Professional Documents
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CHRONOS Universal LARP System Storyteller Guide
CHRONOS Universal LARP System Storyteller Guide
CHRONOS Universal LARP System Storyteller Guide
Writers
Shoshana Kessock
Ian Powell
Josh Harrison
Michael Pucci
Sean Jaffe
Editing
Megan Dawson Jaffe
Art
Jaclyn Wellner
Matthew Volk
Producer
Ashley Zdeb
With special thanks to all of our play testers, friends, loved ones, and
supporters over 8 years of development and toil. Without you we could
not have made CHRONOS a reality.
eschatonmedia.com/chronos
ORGANIZER
Telling the Story 10
INTERMISSION 40
“A Universal Constant: Part 2”
METACHARACTER
The Metacharacter 44
creation System
USING THE STORYTELLER DECK 59
FUELING A GAME 63
CONCLUSION 68
“A Universal Constant: Part 3”
LEXICON 72
Nora shook her head. Ever cryptic, her Man in White. It had been
six months since her rescue at the Java Shack, six months since she’d
nearly been killed by a runaway drunk driver. In those six months
she’d worked with the Man in White, who had shown her things about
the world she’d never believed were real. She’d learned secrets and
become a part of an underlying mystery spanning back generations.
She’d tasted what the Man in White had called Aether and understood
how it bound everything together. She’d become his right hand and
INTRODUCTION
his emissary. Some days, it meant going on errands like this one. The
Man in White’s errands never made a whole lot of sense. Being so
disconnected from mundane life, he sometimes forgot the common
courtesies of life. Like explanations and full sentences. Nora checked the
time; it was eight thirty five. She was cutting it close.
The back door to the Hanged Cat slammed open. A body flew out,
rolled down the two stairs and into a filthy puddle with a yelp. Nora
winced at the impact as two men stepped out onto the landing. One
was huge, all muscles in a black leather jacket and boots that would
dwarf her head. He was clearly the body launcher.
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Beside the man-mountain, the second man shook his head. His brown
hair stuck up at odd angles as he raked a hand through it, then rolled
up the sleeves on his purple button-down shirt. He swaggered down the
two steps after the body and took out a cigarette. “If you wanna make
this hard on yourself,” he growled around the cigarette, “then fine. But
didja have to spill the drink on the jacket? It’s imported!”
The big guy came down off the stairs too. “Which one? The jacket or
the booze?”
Purple Shirt shook his head. “You’re cutting into my jive, Max, for
real. Just give him a boost.”
The big man looked confused, then shrugged and grabbed for the
man on the pavement. Nora imagined his big hands wrapping around
the man’s throat and she checked her watch again - eight thirty-seven.
Was this when it happened? Someone’s life was about to change, and
she had to get in the middle of it. She took a deep breath to stand up-
INTRODUCTION
It was one of the most athletic things that Nora had ever seen. One
moment, he was in the dirt and the next he was crouched low in front of
the big man, who blinked in confusion. The big man swiped at his prey
to grab his hoodie, but he was far too slow. One moment the guy had
been on the ground, and the next he had the big man’s hand and used
the swipe to throw his attacker into the wall. The big man’s head made
connection with a wet thunk and he dropped to his knees with a dazed
look.
Nora blinked. Maybe there’s nothing to worry about after all. Still,
she’d never known the Man in White to be wrong. She eased around
the dumpster and stood, slowly. Both men were too engrossed in their
fight to notice anything.
The man Nora had started to think of as Hoodie stood straight. Nora
got a good look at him in the light - short black hair and wiry build
with a three-day stubble - before he flexed his shoulders and launched
himself at Purple Shirt. It was a total reversal and Nora jumped when
Hoodie laid a solid punch into Purple Shirt’s stomach. He doubled over,
all the swagger gone, and the guy standing above him stared at the
back of his head. Purple Shirt pushed himself up, wheezing, and took
a wild swipe at Hoodie. Hoodie reeled and Nora wondered where
he’d been hit, when he swiped at his eyes and she understood. Water,
he’d hit him in the eyes with water. Purple Shirt took the chance to stand
straight and in the light, she saw the determined and pained look on his
face; that hit had cost him a lot. He pulled back a hand for a nice solid 7
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punch at Hoodie but it was already too late. Nora could see he was just
too slow and from her distance, she could make out the contempt on
Hoodie’s face.
For a moment, time slowed and Nora could see it all happen. Purple
Shirt drew back his fist too far, took too long, and leaned in far too
much. As he punched, Hoodie was already moving and his arm came
up to block the blow. At the same time, he brought up his knee to
catch Purple Shirt in the ribs and the look of startled pain that dawned
millisecond by millisecond was horrible to watch. Then Hoodie grabbed
the back of Purple Shirt’s neck and brought his head down to meet
another brutal upcoming knee.
Before she knew what she was doing, she stepped out of the shadows
and faced the two men.
The man in the hoodie looked up from the rock. He glared at her from
behind dark eyes, his hand upraised in mid-swing.
From the ground, the guy in the purple shirt wheezed. “Who...?”
“Yes!” Purple Shirt shouted. “Lady, get out of here! Call for help!”
Nora thought of the Man in White and her job and she said, “I am
help.” Then she did the only thing she could think of at the moment. She
focused down to the part of her that tasted Aether, that knew how it felt
and how to use it in special ways, and felt a clarion call, a rightness, as
time slowed down. She saw the filthy water bead and fall from Purple
Shirt’s face and saw his friend, Max, turn his head and start to stand.
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She saw all these things at once and then barreled, faster than
humanly possible, right into the man in the hoodie. Her last thought
before she used herself as a battering ram was: That guy Ross has the
ugliest taste in clothes.
Nora was so busy worrying about being ripped apart that she didn’t
get the second text message. RESCUE ROSS OR SEVENTEEN PEOPLE
WILL DIE.
She would have been proud of the full sentence. But at the moment,
she was otherwise occupied.
INTRODUCTION
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ORGANIZER
TELLING THE STORY
The Big Idea:
Being a Game Organizer
It starts simply enough: you want to run a game. Maybe you were
inspired by something you’ve read, or it came to you in a dream.
Perhaps you picked up Chronos and thought how cool it would be
to see your friends fighting each other in slow-motion. No matter the
inspiration, you have decided to share your vision with others by
running a Live Action role play event. But before you jump in and start
ORGANIZER
planning your epic campaign, there are some practical matters you
need to consider. By becoming a Game Organizer, you take on the role
of team leader, project coordinator, referee, and visionary storyteller.
Each of these roles requires forethought and careful planning to make
your game successful.
Next, you need to consider the scope of your game. Are you
interested in running a large game for dozens of people, maybe even
hundreds? Are you interested in a more intimate game for only a few
friends? This is both a practical and a creative choice, since you might
have logistical issues hosting hundreds of players, or simply prefer a
smaller, more intense game meant for a tiny group of players. Once
you’ve decided on your game scope, you may consider what story
your game will tell (creative planning) and what your game will need
(logistical planning).
They say that there aren’t any new stories under the sun, only new
10 ways to tell the same tales. The goal of a Game Organizer is to find a
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new way to explore the same story themes people have seen before.
Everyone has heard the boy-meets-girl story, but who has heard the
story of a girl mermaid falling in love with a demi-god come down
from Mount Olympus to start a war? As the Game Organizer, you
will flesh out your concept to include any world elements you might
want to include in your story, as well as what conflicts your game will
address. Is your story a boy-meets-girl about hope and redemption, or
about the loss that occurs because of war? You can draw on whatever
inspiration you need to craft your story, and to make it your own. As
the Organizer, you’ll be the hand that steers the game’s vision, a vision
you’ll share not only with your players but with the staff that will help
you run the game.
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a key part of Game Organization, since you need to consider how
much you’re willing to invest in running this game. Depending on
scope, a game can be run for donations in someone’s backyard or at a
campground for significant monetary investment. The decision is in your
hands.
There are numerous ways to organize your staff. However, most teams
break down responsibilities into several tiers of roles. The first is the
role of the Storyteller, who will work with the Game Organizer to keep
the game’s overall themes and world in mind while they create plot on
an ongoing basis. Their job is also to address plot concerns, integrate
character backgrounds into the overall game plot, and generally present
plot that will encourage the players to get involved. Storytellers are also
responsible for implementing plots at game using the game’s Marshals.
Marshals are the next group of staff in a fully fleshed out game team.
Though they can offer contributions to the plot, they are expressly
brought aboard to assist Game Organizers in implementing their plots
during games, as well as serving as MetaCharacters and rules keepers
for the game. They are familiar with the rules inside and out and
adjudicate any kind of rules questions for players during game play. A
good way to consider Marshals is as staff ambassadors to the players,
ORGANIZER
often chosen from among the player population for their exemplary
behavior and their dedication to seeing the game run smoothly.
The final division of your game staff includes your Logistics staff.
Depending on how big your game is, you may need to assign staff
members to take over concerns outside of the in-game plot planning
concerns. You may need a Safety Coordinator in charge of making
sure there is first aid available. Maybe you’ll need someone to run
check-in for your game, making sure each player has what they need
like their character cards. The size of your game will dictate how big
your Logistics teams needs to be, but suggested roles aside from those
listed above include Business Coordinator (in charge of site rental,
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purchases for the game and any monetary considerations), New Player
Coordinator, Site Coordinator (effectively groundskeeper while your
game is on site), and Promotional Manager (in charge of publicizing
your game and pulling in new players).
In the end, only you as the Game Organizer will know who and what
your game needs. When you hand-pick your team, understand that
communication is key. Find a way to share your expectations, concerns,
and plans with them from the beginning. Be prepared to listen to
concerns, feedback and criticism from your team at all times. Together,
you and your staff will bring your game to life - as long as you remain
on the same page.
Storytelling Techniques:
Interactive Versus Fixed
ORGANIZER
Game Organizer and writing something like a novel or a short story is
that writing for games is an interactive activity. A Game Organizer and
their staff will get together and plan their game world and the story they
want to tell, but from the moment the players engage with the material,
all plans will change. For that reason, it’s important to understand the
difference between interactive storytelling and pre-determined or fixed
storytelling.
ORGANIZER
encouraged to design their game sets as much as they can, but never
at the expense of feasibility or actual player safety. Feasibility can
be as simple as recognizing that your staff cannot afford to create a
lavish 1920’s hotel with gold-plated mirrors inside of an old warehouse
because of your budget. There is no need to go broke to create
your sets, as some of the best items can often be found, scrounged,
or borrowed second hand. A helpful hint when setting your game
is reaching out to your player base for donations, which helps your
players feel involved in the creation of the game world and also keeps
you from breaking the bank. Players should be encouraged to dress any
personal areas they control in game with their own props and items too,
which will add a personal touch to the space and make the players feel
like their characters are even more a part of the game world.
Feasibility can also mean recognizing the limitations of what you can
and cannot create on a game set. For example, the hypothetical owners
of the theater you rent for a game might not appreciate it if you flooded
their stage area so you can recreate a watery undersea kingdom. Often
you will have to symbolically represent what is outside of your scope to
create, but effort should be taken to at least create a token or stand-in
representation of important setting elements. The players will do the rest
with their imaginations.
Each answer will help you identify differences between your game and
others set within the same genre. Since a game is all about your own
vision, always feel comfortable to adjust elements in the environment to
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make it your own. Question critically what makes up your game and
then answer how that would be translated into items and props found in
your world. Do some research if you need inspiration, but bear in mind
that you can adjust whatever you read according to your taste. Once
you’ve answered those integral questions, the unique world of your
game will begin to cement.
From there, the game staff can develop an idea of what items then
would be appropriate to appear in the game and what would be
considered out of place, anachronistic, or wrong for the setting. For
example, a game set in the 1920’s might be chock full of flapper
dresses, fedoras and (fake) tommy guns, but cell phones and flat
screen TVs would be technologically and historically inaccurate and
therefore not allowed. Inconsistencies in set design can pull players out
of their game immersion when they are noticed and harm the player
experience. For that reason, Organizers should carefully consider
what is in genre for their game and what is not. These environmental
decisions will also inform costume and prop choices made by players,
who will mirror the atmosphere created by the staff.
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not end with the game setting. Once it is established what aesthetic
is considered in genre for the game, it is up to the staff to continue
to evaluate and consider what items and costumes players bring into
game. If a costume or a prop brought in does not match the game
aesthetic, it can cause jarring disconnect from the immersion of game,
the same way a bad set choice might. Staff is encouraged to discuss
such environmental inaccuracies with their players and should, if
necessary, request that anything that does not fit be removed from the
game space. Any items that have been brought by players to be used
out of character before or after game should be stowed where they
cannot be seen, so as not to break the immersion of a well-dressed and
accurate set.
There are a lot of reasons why you might feel tempted to stray from
your original ideas once the actual game has started. The first might
be to satisfy players. You might feel the need to react to criticism by
adjusting decisions you’ve made to placate the dissatisfied. However
there’s an old saying: you can’t make everyone happy all of the time.
While that does not mean you should ignore issues proposed by your
player base, you have to decide whether or not the changes you
would make to respond to those issues are within the original vision
of the game. These choices must be thoughtfully explored and the
implications on your game world considered. You should also realize
that sometimes, a criticism you receive from a player must be set aside
to maintain the integrity of your game.
The second reason a Game Organizer might stray from their game’s
focus is when game marketing comes up. When designing for what
ORGANIZER
It is also important that as you proceed with your game, you stick
with the design outlined for the sake of player satisfaction. If your
players came to a game with the expectation of a werewolf game set
in caveman days, and then halfway through you organize a time-jump
into Victorian times without giving fair warning, players will be thrown.
More than that, they may feel that the game has been falsely advertised
- they signed up for one thing and were given another. This will alienate
players and lead to a break-down in the player base. Once the game
world is defined, you as an Organizer have a responsibility to remain
within the boundaries of that definition as a service to the players.
Above all, the duty of maintaining this clarity in game focus is one of
the most important duties of a Game Organizer. When you decided to
step up and become the Game Organizer (remember ‘Being A Game
Organizer’?), you took up the mantle of captain. Your vision will be
what leads the staff and players through the world of your story. If you
lose sight of the boundaries of your story and the themes that made the
game important, then the rest of the staff and subsequently the players
will also lose their direction. As the director of the creative vision of the
18 game, it is your responsibility to stick with the choices you’ve made.
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In the end, the game you deliver will be much more powerful and
enjoyable if you keep your eye on the ideas which fueled your desire to
run a game in the first place.
So the toolbox of your game has been set: you have your themes,
your set, your staff planned. You’ve laid out your game plans and
prepared what kind of an experience you want to present to your
players. The question then becomes: how do you present the best game
with the resources you have? Game Organizers spend a good deal of
their time balancing the delicate system of their game with an important
equation of players versus resources. When planning game sessions,
an Organizer must decide how many plot elements to plan for every
hour, how many players each element will engage, and how many
staff members will be needed to run said elements or adventures. This
management allows the Organizer to keep an eye on the scope of the
work they’re doing and to present those elements in the most efficient
way possible.
ORGANIZER
The term scope means not only the size and context of your project,
but the capability of your resources to deliver on your vision. You may
sit down and plan a grand game that simulates the aristocracy of 18th
century England, but if you think you’ll have staff to represent a court
of nobility that numbers in the hundreds, you’ve plotted outside your
scope. Simulating an environment often means that you don’t have
enough numbers for a completely accurate representation, but you can
make do with less by having each individual thing represent an idea or
stand in for a whole group of people. Scope also refers to the amount
of time people will spend on each project or portion of the game. This
time management is a major component of a Game Organizers’ job
as they try and decide what portions of the plot require more attention,
how many people to address to the problem, and specifically who gets
to handle the task.
away with less staff and instead hand off important power positions in
your game world to players. We mentioned the 1:8 ration of staff to
players in the beginning, but that is subject to change depending on
your preferences and needs.
When you are deciding where to allocate your resources, you will
often need to make do with less than you would like. A skill necessary
to Game Organizers and staff is the capability to do whatever you
need to do with the least amount of resources. You might want to write
an adventure in which your players interact with an entire tribe of
mysterious indigenous people, each representing a different aspect of
the tribe’s vibrant and complex culture, but you might not be able to pull
that many staff members to play the roles. What if your staff needs to be
split up to deal with other players who aren’t interacting with the tribe?
Are you going to force them into a single scene? You must narrow your
scope in order to provide the same experience using less. The best way
to adjust your plans is by keeping your theme firmly in mind, and then
consider how to express it with the least amount of people, while trying
to draw in the most player interest.
20 There are ways to get around a shortage of manpower, and that is
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through staff education and empowerment. Remember how we talked
about not handling everything yourself? It is important to make sure
that staff members are given the tools they need. A game’s greatest
resource is its people, and as Organizer it is your job to manage that
resource effectively. Staff members should be able to flex into different
roles as needed and to do multiple tasks so that nothing falls apart if
one person is missing. Marshals and MetaCharacters in your game
should be trained to deal with rules questions so that they will be kept
off the Storytellers plates, while Storytellers ought to be empowered
to make rules calls and decisions so they don’t need to land on in the
Organizer’s hands. Always be supportive of the decisions staff members
have made as well, and be flexible in the way you treat those decisions.
They may end up doing things that you as the Organizer did not intend,
but support them in public and discuss the decision and its ramifications
in private. Along with manpower, staff good will is as much a resource
as anything else.
Player good will and enthusiasm for the game is another resource to
be husbanded to keep things running smoothly. Make sure that players
are encouraged to know the rules well, and have them assist other
players integrating into the game. Veteran players should be praised for
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supporting newer players and fostering an atmosphere of community
out of character. Should a rules question be called for that a veteran
player cannot explain, then a Marshal or MetaCharacter can be called.
If they do not have an answer, a Storyteller may solve the issue. Only
if there has been no solution should the Organizer be questioned. This
ground-up structure not only fosters a supportive community feeling in
game, it frees the Game Organizer to focus on the important task of
overseeing the big picture. And that, in the end, is the mandate of an
Organizer.
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What’s In Your Storyteller Toolbox:
Constraints and Narrative Gatekeeping
provide unique possible constraints for your game to utilize, which neatly
explain why a player can’t run off and do whatever, whenever they
want.
Let’s start with an example. Say you decide to run a game on a far-off
planet which has sunlight for weeks at a time. In the dark times between,
though, monsters come out and try to kill all the helpless settlers. This
could be a really engaging, terrifying world to set your game about
space survival. Now if you set your game during any given day of the
month, your players can go through their everyday lives on Planet X and
will invent things to investigate and do. In such an open setting, they
may have no interest in one another and the cohesion of any communal
game will be lost. However, this game setting has the perfect excuse
to bring everyone together; the nights of fear when the monsters come
out. That single story idea gives you the opportunity to draw all the
players together in one place to share the terror of being under siege by
monsters. Not only that, but the players will be limited in what they can
go out into the world to explore and therefore cuts down how many staff
members you’d need to attend to the players actions.
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Genre flavor is an easy way to make constraints more palatable to
players. If you’re doing a noir setting and suddenly your players are
teleported to an arena by space aliens, you’re starting to mix your genres
pretty heavily. The toll on your players to keep suspension of disbelief will
be really high, unless you’re aiming for a mixed genre game. By keeping
your storytelling narrative tools within the genre you decided, you’ll keep
your stories clear to players and make them work less to believe the fiction
they’ll be participating in.
When speaking about player reactions, you also have to consider how
tightly you want to constrain your players in general. There are games in
which players have lots of choice and agency to pursue their own agendas
to the utmost, even within the confines of whatever setting gatekeeping you
do. Those kind of games can inspire heavy player versus player action
and competition or adversarial play. If that is the kind of game that you
are aiming towards, it is important to bear in mind that players will feel
constraint in their setting more heavily when they’re used to being given
freedom otherwise.
It is important to set the boundaries of your game within the world early,
and make sure that they’re understood. This will alleviate a lot of tension as
your players will begin playing the game knowing the edges of what they
can conceivably explore, and will adjust accordingly. Make sure to remain
consistent throughout the game and if you change something, be sure it
makes sense or else you’ll risk destroying player’s suspension of disbelief.
By using these constraints reasonably, you’ll create the unseen barrier that
lets your players feel secure in making their decisions while still making the
world manageable.
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YOU WANT TO BRING WHAT?:
Allowing and Disallowing Props
Although your vision will guide the physical makeup of your game,
from sets to props to costumes, the players will also contribute by
providing these items for their individual characters. When a player
goes above and beyond with props and costuming, it can really add
to the experience for all involved. Once one person sports an authentic
period costume, an inspired piece of equipment or an artful cosmetic
plan, the rest of the player base will often step up to keep pace with
the standout hero. Encouraging this commitment to game is an effective
way to keep your players engaged and connected to the project you’re
building together, but as in every case of player contribution, you’ll
want to monitor the props each player brings. You may have to disallow
certain items or create a system of approval to screen props before they
enter your game.
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an enchanted iPhone. For a lot of games, everyday items or thrift store
finds are completely suitable, but as the line gets blurrier, you’ll want
to keep a close eye on what does and doesn’t fit. Coming up with a
concrete rubric detailing your genre expectations is a good way to stay
on the same page with your players.
Finally, as you work to keep your props in line, you’ll want to make
sure that everyone is comfortable with what you include. Horror and
other such scenarios may include props that will put passerby in public
spaces or even some players ill at ease. If you’re going to go all-out
with fake gore or other nasties, it’s best to make sure everybody’s
aware of exactly what sort of game they’re playing. Staying open with
your communication is the best way to ensure a useful and acceptable
arsenal of props to bring your world to life.
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mentally connected to the shared dream space of a game, we can
experience dangerous things safely, explore aspects of our personalities
we rarely examine, and tell meaningful stories inside the simulation.
The cognitive frame of the storylines we create helps us to communicate
and share ideas, allowing us to briefly live the fictional experience of
the game. This is what helps games “feel real”: When you’re playing
your game, you should be able to feel the fear, elation, or sorrow as
imaginary events play out. Just like a great movie or performance,
engaging with the system should sometimes leave you creatively
refreshed by a process not unlike the famous catharsis of Greek
tragedies. It’s worth the hard work it sometimes takes to get to this point.
If you’re looking for this sort of realistic, captivating play, it’s your
responsibility to yourself and to other players to stay within the bounds
of the world. The system gives you a set of fictional boundaries to
inhabit, and the new environment can do great things for your ability to
solve problems and tell stories. Those boundaries don’t mean anything,
however, if you challenge them past their breaking point by slipping out
of character during play. Breaking character reminds everybody that
they’re not actually facing down a rampaging spirit at the crossroads
of reality; they’re really just moving around in slow motion in a
public park. That sort of revelation can disrupt immersion and break
everyone’s communal creative flow.
The truth of your emotional experience relies on the faith you put into
the fictional circumstances. Love the rules and story and they’ll love you
back.
Even the most experienced Live Action players are sometimes tempted 25
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to break character. There are plenty of common situations that might
inspire a breach in immersion. One of the most dangerous examples is
humor. That’s not to say that a game shouldn’t be funny. By all means,
share a laugh with your fellow players if something ridiculous pops
into your game. What this warning covers is the temptation to throw
up an OOC hand signal and reference an Internet meme, TV show,
or inside joke. This sort of back-and-forth is often a carry-over from
Narrative table top gaming, where such “table talk” can help round
out the experience of play. Here in the Live game setting, the helpful
barrier of the table as a social gathering place does not exist. You have
to be brave and take on the complications of fear, pain, and failure
associated with in-game actions. If you get walloped by some baddie
out of nowhere, you’re better served digging deep and experiencing
whatever your character feels than making a remark and picking up the
dice, so to speak.
That leads into another reason players often break character: negative
reactions. Let’s be clear: If something touches on one of your buttons
in a way that makes you uncomfortable, it’s always, always OK to
remove yourself from the scene and take the time you need. Live game
can be an intense experience, and it’s smart to know your limits before
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you head into game. That said, if you are having an experience that
troubles your character, but with which you the player are totally OK,
do not shy away from that experience with nervous laughter or an off-
topic comment. Really sink your teeth into the fear or pain and role play
your character facing the struggle. Great stories are made from conflict
and hardship.
You’ll also want to keep your world in mind when trying to stay in-
character. If your game takes place in the past, you should be careful
not to bring in any anachronistic knowledge or props. Don’t haul
out a wisecrack fifty years too early, and don’t display your modern
technology when the steam engine might still be described as “cutting-
edge.” Having out-of-genre props and items on you while in game can
distract other players and threaten the immersion of the game world.
If you’re true to the tenets of the world and don’t stray too far from
your character, you can help make your game more than simply a
game. Throwing numbers around and having a system to adjudicate
conflict is one of the best aspects of a game; never be afraid to have
fun with competitive, mechanics-heavy play. Live gaming as a form,
however, can do a lot besides provide entertaining gameplay for its
participants. It’s been used as a form of therapy, for example, since its
earliest days. In order to access these deeper, more elusive and often
very rewarding aspects of Live action play, you’ll need to meet the
format halfway and stick to your character.
ORGANIZER
consistently stay in character. Together, you and your players will create
something with real meaning inside the simulation of Live game, and the
system can help you every step of the way.
Bleed can also provide players with the opportunity to explore things
in character that they might not feel comfortable doing out of character
in their real life. Should a player have a particular issue or idea or
emotion they want to explore in game, they can bleed that over into
their character so they can experience what that character does and
the repercussions with the distance of their character as a safety net.
Provided that the player is prepared for what they might discover, this
kind of bleed can create powerful game experiences that can impact
their lives in profound ways.
ORGANIZER
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feel as though the game is a safe space. Another example would be
when two players quarrel in character, only to have one of the players
confront the other angrily out of character as if the fight was supposed
to continue there. Out of character there might be no fight, but the in
character emotions have bled over so strongly that they can no longer
separate the two. These are examples of in character feelings swapping
over into the real world.
ORGANIZER
To minimize the chances of negative bleed, staff members ought to
encourage proper monitoring of emotional responses to in character
events. Staff members must consider carefully how far they are
emotionally pushing their players in scenes and always respect if a
player says that they are uncomfortable out of character with events
that are occurring. A signal should be developed between staff and
players in which players may remove themselves from a scene without
any penalty or remonstration should they feel uncomfortable. At no
time should a staff member push a player past boundaries they have
previously stated are iron clad, as this is a direct violation of the
assumption of the game space as safe. Staff are also encouraged
to make sure they map out as best they can what players’ comfort
levels are in advance when dealing with exceptionally difficult subject
material, and provide warnings should they expect that the subject
material may be too intense for some players. To quote the television
warning, putting up a ‘Player Discretion Advised’ warning on a scene
will give players the opportunity to decide if they are willing to risk
being uncomfortable for the experience they might have. Still, in as
much as it is the responsibility of game staff to provide warnings, it is
equally the responsibility of players to consider their own well-being
when entering into a scene.
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Winding Down:
Post Event and After Care
The excitement is over. The game has been called. It is time to pack
up and leave your game world behind until the next session. But after
an intensive day of play, it’s important for Game Organizers and
players alike to take the time to unpack the experience they’ve just had
and prepare themselves for return back to the everyday. It might sound
a little funny, but a very important part of wrapping up a game session
involves taking the appropriate amount of care to reflect upon the events
of the game and the emotions and experiences that happened in the
game.
Due to the nature of live games and the level of bleed that can be
experienced, players and staff members alike can be touched by a lot
of powerful emotions, both positive and negative. While that can be
great for positive emotions, negative or complex feelings carried over
into the real world can cause difficulty for a player as they head back
into their regular week. Those emotions require after care, a winding
down period in which the staff and players delineate play space from
the everyday and let everyone decompress from the game. Depending
ORGANIZER
Above all else, it is important for game staff to remember that part
of the roleplaying experience is an emotional and social one. Games
that provide spaces for those kinds of interactions to occur have very
special needs to make sure that a player base stays comfortable and
accessible. By treating it with the consideration it deserves, you’ll
ensure that your game community is able to explore deep roleplaying
ORGANIZER
experiences in an atmosphere of trust.
Unspoken Messages:
What Players Might Not Be Saying
Changing Gears:
How to Introduce Re-directive Plots
ORGANIZER
One reason you may need to correct or redirect a wandering plot is
due to misinformation. You may hear from a player or staff member that
something that was clearly planned went amiss. If it is information that
has gone missing or was interpreted incorrectly, a simple solution can
be created in which a new plot element (a messenger, another NPC, a
note found) can clarify the lost or misinterpreted piece of information.
Even a temporary shift in gears and the introduction of a reactive
plot (see: Writing Plot That Reacts) can get your story back on track
by letting it take a brief side trip into what elements the players have
introduced.
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Sometimes, however, players will begin chasing things that are not
elements you want involved in your game. This might be because they
will involve players violating the genre of the game and bringing in
elements you did not want to include, or because they bring in plot
elements you may have plans for at a later time or in different ways.
If that occurs, you will have to create a plot in reaction to draw the
players away from the unwanted elements they’re pursuing and towards
something that works more with your vision. It is very important not to
make this redirection feel punitive - players should never be punished
for taking the initiative to pursue or interact with plot. Instead, your
re-directive plot should guide them away from the elements you want to
phase out and give them something equally compelling with which to
interact.
With that in mind, the Game Organizer can re-direct those energies
away from the out of genre element and instead create a plot that
addresses the needs of the players. Instead of allowing a democratic
group, a plot in which a secret society gives players the ability to act
outside of courtly politics will fill the same need while not violating the
spirit of the game world.
Gatekeeping:
Balancing Challenge Versus Impediment
A proper challenge for players is one that they can face and
potentially overcome regardless of the difficulty. Note that word:
potentially. Players will fail at obstacles all the time, sometimes despite
their best efforts. That is still okay, provided that the obstacles before
them have a solution and can be conquered. Players enter into game
with the good faith that the challenges presented to them have a solution
to be solved, and like any good puzzle-solvers, they’ll marshal whatever
resources to give it their all. That good faith has to be met on the Game
Organizers side too. While events and challenges can be difficult, every
challenge must have a solution that players can reach. A challenge
without an answer is an impediment, and it is the quickest way to cause
players frustration and aggravation with your game. Presented with
challenges that have no solutions, players will stop striving to achieve
their aims because they will believe that their goals are unobtainable.
Their resources, time and energy are then wasted and they become
frustrated and angry at the unfairness of the situation. This is one of the
quickest ways to lose player interest and lose players.
ORGANIZER
Players may question whether or not challenges put forward in game
are actually solvable if they perceive them as too difficult. Should it
seem like players believe that what they’re facing cannot be overcome
when in fact it can, it is the game staff’s job to clarify the situation. That
might require introducing some evidence to prove to the players that
they can succeed, or perhaps they’ve missed a key piece of information
that will help them feel confident in at least the possibility of victory.
That possibility space is where players thrive, enjoying the thrill of the
uncertainty of their victory. Without that hope for success, players can
feel depressed, boxed in and unsupported within the game world.
Remember: nobody likes to feel helpless or railroaded by the events in
their lives. A game is no different.
You have designed the perfect game. You are sure the players will
love every puzzle, every NPC you have designed, and the themes are
exactly what you want them to be. You present the material to your
players, eager to see how they will eat up your masterpiece. Then
you inevitably learn the most important piece of advice anyone can
learn when organizing a game: no plan survives engagement with
the players. Players choose to take actions based upon their own in
character motivations and out of character interests. Often those will
go counter to the design of the game set up by staff. To that end, it is
necessary for staff to be able to respond to player actions by writing
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reactive plot to integrate in character actions into the established game
world.
There are several different kinds of reactive plot, and the difference
between them largely comes down to when and how these plots are
generated. The first kind of reactive plot is spontaneous, or on the spot
ORGANIZER
reactive plot. It refers to what happens when a player does something
in game that requires you to react and adjust your storyline to keep the
overall plot on track. This can be a very hair-raising experience as it
requires staff to think on their feet and come up with compelling story
ideas on the fly. Think of these plots as minor course corrections that
don’t steamroll the character actions but instead integrate them into the
overall flow of the game. If possible, find ways to make the player’s
actions a part of the ongoing narrative. This will indicate to players
that being proactive is a positive thing that will be acknowledged
and rewarded, and that moreover they are a contributing part of
the cooperative storytelling game experience. One caution: since
spontaneous plots like these can be a little stressful and require the staff
to think on their feet, you must be careful to make sure not to flounder
or make unwise decisions based on the stress. Take time, even if it is
at game, to consider what the ramifications of your reactions will be to
the player whose actions you’re reacting to and to the game at large.
Never create reactive plot that is punitive because you are unhappy
with a player interfering with your plot.
The second kind of reactive plot also gives game staff the chance to
course-correct plots, but is instead done with some time to consider. For
example, if a game comes to an end and players actions have changed
the events for upcoming plots in the next game, it is a staff members job
to go in and reevaluate future game stories to integrate player actions.
Since it is in between games instead of on the spot, there is a chance
to really consider what steps you want to take and plan for how the
player’s actions have impacted your ongoing plot and even your setting
for the future. If possible, find out as much as you can about the player’s
actions and what led up to them and then try and integrate those 37
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activities into the plot if at all possible. This careful planning really gives
you as game staff the chance to weave the player into the plot and
make them feel more involved in the game world.
playing alongside your ongoing plot easily. Game staff must decide if an
action is disruptive enough to the ongoing plot or changes enough of the
state of play to require a reaction. Sometimes it’s enough to let players go
about their own business while acknowledging what they’ve done without
having to change anything of the ongoing game. Sometimes, staff will need
to step in. It all depends on one important question to keep in mind: how
much does that action change?
All three of those examples of reactive plots also come with a lot of
challenges to be considered. One issue comes up when staff must think
about whether or not the player’s actions can be integrated into the plot
without jeopardizing the integrity of the game world. Game Organizers
carefully craft their worlds and if a player does something that you deem as
out of genre bounds, then the reactive plot becomes less about integrating
their activities into the plot and more about doing damage control. It
is important to be prepared to rule something out of genre bounds, as
mentioned in previous sections). You may also decide as a Organizer that
the player’s actions are too far outside of thematic boundaries or would
introduce an element that would throw off the feeling of your game too
much. Both of these are valid questions to consider before planning to
react, and may prompt a Game Organizer to avoid pulling that player’s
newly created plot element into the overall game plot.
Overall, reactive plots are all about keeping the delicate balance
between player agency of action and integrity of the Game Organizer’s
plans. If you can keep that in mind, you’ll be halfway towards creating
a shared authorship experience between staff and player base that will
create great interactive game experiences.
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ORGANIZER
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INTERMISSION
“A Universal Constant: Part 2”
“I’ve got something to show you.”
Nora didn’t even look up from the cash register; she was too
engrossed in remembering the sequence to ring up her customer. Of all
the things she did as a barista, Nora hated the register the most. Her
fingers danced over the keys. “You’ll have to wait one moment.” The
man had interrupted her train of thought. She had to repeat, “Now,
what was that, ma’am?”
She didn’t need to look up to hear the irritating whine in the woman’s
voice. “That’s one coffee, two muffins, and don’t forget the skim. No
sugar in anything, I can’t have any. And are the muffins gluten free?”
Nora nodded. “Gluten free, no sugar. Got it.” She left the register
for the coffee machine and the woman was once again part of the
INTERMISSION
background noise, the stream of the world. Nora’s hands went through
the motions, clockwork precision in the most mundane of tasks. Pull the
lever, coffee spilled into the cup, and she was careful not to splash the
scalding liquid on her hands. She set down the cup and let it fill just
long enough to gathering up the baked goods, slipping them in a bag
just as the coffee stopped pouring. She automatically picked up the
milk canister and poured without looking, her eyes unfocused. Because
really, what was there to focus on? What was there that made any
matter at all?
Behind her, a man cleared his throat. “Miss? You’ll really want to see
this.”
Nora sighed and looked down at her hands. The coffee cup in
her grasp, the bag in the other. What could this guy think was so
important? Nora had worked at the Java Shack for six months and in all
that time, she’d never seen anything that required more than the basest
attention. It was coffee service, not rocket science, and as she turned to
look up she wondered what could possibly be so important.
The woman she was helping must have thought the same thing. Nora
turned in time to see the customer, a tall woman with a fierce scowl,
swing around to the figure behind her. “Look, didn’t you hear her? You’ll
just have to wait your-”
The words died in the air as the woman fell silent. Nora looked up
then, past her at the man and nearly dropped the bag of muffins.
He wore a white suit, that was the first thing she noticed. He had a
40 matching hat, like a gangster out of Havana from an old film Nora’s
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father used to watch, and he was old movie actor handsome. His skin
was dusky tan and against the suit made his eyes stand out startling
beneath a mess of black hair.
His eyes also stood out because they were bright, shining red.
When he smiled, his teeth were neat and very white. He nudged the
stunned woman aside and ambled up to the register. Nora noted that
he had one hand in his pocket. Was this a robbery? She could see
the headlines now: Classiest Coffee Robber Makes Off With Chump
Change. Still, she kept her hands, pastry and coffee laden as they
were, where he could see them.
Nora swallowed. “You said,” she breathed, “that you have something
to show me.”
INTERMISSION
“So many things, Nora,” he crooned. “As long as you’re willing to
see.” His smile got wider then. “And maybe even if you’re not.”
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one-handed and then offered her that same, toothy grin. “Be on your
way, would you? The adults are talking.”
The woman worked her mouth once, twice, and then raced for the
door. In fact, most of the patrons had backed away, leaving Nora
behind the counter to stare at the man in the white suit alone.
“Alone at last,” the man said. He leaned over the counter a little.
“Now, I’ve come to you with a one-time, no questions asked, once in a
lifetime offer. And if you take it, you’ll walk out from behind that coffee
machine and toss aside your apron and see the world around you in a
whole new way. Maybe more than just the world around you. Maybe
you’ll see everything like me, if you want to.” He put a hand, palm up,
on the counter. “Or else, I can leave you here to this ridiculous nine-to-
five for you to rot away.”
“Is this a joke?” Nora looked around then, at the patrons backing
away. A few had out cell phones and were taking photos and video. “Is
this going to be on television?”
INTERMISSION
The man barked a harsh laugh. “All the best theatrics are ruined
by television these days.” He pulled back his sleeve to revealed an
expensive, complicated watch. “Time’s wasting, girl, and we don’t
have a lot of it. Come with me now and everything changes. Stay, and
pretend that your curiosity won’t eat you alive for as long as you live.”
“I don’t even know you.” But Nora saw her free hand reaching for
his anyway. She hesitated. Then she spotted the coffee stain that has
sloshed onto her apron hours ago, already turned a muddy brown. She
looked up at the man. “Promise you’re not going to hurt me?”
“I promise no physical harm will come from me.” The man in white
grinned. “What happens otherwise is not in my hands.” He looked
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down at his watch again. “Tick tock, little girl. Tick. Tock.” He began to
pull his hand away.
Something inside Nora seized up. If someone asked her later why
she’d taken his hand, she wouldn’t have been able to vouch for the man
in white. Instead, she’d thought about the months of endless movement
behind the counter, and the never-ending questions about sugar or
gluten or calorie counts or how many pumps. She dropped the coffee
in her hand and felt it splash warm on her sneakers. Her fingers bit into
the man in white’s palm.
Instantly, the man in white moved. With his free hand, he grabbed the
cup of coffee. His grip switched until he held Nora’s hand and dragged
her to the edge of the counter. She barely had time to grab her coat
from the peg on the wall before he pulled her out the door.
INTERMISSION
met her eyes and they were wide with fright. The man in white dragged
Nora on.
The man in white raised the coffee cup to his lips. “To another time,”
he said, “another place.”
And a car ran the red light, jumped the curb in a blaring arch, and
went right through the front window of the Java Shack. Glass exploded
and behind them, the woman with the muffins began to scream.
The man in white never stopped walking. He lifted his hand to check
his watch and then shook his head. He took a mouthful of coffee,
swallowed, and frowned.
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METACHARACTER
THE METACharacter
Creation System
You’ve had your big idea. You have the setting, the staff, the
themes, and the plot ready to go. But there’s still one important element
that every Game Organizer must take into account: the other people in
your world! From mooks to mercs to masterminds, from courtiers to cops
on the edge to cherubim, your players will want adversaries to contend
against, allies to guide them, and supporting cast to fill out the setting.
METACHARACTER
From the most faceless mob to the most intricate MetaCharacter, here’s
how you go about it.
Regardless of the world you use, however, each and every non-player
character uses the same creation system.
Named NPCs named NPCs are non player characters that have
44 desires, drives, focuses, needs, wants, and most importantly purpose.
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While most NPCs have names, Named NPCs are more important in
regards to the telling of a games story, introduction of plot, resolution
of stories, inter-personal character interaction, and book keeping.
Named NPCs. If credited at the end of a movie, would be characters
credited with a name such as ‘Bob the Falafel Vendor’ or ‘Vice President
Christina’.
METACHARACTER
Now that you have determined what kind of NPC you are producing,
you need to determine which style of book keeping works for your
NPCs. Below you will find the suggested book keeping and NPC
generation system for each of the three defined NPC types. While
NPCs can be generated using the Core Deck alone, adding the
Storytelling deck makes it significantly easier to create NPCs of varying
power levels, using the Antagonist, Situation, and Obstacle cards.
Fodder NPCs are more like two dimensional cardboard cutouts our
extras in a movie instead of fully designed characters. They are the
troopers, the bureaucrats, the thugs- anyone who serves to provide
more of an obstacles than a genuine interaction. Fodder NPC’s
usually require high numbers- people are rarely afraid of just the one
goblin. These can be represented by a single Antagonist card from the
Storytelling deck.
Remember, the less often that an NPC gets involved and implements
changes to the player’s game, the more important and memorable those
moments will be. A good non-player character is reliable, helpful, and
most importantly, gets out of the way once their part in the story is done.
Villains are easy. Well, let’s rephrase that: simple, unmemorable, and
one-dimensional villains are easy. Crafting a depthless adversary simply
METACHARACTER
Villains and foes we remember are the ones that some sick part of us
roots for, even when they’re royally screwing our protagonist. The reason
we’re pulling for them is two-fold, yet the cause is communal. One
reason is that frequently, the antagonist is more interesting than the hero.
We don’t know what they’ll do next, nor are we privy to their master plan
or dangerous intentions. The protagonist is laid bare before us; their
origins and hopes are brought to light in the hopes of having us share in
their mutual journey. In a game, the protagonist is the player, and they
know their own background. They are aware of their heroes weaknesses
and strengths, and how they seek to overcome the adversity laid before
them. Yet the adversaries that they’ll remember are the ones with cards
46 they can’t see, the antagonists who they secretly hope might win.
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The second reason is that we find something in the adversary with
which we can connect. Maybe we wish to be diabolical or have some
sort of master plan run through. Maybe we seek to be able to carry out
our desires with impunity. Maybe there is some part of us that wishes
that we could have such devout purpose as the antagonists. Either
way, there is a certain human element that can be lost in the hero, yet
found in his foe. Something within them that can speak to the recesses
of our minds; that lurking subconscious thought. Within a game there
is a certain level of hope from the protagonist side of the aisle that their
characters are deep enough. When the players find confidence in that,
they turn outward to seek that depth in the storyteller created characters.
They hope that the game can match the amount of consideration they’ve
placed into their own detail and backstory. An antagonist that showcases
this depth and detail makes a player connect with their foe.
Those two reasons are the hallmarks of a quality opponent, and have
a common trait: thought. The adversary who is well thought out and
developed makes these connections, and grants the players a window
into the mind of the storyteller. The opponent with these traits lures us in
METACHARACTER
and makes us wish to know them better. Their creator hasn’t made them
a two dimensional cutout, but a living breathing force.
With your own world to play with, you can now tailor your adversaries
to better fit your players’ needs. If they are running a criminal syndicate,
illegally dealing in a substance that is to be controlled by the surrounding
governments, an ideologue agent heading the investigation to put the
kibosh on your players’ plans would be an optimal antagonist. Sure, he’s
an honest family man who loves his wife and three kids, and he fights
against the corruption within his department. He plays it by the book
even though your players keep somehow slipping through his clutches by
circumventing the system. And sure, he may be an all-around good guy
who is well loved by his colleagues and bosses. But man, will he piss
your players off! And they’ll work extra hard to find out every dirty secret
in his closet, and every plan he has to thwart him at every turn. As an
excellent Organizer, you’ll be prepared to have them find out he can be
extorted through his family. His eldest daughter happens to be in with the
wrong crowd, and he’s been doing his best to keep it under wraps. His
wife has been cheating on him with his instructor, the guy who taught him
everything he knows. How will these revelations affect him? Will it drive
him into a blind fury? Will it cause him to bend, or break? That’s up for
you to decide. And your players will be begging to find out. 47
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Let’s revisit this adversary through the filter of simplicity. This agent
becomes a caricature. His depth has been reduced to a white knight,
whose sole purpose in life is to destroy the wickedness your player
creates. He shows up at every possible turn for your players, loyal
bland agents behind him, tearing through your players defenses with
will and force. He loses all fun and credibility, and his boring and two
dimensional antics do nothing but to infuriate your players. Sure, he
serves as a foil to your players’ whims, but he is a simply dispatched
foil. This new agent has no endgame other than death, and this is
a dull ending befitting a dull character. Your players will have no
attachment to him, and he not be missed.
On the other end of the spectrum, there are dull villains as well. For
example, if your players are part of a valiant organization which vows
to stop and dispatch the wicked deeds of a criminal syndicate, it would
be simple to concoct some dark overlord who hides within the shadows,
doling out blasé heists and swift yet dolorous punishments to those
who wrong him. But add a flair for the dramatic and your villain may
become a horrifying showman who runs a carnival of terrors. If you
METACHARACTER
add a backstory to your villain wherein he wasn’t always evil, but was
twisted that way through a lifetime of evils being perpetrated against
him, the players suddenly don’t have a clear cut method for handling
him. Perhaps his lifetime was punishment enough.
These questions are the fuel that a game runs on. If you can coax
your players into asking them, you’re doing your job and catching
their interest. Adding depth to your villains breathes life into the game,
and allows for a world to become flesh and blood instead of wire
framework.
Will your efforts be lost on some of your player base? Most certainly.
Not all players wish to have their adversaries pumping blood, but
they may seek cardboard cutouts. Your adversaries will still serve
that purpose if they’re well-crafted, and they’ll go even further. For
the players that do care, and do delve into what twisted backgrounds
you’ve created, you’ll have satisfied customers, and foes they love to
hate, or hate to love.
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Sample Mortal ADVERSARIES
The Politician
Making sure to gain your vote and keep the tides on their side, The
Politician can be a wicked foe for your players to go up against. Able
to curry favor with the simplest of comments and a wash of charisma,
The Politician isn’t your average knock-down drag-out baddy. Instead,
they are sly, fast talking, and perhaps even more lethal than some lunk
with a gun.
METACHARACTER
The Politician can also play the role of a good gang leader, the head
of a band of thugs or mercenaries, or the face of some antagonistic
organization. The Politician knows that true power lies in controlling
others.
Suggested Antagonist Cards: Clerk, Fiend, Kingpin
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The Thug
Thugs are difficult to beat in a straight fight, but they can certainly
be out-thought. They’re great for making players have to rely on their
brains or their social skills instead of brute force.
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The Mercenary
METACHARACTER
code of sorts that can be exploited by clever enough players. Use The
Mercenary as a clever and deadly opponent to keep your tougher
players on their toes.
Suggested Antagonist Cards: Goon, Guard, Chieftain
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The Copper
Cheese it! It’s the fuzz! The Copper is skilled in arriving just in time
to foil the big heist, ruin the murder plot, or thwart the brilliant escape.
The Copper is your standard police officer, trained in upholding the law
and keeping those who abide by it safe. For player characters on the
shadier side of the law, the Copper is a constant concern.
The Copper can also run a bit more deep as a concept character.
Maybe the Coppers are on the take, and being paid by the local mob
boss to rub out a competing organization. Or maybe the Copper has
taken offense to your players’ actions, and has made it their mission to
snuff them out. They may even just be innocent bystanders, taking an
enemy of your players’ on the road for a prison exchange.
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The Preacher
All faiths have a speaker. Even silent monks may have one who
speak for them, and any of the faithful, no matter how humble, will
be opinionated. These men and women of the cloth seek to convert
others to their faith, perhaps guiding them through love and comfort,
or terrorizing them into their arms through fear and talk of punishment.
Either version may have the best intentions in mind, or they may seek to
convert others for their own twisted needs. This gives a lot of room to
play with, but a solid core under it.
METACHARACTER
monk. All of these characters have the common traits of charisma and
belief, and the ability to use them to sway, steer, and guide the minds
and hearts of men.
These men and women have the ability to believe, and sell that belief,
could make any of these missionaries expert politicians or salesmen.
But they have chosen a path to power that they believe guides others
with them to a greater purpose. Sure, a politician may sway voters
and pass laws, but these shepherds speak for higher powers and
higher laws. They do not beg for the votes of the populace, but instead
command it, passing edicts that they have heard from upon high, or
from the dark depth below.
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The Civilian
Not everyone your players run into is going to fit some sort of
archetype. There are enough average Joes and plain Janes walking
around that it would be absolutely unrealistic if every single antagonist
they encountered was some sort of gun-toting machine. Instead, you
may have your players encounter The Civilian: just an average person
looking to make it home after a long day.
Now how would that complicate things for your players? Well
Civilians can be hostages in crime situations, or do-gooder interlopers
who manage to block a crime spree. Enough Civilians can quickly
make an easy decision into a hard one, or an painless situation into a
miserable one.
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The Reporter
The Intrepid Reporter may not be the best physical combatant to throw
in the ring, but they do very well in meddling with plans. They may
break the story of your players’ best heist, revealing all their names
to the public. Or they may be undercover, attempting to spy on your
players’ organization in order to make headlines. They may even print
falsities against your players, slandering them to the public at large.
METACHARACTER
Suggested Antagonist Cards: Lackey, Infiltrator, Mastermind
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The Worker
Your average safety helmeted, pick swinging, pipe laying, blue collar
type, the Worker gets stuff done. If there is a job that needs completing,
there is no work area too dark or dangerous for the Worker. The
Worker can serve as any blue collar employee, doing manual labor for
hard currency.
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The Medic
The Medic may seem to cover only a narrow field, but there are truly
all kinds of healers in the world. They may be a classic doctor, trained
to use the newest and latest technologies. They may be an EMT or a
combat medic, trained for quick administration of life saving medicine.
They may even be an old timey barber surgeon, applying leeches to
cure patients of ills.
METACHARACTER
Suggested Antagonist Cards: Lackey, Fiend, Mastermind
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The Techie
We all know that type: Macguyver with duct tape, wizard of the
cyberways, virtuoso with all things that beep and whir. The Techie.
These Techno-Savants are more than just a useful tool. They’ve
existed in ages before the internet, the steam engine, or the printing
press. They have a sensibility to them that allows them insight into the
inner workings of whichever technology is the most elite in their time.
The moment a cave dweller struck two rocks together to make fire, a
second saw this and instantly had a thousand ways to improve upon
the original concept. Hell, they already had blueprints in mind for the
wheel. That’s the Techie.
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Using the
Storytelling Deck
Game Organizers and Marshals can choose to portray
MetaCharacters in the story. MetaCharacters are Non Player
Characters who interact with the players to help advance the story.
Game Organizers and Marshals have to think on the fly and react to
the many, many situations the players can construct. Because of the
need for quick reaction time, the Storytelling deck is vastly different from
the player’s decks. MetaCharacters will often pull only one card for a
given challenge as opposed to three, to cut down on the search time in
the deck.
METACHARACTER
always need to show exactly which cards they’re using or even why-
cards like “Conspiracy” and “Illusion” are best kept secret.
There are three new types of Chronos Cards in the Storytelling Deck,
as outlined below.
Antagonists
The most straightforward type of card in the Storytelling deck, these
represent different archetypes of antagonists. Remember that these are
not specific- the “minion” card could be a shifty criminal, a deadly
robot, an alchemical monster or something else entirely. The idea is that
the card serves as a baseline for the MetaCharacter to build this new
character on.
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Antagonist cards should not be handed out as full-on
MetaCharacters. Recurring, fully-formed Adversary characters should
be build with a proper Character Deck. However, side characters and
bit players, like cannon fodder troops, faceless bureaucrats, or common
thugs or the like are reflected in these cards.
Gambits
Gambits are special abilities that Antagonists have, and they can be
used by issuing or resolving an appropriate challenge (for example, a
Clerk may “Stymie” a character with paperwork, making it an Acumen
or Resolve action.) Every Antagonist card has at least one Gambit,
METACHARACTER
even if it’s just doing a bit more hand-to-hand damage than average.
Typically, these are selected by the MetaCharacter.
Stymie
A Stymied Character, after failing a challenge, can not re-attempt this
action for one whole scene.
Intercept
An Intercepted character must find a new course of action, and can
only continue in their present course by burning an Aether.
Fear
A character who has been defeated in a Fear attack must take their
full steps away from the attacker next round.
Cloak
A character with the Cloak ability can go into stealth if unnoticed for
1 round.
Shock
A momentary stun in lieu of damage. A character in Shock can take
no actions for as many rounds as the Shock lasts, which is equivalent to
the attack’s damage.
Befuddle
A Befuddled character can take no actions for as many rounds as the
shock lasts or until they burn an Aether.
Snare
A Snared character can not act, but may still speak and move.
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Gag
A Gagged character may not speak, but can still act and move.
Root
A Rooted character can not move, but may still speak and act.
Order
A character who loses an Order attack must spend an aether to resist
or follow a one-word command for one round.
Bully
A successful Bully attack stuns the character for one round and halves
their Resolve totals for two rounds after.
Disarm
A Disarm removes an Item card from a player’s challenge hand for
one round.
Essentially, the attacker is just knocking it to the floor.
METACHARACTER
Sarah and Molly are playing Agents. Savannah is infiltrating Megan’s
hideout, which is ingeniously hidden in a shopping mall in Live Play.
She scales the fence, but just as she starts to cut the glass on the
window to break in, she’s spotted by a police officer. “Stop right there!”
he calls. The MetaCharacter decides that the “Guard” card makes the
most sense. He has Root, Disarm, and since he’s a police officer the
MetaCharacter decides to give him “Command.” She uses the card’s 2
offensive Resolve to issue the challenge. Savannah fails to resist, so she
stops what she’s doing and combat begins.
Obstacles
Obstacles are the sort of physical barriers that players run into all the
time- bottomless pits, endless chasms, deathtraps, and stranger things.
Each obstacle has a “potential damage” stat- the maximum amount
of damage that the obstacle can do. If a player wishes to cross the
obstacle, they must defeat it in a challenge (almost always physical, but
the MetaCharacter’s call, of course.) If they fail, they may take some or
all of the damage that the obstacles can dish out.
Situations
These cards will be used primarily in one of two ways. First, they can
be used to “beef up” an Antagonist or Obstacle. For example, a Brute is
bad, but a Brute with a Vendetta is going to be worse. A Barrier is bad,
but a Barrier hidden by an Illusion is worse. Second, A “Situation”
can be used to shorten time. For example, in a Live Play, a Player may
break off from the action to try and learn something relevant to the plot.
To save time, you might simply have them issue a Resolve challenge
against a “Secret.”
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FUELING A GAME
Using Aether and the Aether Deck
Aether is the fuel that runs the Chronos Universe. The power of the
four elements let the players go above and beyond; from uncanny
abilities to simply putting a little extra oomph behind an effort, Aether
gives the players moxie. Aether can be wielded like a weapon by
the preternatural abilities of the Skeins, or simply burned to power an
Augment ability.
METACHARACTER
Now, the Game Organizer may choose to deny the players Aether, if
it is relevant to plot (such as finding a Font or Threshold), but as a rule,
players will begin the game full up. As Aethers are burned or used, they
are discarded; either given to a MetaCharacter or left in a receptacle
on the Story Table. Eventually, players will find themselves tapped.
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the characters may draw from them. Mystic cracks in reality are found
in many genres, from superheroes to time-traveling physicians to secret
agents: it is up to the Organizer to decide what they look like, how they
function, what the characters know about them, and how Aether may be
drawn.
designated as the repository for cards that affect the play space at
large. It is intended to be used by both players and MetaCharacters;
and can signify any effect or obstacle that is perceivable to those in
the space. If a player casts an Ex Arcana Ward upon a room, that
card goes on the table so that others sensitive to magic could notice it,
regardless of whether they observed it being cast. If a MetaCharacter
reveals a Situation or an Obstacle from their deck, such as Cold, they
may choose to leave the card upon the Story Table.
From the beginning, the Game Organizer should have some idea of
the power level of their game. This is established immediately by the
64 Character Deck number- beginning with a base level of 12 points, and
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escalating from there depending on the game’s theme. As the game
progresses, players will earn XP at a rate determined by the Organizer.
(See the XP Table) If the Organizer likes, points may be awarded for
above and beyond achievement in areas like roleplaying or costuming
(though the Organizer should set guidelines for these awards to avoid
favoritism). There may also be Chronos Item cards in play that the
characters can acquire through gameplay.
Once the player has earned XP, the ball is in their court. Each
Chronos card has a Point Cost number in the very upper right hand
corner. It costs the player that many XP in order to “buy” that card, and
add it to their deck. The player may choose to spend their XP as they
go, or save it in order to “purchase” a more powerful card. Depending
on the breadth of the particular Chronos game, and what the Organizer
allows, cards from other decks or Skeins may be added, but the
Organizer has final say.
METACHARACTER
to award, and how many staff members you should have. This is a
general guideline based on the number of players you have, the number
of games you would like to run, and the overall intended duration of the
Chronos campaign. These are guidelines, not set in stone rules. If you
find that your game chapter operates better with different settings, then
do not hesitate to change how you operate your game. We provide the
tools of play, you provide the experience.
When using the following chart, first determine the total maximum
number of players that you will allow at your game. With this
number, look in column one to find the appropriate table section.
Next, determine the power level of the game you intend to run. If the
power of your game is going to be in the scale of humans to slightly
augmented humans, we suggest a Low power level. If you want
characters to all be minimally supernatural (no normal characters
allowed) then we recommend the Supernatural power level. If you wish
to run a game where players will begin as Super Villains or Heroes,
then choose the Epic power level. Slide your finger down the second
column, and compare what rows share both your power scale and your
intended turnout of players.
Finally, you need to decide how long you will be running this
game. Find the highest number of potential months that you may run
this game, and match the total number of months to the highest time
duration available. Cross reference this row to both the player count
and the power level, and you have now found a single row that defines
our suggested starting levels for your game. If you follow the row to
the right hand side of the chart you will find our suggested starting
character build, month by month experience points, the number of staff
we recommend for the game, and the time duration of CHRONOS
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The combat round time varies based on the size of the character deck,
what ‘super powered’ or ‘well experienced’ characters would have
for split second decision making, and allowing enough time for truly
dramatic slow motion combat. As your characters accumulate more
unique and unusual powers and abilities, quick ‘on-the-fly’ clarifications
may be requested and you want to provide for that extra few seconds
per round. However, if you find that the group you are running an event
for are ALL well experienced CHRONOS players, feel free to make your
timed combat rounds faster.
Should a game campaign run for a particularly long time, the Game
Organizer may have to contend with the problem of power creep;
wherein players who have a part of the game for some time are
METACHARACTER
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Suggested EXPERIENCE AND GROWTH TABLE
# of Creation Monthly
players Power Level Game Duration Points XP Staff Turn Time
METACHARACTER
31-60 Low Less than 24 Games 12 2 4-10 1 Minute
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CONCLUSION
“A Universal Constant: Part 3”
Ross stared into the bathroom mirror and nudged the bridge of his
nose.
“It still looks wrong,” he groused. He adjusted the tie of his suit and
turned to look back through the open bathroom door into the motel
room beyond. “I’m telling you, that guy didn’t set it right.”
In the worn chair beside the door, Nora stirred. She picked the lint
from the arm of the chair and said nothing. In the months since she had
taken up with Ross - how many? Six? More? It was hard to remember?
- she had gotten used to his ongoing monologue. If it wasn’t about his
nose it was the state of his clothing, or the places they had to stay. If it
wasn’t that, it was how early they got up and how little time they spent
in one place.
CONCLUSION
“You’d think a card shark wouldn’t mind staying on the go,” she
muttered.
Nora blinked behind her dark sunglasses, then shook her head.
Cobwebs filled her thoughts, interconnected lines that danced with
eventualities, inevitabilities. She saw Ross standing in the doorway,
adjusting his tie, and also saw him dead in an alleyway at the same
instant. She saw him in another place with the head of a falcon in a
suit with a badge, and in another place with his hair slicked back and
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a pack of smokes in his hand, ready to bust some heads for the good
of old home-town America. She saw him in a dozen ways and then
blinked and it was gone.
“You’re always talking about your nose,” she said, and smiled. “It’s
a universal constant. No matter the world, no matter the place, you’re
always obsessed with your shnoz.”
Ross flipped off the light and stepped into the room. He wore a black
three piece with creases sharp enough to cut, and a black tie. His hair,
despite everything, remained completely unruly above that badly set
nose and curious eyes.
“Hey, Max always liked my shnoz,” Ross shot back. Then his eyes
glazed over. “Max. Ahh man, Max.”
Nora shook her head. “Max is fine, somewhere. You know that.”
“I know.” Ross crossed his arms over his chest. “That’s not much of a
consolation. Somewhere, out there, some other Max is fine and living
with a family. Or he’s the capo de capo of something. Or maybe he’s
CONCLUSION
a talk show host. Somewhere, Max is fine and didn’t get killed by that
crazy psycho, The Bar Room Basher.” He made a face and messed up
his hair even more. “What an awful name.” He crossed the room and
sat on the edge of the bed, elbows resting on his knees as he stared
down at the floor. “That guy killed my best friend. Would have killed
me. But then you came.”
They’d been through it a million times before, and yet they’d talk
about it again. Nora had long ago come to understand why the Man
in White hadn’t tried to explain things to her. He’d just grabbed her
hand and led her into a different world, a life spent pulling people out
of their old lives to see things outside of the ordinary, and he’d done
it without explanation because he’d understood that there could be no
explanation. People couldn’t start to understand until they saw things
with different eyes. Then there would be no need for words. Until then,
she had to go through the motions.
She sat forward in her chair. The light from the moon outside caught
on her pristine white suit and made her cast an eerie glow. She could
almost see herself in Ross’s eyes as he stilled, staring at her.
“You had a talent,” she relayed for the dozenth time. “Fast fingers,
fast hands, an intuitive sense of the world. You knew things, and
because of that you were perfect. You could reach out and almost touch
the stuff that the world was made of. And if I hadn’t come, you would
have died without ever knowing about it.”
Ross let out a shaky breath. “Yeah,” he said, “Aether. Yeah, I would
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“And you never will,” she cut him off, “not really, if we don’t get
moving.”
Nora stood and straightened her suit. Ross stood too before her,
looking uncertain. He plucked at the suit, then looked back at the
bathroom mirror and his shadow there. She was short and bright beside
him, her suit and skin so pale, and beside her he looked severe and so
different than he had before. Again for a moment she had a thought, a
little inkling of what he might be elsewhere. She hadn’t told him what
the Man in White told her, the awful secret that he taught her the day
she’d earned her white suit. The secret that you were chosen for more
than just a talent to see Aether. She looked at him and in so many
places, so many worlds, all she saw was death. Ross dead, over and
over again, in more places than he was alive. Like lights, they snuffed
out until there would only be one left. Where months ago she would
have seen dozens, now there was only a handful.
Nora blinked and the strands of him, bound in the Aether that tied
them all together, were gone. She turned and walked to the motel room
CONCLUSION
door and pulled it open for him. From outside, light flooded the room.
Ross threw up a hand to block his eyes.
When she offered him her hand, Ross didn’t hesitate. He squeezed
her fingers and grip was sure, secure. Together, they walked into the
courtyard.
A ring of cars pointed towards their motel room door, all the halogen
lights burning bright. Nora didn’t need to blink but beside her, Ross
stumbled. She steadied him with her grip and pulled him out of the
doorway and towards the cars.
Beside them stood the others. Men and women, all dressed in white,
stood beside their cars. Nora could see the dark shapes that sat inside
the cars and knew they’d be other apprentices in their black three-piece
suits, waiting while this important business was done. And maybe he’d
meet them, get a chance to talk to the others who were just like him,
new to this business and still learning what it was to be marked Out of
Time. Nora only hoped he’d last that long. They were all waiting, just
like Ross, to graduate to the next level. Nora didn’t envy them. They
didn’t really understand.
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dance and his fingers twitched, a left-over habit from his card sharp
days. Then she saw the dawning look on his face, the confusion that
turned to realization when he looked at the people in white and the
cars. Inside he could see them as Nora did, with strands that lead off to
other places and other people who, somewhere and somehow, shared
a piece of themselves in another world. Yet Nora saw the moment when
his eyes settled on the people in white and he began to understand.
She smiled a sad smile and shook her head before he could say the
next words that she knew he would. They’re alone, she thought, and so
am I. If he survived long enough, he would be the only one too. That’s
the day when all little boys and girls grow up. That would be the day he
got his white suit.
She held up their hands, entwined, and pulled him away from the
motel, humming as she went. The tune stuck with her since that day at
the Java Shack; it had been playing over the loudspeaker. The universe,
CONCLUSION
she thought, was not without it’s sense of humor. They walked hand in
hand into the lights of a dozen headlamps to the wistful strain of “Time
is On Your Side.”
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LEXICON OF TERMS
Adversary A Non-Player Character set in opposition to the Players.
Can be represented by an Antagonist card.
game. They are familiar with the rules inside and out and adjudicate
any kind of rules questions for players during game play.
Skein Complete game worlds and histories written for the Chronos
System.
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LEXICON
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