is resolved. The GM, and the
players then work together to decide
what that means in the story. ORACLE
When you want to know the answer to a
COUNTDOWNS question, and don’t want to just decide
what the outcome is, ask the oracle in the
When the GM wants to force the PCs to form of a question that can be answered by
act quickly before things get worse, they yes or no. Roll 2d6, and sum the two
introduce a countdown track. When numbers together:
PCs tie or fail a check related to a
countdown, the GM can marks boxes on ◆ On a 2-3: No, and…
the countdown matching the cost of
their roll. When all the boxes of the ◆ On a 4-6: No
countdown are filled, something ◆ On a 7: Yes but...
horrible happens, and the situation gets ◆ On a 8-10: Yes
worse for everyone.
◆ On a 11-12: Yes, and…
DESIGNER NOTES Your Hopes
Characters in this game will face
This next section goes over how to
perilous challenges, and they will need
customize and adapt the mechanics
to rely on their peers, and their hopes to
found in this document to help you
have a chance of succeeding at their
design your own game Ignited by
actions. At the beginning of the game, a
Hopes & Dreams.
character usually starts with no hope.
Hope is awarded when the player
characters take risks, and is consumed
to give bonuses in return.

Should this be renamed? Do you


only get hope on successes? Can
you spend it to clear a hindrance?
Do you need hope to help
someone? Are there other ways to
get it back?
Your Game
This is your project, so you can create, Your Hindrances
update, remove all the text and When characters face challenges, they
mechanics found in this document in will sometimes face setbacks in the
any way you want. You just need to give form of hindrances. Hindrances affect
us attribution for our work (see the the risk of future rolls made by a
Attribution Text section). character.

Content Warning Should this be renamed? How do


you get a hindrance? How do you
Take the time to include a content
clear a hindrance? Does a
warning section that includes the
hindrance affect more than just the
themes present in your game. Being
risk of a check? Are there multiple
transparent will go a long way to ensure
types of hindrances?
a safe playing experience for everyone
at the table.
Your Dreams
Your Setting The dream is the short term goal of the
group that everyone is aligned on, and
Explain the setting of your game, and
that is carried out by the heart of the
what the story is mainly going to focus
group. It is what binds them together,
on. Touch on the sort of challenges the
and the main way they can change the
PCs will encounter, the factions that
world around them, and get stronger.
inhabit the world, and the places the
player character might visit. Should this be renamed? How does
your dream progress? What
Your Checks happens when it is complete?
When making a check, the number of
dice in the player’s pool or GM’s pool is Your Nightmares
determined via aspects affecting the The nightmare represents the opposing
action, positively or negatively. forces creeping slowly to accomplish
the opposite of what the characters in
Which aspects from the character’s
the group are trying to do. It is what the
kit affects a PC’s action? What
characters dread, and fear could
happens when a PC burns hope?
happen.
Are there other things apart from
hindrances which can increase the Should this be renamed? How does
risk of the GM’s pool? your dream progress? What
happens when it is complete?
DESIGNING KITS OTHER GUIDELINES
The core of this system relies on its kits. Start with the setting. Try to find
Those act as playbooks for the players, inspiration from things you love.
and highlight the types of characters Something like a movie, a TV series or a
the players will portray, and also goes book.
over the things that make them unique
and special. Each kit is made of the Once you’ve found a piece a media that
following: gets the inspiration flowing, mix it with a
second one to create a unique combo.
From there, work on adding things from
Skills / Knowledge your imagination to create something
Every kit comes with a set of skills, and nobody has ever seen before.
areas of knowledge that they’d be
familiar with. While each character will Think about the core gameplay loop
be able to get more of those as the that the players will experience when
game progresses, a starting set of 3 of playing the game.
those aspects is a good starting point.
Every mechanical aspect of your game
Should this be renamed? How should reinforce this loop, and the
many options should you offer for setting. If it doesn’t, take a moment to
each kit? How many can they pick see if the mechanic is required at all, or
at character creation? Are there find a way to tie it back to the game in a
other ways to them to get new ones rewarding way.
apart from fulfilling their dream?
Remember, less is more.
Abilities This SRD is written very briefly to give
Each kit has four abilities which players you a lot of design room. Rephrase or
can use when tackling problems in the expand as you see fit to make this
fiction. Usually, abilities don’t affect the game your own.
odds of success. They instead provide
new narrative liberties, boost the
impact, or reduce the cost of a roll.
Extra Mechanics
Hopes & Dreams comes with a set of
Should this be renamed? How mechanics that handles numerous
many abilities does each kit has? aspects of gameplay.
How many abilities does a
character has access to when Don’t hesitate to get rid of the stuff that
creating their character? Are there doesn’t apply to your game, then add
other ways to them to get new ones mechanics that you think will reinforce
apart from fulfilling their dream? your world.

When making an ability, ask yourself: Add only what is necessary, and try to
tie it with the core dice mechanic to
What is the name of the ability? keep things homogeneous.
Does it allow for something new to
happen in the fiction? Does it give a
boost on a check’s impact? Does it Attribution Text
reduce the cost of a check? Does it
This work is based on Hopes &
do both? Is there a cost to activate
Dreams, product of Fari RPGs
it? (hope, hindrances, etc.)
(https://farirpgs.com/), developed
and authored by René-Pier
E.g. When surrounded, drop a smoke
Deshaies-Gélinas, and licensed for
bomb and traverse unnoticed to a new
our use under the Creative
location. When you hit an object in the
Commons Attribution 4.0 License
hope of breaking it, get -1 cost. When
(https://creativecommons.org/
entering a restricted area alone, get +1
licenses/by/4.0/).
impact on a check.
Name: Kit:

Pronouns:

Look:

Skills & Knwl Abilities

Hopes

Hindrances Dream:

Ask A Yes/No Question To The Oracle: roll 2d6, sum the two numbers.
2-3: no, and… 4-6: no 7: yes but... 8-10: yes 11-12 yes, and…

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