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TAVERN T A L E S
notes
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Player’s Guide
Getting Started
Tavern Tales is a fantasy-themed tabletop roleplaying game (RPG)
that invites players to take on the roles of powerful heroes who
fight dangerous monsters, explore exotic locations, and interact
with amazing characters. RPGs have no winning condition. Players
don’t win or lose - they simply make decisions and see where the
adventure takes them. An RPG is a collaborative story where
everyone affects the outcome, guided by the results of dice-rolls.
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Work Together
You’ll see the word “Collaborate” a lot. It means: “Work with your
group to decide…”.
The end result is, you get a game that suits your particular
power-level and style.
Every other player will create their own player character (PC) that
they will use during the game.
At any time, the group may call “Cheese” and ask the offender to
change their action.
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Character Creation
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● agile archer
Spend XP on Traits
By default, all Characters start with 5 experience points (XP). These
can be spent to purchase T
raits.
The XP cost for a new trait is equal to the number of traits you will
have in that particular category.
For example:
Reskinning Traits
If a trait describes an ability you like, but the Theme doesn’t match
the idea you had for your character, feel free to “reskin” it to look
and feel the way you want.
See I nterpreting Traits at the end of the Trait List for more
information.
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Assign Attributes
Assign the values: 3, 2, 1, -1 to your attributes (Brawn, Mind,
Finesse, Spirit) in any order you like.
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You also have 6 boxes you can distribute across your signature
resources (read on to “Describe Signature Resources”).
When you select a trait, make note of the resource it uses. If you
like, all your traits can use the same signature resource. In the
game, you’ll just describe how “materials” fuels your Dragon’s
breath trait. Alternatively, you could have different resources for
different traits.
See also: R
esources, S
ignature Resource
Signature Resources
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Describe Equipment
Each character may carry up to 5 large items, or equivalent
armloads of stuff in various sacks and packs. We don’t track
encumbrance carefully, but it’s useful to have some limit on what
people can carry.
Determine Defenses
Some of your traits may give you a d
efense box. Defenses act like
additional resources you can lose on specific bad tales.
When you get hit in combat, for your bad tale, you can select “Lose
a Resource” to mark a Defense box.
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Example Character
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Gameplay
GM: “The Dragon rears back its head and opens its mouth, you can
smell the brimstone as it clears its throat. Warrior, you’re closest.
What do you do?”
If you’re used to other RPGs with strict initiative rules, the lack of an
initiative system might seem unusual. Work with your group to
make sure everyone gets a turn to shine. Sometimes obvious
teamwork opportunities will emerge. Players can pass the initiative
to each other and coordinate their activities.
Rolling Dice
The group assigns a Difficulty for uncertain actions based on the
situation, the approach and character Conditions.
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Telling Tales
The foundation of TT-CC-Smooth is the “Tale”, something you say
about the world or your character. Every tale falls into one of three
categories: Good, Neutral, Bad, as told from the perspective of the
active player’s character.
Neutral Tales
Typically told before the dice are cast
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○ “This is taking too long. I see a faster path up, but I’d have
to clear that overhang, so I can’t use the rope.” (audacious
action)
● Spend a resource to activate a trait - where required in the
trait description
Good Tales
Told after you get a high dice roll
When you get a good tale, choose one of the Narrative Description
options below and describe what happens. If you can’t decide, look
to the GM or collaborate with your group. The option must make
sense, given the objective you described in your neutral tales.
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Powerful magic items are reserved for the GM to award when the
situation calls for it. Possibly after you complete a difficult
challenge.
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Bad Tales
Told after you get a low dice roll
When you get a bad tale, choose one of the Narrative Description
options below, and describe what happens.
If you can’t decide, look to the GM or collaborate with the group to
choose.
Note: some gaming groups prefer that the GM decides or has final
say on all the bad tales. That’s fine, but we encourage you to try
letting players choose their own bad tales first.
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Mechanical Effects for Bad Tales
Once you’ve described your bad tale, figure out which mechanical
effect it should have. In most cases it will be obvious which
mechanical effect fits the narrative option. If you’re uncertain,
collaborate with your group.
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Note: If the task is not actually risky and failure wouldn’t be
interesting, no dice roll should be required. (Badass Heroes
shouldn’t fall down for no reason.)
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Approaches
Anytime you’re facing an obstacle, you have options in how you
approach it.
Movement is free.
Bolstering
When you’re helping someone else or actively working to improve
your own odds without directly pushing towards the goal, you are
Bolstering. Bolsters are one-step easier than normal actions and
they make a subsequent action one-step easier as well.
Normal Actions
When you’re pushing directly towards a goal, with a pretty obvious
direct approach, you’re performing a “normal” action which
requires a “normal” dice roll. Most of your actions will likely be
normal actions.
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Audacious Actions
Sometimes you need a hail mary. Players may choose to make their
action more difficult, in exchange for following an undiscovered
“shortcut” in a challenge. They’ll roll “decreased”: If successful, their
Good Tale will be worth triple effect on a challenge track.
Here’s an example:
Player: “I’m nearly out of health, and we’re not even close to the top
of this mountain yet. I need a Hail Mary: I see there’s another path,
where the cliff face ends lower and a gentler trail leads up from
there. Only problem is, it’s across a chasm. I want to leap across
that chasm to get to the shorter path.”
GM: “Ok. Sounds like an audacious action. You’re taking a big risk
in order to get a shortcut. Roll with disadvantage. If you succeed, I’ll
mark three obstacle boxes on the challenge track.”
Note that players can generally invent things about the world. The
player above invented a shortcut. Fantastic! GM’s should observe
the first rule of Improv and say yes. In TT-CC-Smooth, GMs do not
own the world.
Movement
Movement is generally free as part of some other action. Unless
there are some mitigating circumstances, you can run across the
battlefield and stab someone in a single action. If that path of
movement seems particularly dangerous, your GM might rule that
just getting there is an uncertain Action, and as such, requires a
dice roll.
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Challenges
A Challenge is a series of obstacles which prevent characters from
achieving their O
bjective.
Defeating a single m
ook is a simple obstacle. Defeating a horde,
lieutenant, o
r boss i s a challenge.
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For ease of reading, groups of 5 boxes are separated with a line or
a space. Alternatively, make lines at clear milestones or logical
delineations. If a Group of enemies includes a boss, a lieutenant
and 3 mooks, it makes sense to place the lines between the logical
enemies.
Pause once you’ve written down the objective, and make sure the
players agree that the stated objective matches their intentions.
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Shortcuts
Shortcuts speed up the challenge by allowing a player to mark
more than 1 box.
See also: A
pproaches: Audacious Actions
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Note: The GM has authority to set the difficulty and number of
boxes for subchallenges. As a general rule, the delay/subchallenge
should have 3 boxes (just like a shortcut), unless there’s a good
reason within your fictional circumstances to make it shorter or
longer.
If your objective was: “Don’t fall into the river”, and someone jumps
in the river, that ends that particular challenge right away. This may
present opportunities for character development or spawn new
challenges, eg: “Swim to safety.”
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Even when a character dies, their story might not be over. The
remaining characters might come up with the objective: “resurrect
them”, or that player might come up with a challenge “defeat death
in a game of chess”, or “escape Hel”, or “haunt my murderer and
force a confession.” See “Character Death”
Types of Challenges
Challenges encompass a huge range of situations, from marching
through the mountains, to fighting demons in hand-to-hand
combat, to convincing a king to lend you his aid.
Combat Challenges
Combat Challenges represent life-or-death conflict with other
creatures or characters. They are typically very short in game-time,
with each Round only lasting seconds, though it might take a few
minutes to play out.
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Exploration Challenges
Interaction Challenges
Interaction Challenges are contests of wits, typically against
another character or group. These could be academic challenges,
debates, singing contests, bartering, attempts at persuasion,
manipulation, intimidation, etc. They might also represent attempts
to gather information about a topic, like perusing the halls of the
great library.
If they’re getting too close to reaching their goals, you may be able
to cause delays and setbacks for them. If you complete an objective
which contributes to their delay, you can ask your GM to remove
one or more points from an NPC Project track.
For more about factions, iconic NPCs and NPC Project, see the
section on Gamemastering.
Most challenges have the players progressing from the left, all the
way to the right, marking boxes as they go. When they reach the
end, they reach their objective and the challenge is over.
The goal could be to reach the middle of the challenge track first,
thus capturing an objective before your opponent, like in a race
situation.
Example:
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X => [ ] [ ] [ ] [ ] [ ] <= O
The NPC Buyer marked 3 boxes to the players’ 2. The group decides
that the NPC buyer will only give them 2 treasure for the beacon.
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Resources
Types of Resources
Resources are things that can be acquired or drained from your
character. They’re represented by boxes, such as in the following
examples:
● Health □□□ ● Ki □
□□
● Mana □
□□□□ ● Contracts ⊠□□□
● Shield □
● Rage □□
Tracking Resources
When a resource is lost, mark an “/” in the box. When a resource is
restored, remove an “/” from one of the boxes. When all of a
resource’s boxes have an “/” in them, that resource is depleted and
can’t be used anymore. Neither the player nor the GM can choose
the “Lose a Resource” Bad Tale option for that resource.
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Having zero in a resource like Health does not mean you’re out of
the conflict. You’re only out when you decide to surrender, pass
out, or die.
Health
Health represents your ability to endure bodily harm. You typically
lose health when you suffer injuries.
Endurance
Endurance represents your ability to withstand exhaustion. You
typically lose endurance when you travel great distances, push
yourself too far, experience harsh weather, or go without food,
water, or sleep.
Wits
Wits represent your ability to make intelligent decisions, to
"survive" difficult social situations, to manage your social anxieties
and keep your intellectual avenues open during debates.
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Defenses as a Resource
Defenses are provided by traits. They act like other resources
which can be marked, to indicate loss, when you get a bad tale.
Good tales can recover them, provided it makes sense, given your
situation, objective and action.
Even if you don’t have a trait which provides a defense, if you come
up with a suitable objective, you may spend a good tale to “gain a
resource: defense [ ]”. For example, blocking someone with a shield.
Treasure as a Resource
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Temporary Resources
Some resources will be temporary by nature and fill up or
disappear automatically after a certain time has elapsed. Work with
your group to determine which resources are permanent and
which are temporary.
For example: During combat, you declared the objective “use my
shield to block” and rolled well, good tale. You spend your good
tale to “gain a resource: defense [ ]” Everyone agrees that’s a
temporary resource which will go away after the current combat is
finished. (Note: in this situation, you could have declared the same
objective as a bolster instead of a normal action. See “Approaches”)
If you prefer, you can treat Food, Drink, Ammo, and Light as custom
resources. Be aware though, the presence of additional resources
gives players additional sinks to soak bad tales.
Ammo
Ammo is not tracked. Archers can shoot as much as they want
without running out of arrows.
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Design Note: The Ammo resource was cut from the game because it
provided an inexpensive sink for bad tales, thus undermining a lot
of traits and acting like a defense.
If you want to represent ammo in your game, your players can take
the condition “out of ammo” when they suffer a bad tale.
Light
Light is not tracked as a resource. Characters don’t have to worry
about running out of torches or oil. That’s not to say that darkness
can’t be a problem, but it should be treated more like a condition
than a resource.
Losing Resources
When you get a bad tale which might result in you losing resources,
you can choose the “Lose a Resource” option on the bad tale list.
Then mark one box on that resource track.
The resource you lose should be related to the objective at hand. If
you’re dodging a boulder, does it make sense to lose your arrows?
That’s up to your group. Begin and end with the fiction.
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Conditions
Conditions describe anything which hinders a character, which
can’t be easily characterized by traits or resources.
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For example, you want to craft a new set of armor, and you consult
with the group on the difficulty, which you set at CL4. Next, you’d
probably want to declare individual objectives to get access to a
forge, find materials, spend some time pounding metal, and make
sure the fit is appropriate. Any of your bad tales could be spend in
the normal ways, including giving the GM a good tale to advance
NPC challenge tracks.
Recovering Conditions
Removing a condition should require completion of a challenge.
Work with your group to determine the Challenge Length.
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Equipment
Currency
Currency is abstract in Tavern Tales. To a typical PC, 1 unit of
treasure is worth about 1000 gold coins. We don’t bother to track
anything less.
Treasure
If you use this rule, for any trait which relies on “treasure”, just
substitute “precious item”.
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Shopping
Most towns will be able to provide you with ordinary items. The
acquisition of r are i tems requires one or more challenges.
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The final price will be modified by what portion of the challenge bar
you managed to capture. If the middle represents an equitable
price, consider that each end represents half price and double the
price.
commentary
Magic Items
See G
amemastering
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Character Advancement
Purchase Traits with XP
The cost for any given trait is equal to the number of traits that will
be in that category: Combat, Exploration, or Interaction. For
example, the first Combat Trait a Character would buy would cost
1XP, the fourth combat trait would cost 4XP.
Character Death
Sometimes it time for a character’s story to end. They’ve served
their purpose and left an impact. When you have a bad tale, if you
select the option “Surrender, pass out, or die” you may choose to
die and kill off your character, never to be seen again.
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Other times, their story’s not over. You can work with your group to
see if it would be appropriate, given the tone and setting of the
campaign, for your character to continue.
Minions
Minions are characters that obey another character, referred to as
their leader. Minions are typically expendable or temporary, so
they follow special rules to speed up gameplay.
Minion loyalty is not absolute. Minions will abandon their leader if
the situation calls for it -- for example, if their leader is torturing
them or sending them on obviously suicidal missions. It’s up to the
GM to decide when minions abandon their leaders.
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Minion Contracts
Minions won’t serve you for free. Every minion requires a contract,
which is an agreement about the minion’s services. The term
“contract” isn’t literal — you don’t need your minion to sign a
contract (though you’re welcome to do that if you like). Contracts
also include verbal and implicit agreements.
● Your trusty Dog will serve you loyally in exchange for food and
companionship.
● Gerald the Scout will lead you through the mountains in
exchange for a bag of gold coins.
● Hargaesh the Demon will help you slaughter your enemies in
exchange for 1 favor to be redeemed at a later time.
Minion advancement
Minions recruited without a trait do not gain XP. If you recruit a minion
with a trait, they always have the same XP ratio, typically ½ your XP.
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Traits List
See A
ppendix A: Traits List
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Gamemastering
Temporary art: K
ing with Large Scroll - 1469
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Building Challenges
You can gain additional bad tales by granting good tales (1 for 1).
Use good tales to:
You can withhold some of your bad tales for use later on during the
challenge.
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1. Give them a resource: Let them remove a mark from one of
their marked resource boxes. It should correspond to the
situation -- for example, restore Health if someone is treating
their wounds. You can also give them gold, treasure, fame, etc.
2. Show them something beneficial: Present the player with a
new option or useful tool, such as an eager ally or an easy
escape route.
3. Show their enemy suffering: Make things hard for their
enemies, either through direct player action, or through
unfortunate circumstance.
4. Award a beneficial condition: Give them a benefit that lasts
longer than a single bolster or discovery. Energized, Flying,
Balanced, etc.
Speak as an NPC
Speak in character as a present NPC.
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the player has already exhausted all of their other Bad Tale
options.
5. Make them surrender, pass out, or die: Defeat the player’s
character. In combat, that often means the PC is bloody and
dying. While exploring, that often means the PC is hopelessly
lost, starving, and exhausted. While interaction, that often
means the PC has exhausted all of their options, given up hope,
or can’t continue due to social pressures. Choose this option
when the situation truly calls for it, or when the player has
already exhausted all of their other Bad Tale options.
Conditions
Embrace conditions! Conditions on characters provide some of the
easiest adventure seeds. “Deaf? Find the old witch who can heal
you, but she’ll require a payment, and not in coins.”
Status Effects
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When NPCs use AoE abilities, the GM should menace all those
affected with a “present threat”, then let the players try to avoid the
damage with their good tale. If they ignore or fail to avoid the
damage, the GM can tell a bad tale against the player.
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Concentration
Creating NPCs
Most of your NPCs will be m
ooks. They don’t need traits or
attributes. You can name them on the fly and give them some
characteristic features, but “Third Goblin on the left” and “Fred, the
ruddy peasant with the limp” may not occupy more than a single
challenge box for the players to overcome.
If you prefer, and you have the time, feel free to go through the
catalog of traits and assign a few to your Boss NPCs. You might
have to tweak the mechanics a bit because NPCs never roll dice,
but at least they’ll give you some inspiration.
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Creating Factions
During your Session 0 Worldbuilding session, identify a few
clashing states, guilds, associations, or groups. Those will be your
factions. Who holds influence in those factions? What are their
ambitions? If the PCs did nothing, what would happen. Give your
Factions some projects.
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Game Balance
Clever players will find ways to assemble a collection of synergistic
traits which makes their character much more powerful than the
other characters in the game.
● Work with your game group to make sure everyone shares the
same ideas about powergaming and min-maxing. Use the
Mini-SamePage tool below.
● Tweak traits to be more or less powerful depending on your
experiences.
● Join the community at r eddit.com/r/Tavern_Tales and call out
underpowered traits that need buffing and overpowered traits
that need nerfing.
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Good storytelling and good game design both require variation in
the amount of pressure applied to the protagonists. If the players
just finished a difficult challenge, consider easing off the pressure
and giving them some downtime. You can still give them
challenges, but you can make their rolls easier if there’s no active
opposition.
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Next, it’s important to build consensus about the tone, setting, and
expectations for the group. You may not want a player having
rolled up a goofy space marine in a grim, high-fantasy setting.
Here’s a few good starting questions, but, your group might need
to hash out other things as well before moving on.
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● Are PCs allowed to fight amongst each other? Can they fight to
the death?
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Other considerations:
Building a World
Tavern Tales works best with a setting you create collaboratively
with your group.
Start with a blank map. Take turns adding 1 thing to the world map.
It can be a geographical feature, a population, an exotic location, or
a notable historical event. Ask each other questions about the new
addition. Riff off each other’s ideas.
Work together to build a world you would all enjoy exploring. Take
this opportunity to revisit Tone, Difficulty, Genre-Tropes, and
Expectations.
Where does your character come from? How do they fit into this
world?
Awarding XP
Award the players 1 XP for each significant, interesting thing they
did. It’s simplest to award XP for completed challenges, but you
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may also grant additional XP for things they did outside of
challenges, at your discretion.
Awarding Treasure
At the end of every significant and appropriate challenge, award
each player 1 or 2 Treasure. Work with your group to determine
which type of challenges should award treasure. Looting
Dungeons? Negotiating Treaties? Performing a service for a local
Lord?
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● Yes, you can jump down the 50ft castle wall and into the
besieging army. B
ut, it’s a long fall onto hard ground. Even if
you land perfectly, you’re going to be in bad shape from the
fall. Are you sure you want to try this? Perhaps you could find
something to slow your descent?
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● No, your grappling hook does not have enough rope or power
to reach the moon. But, as you look up at the moon, you
realize that the rough surface of the tower just might give it the
latch it needs for you to get a good vantage point.
PvP
Player vs Player combat operates a little differently than running
challenges. As part of their Good Tale, a player may choose to
impose a Bad Tale on another player. Typically this will make them
lose a resource, but it could lead to conditions or even surrender.
You might want to remind players that characters can start with
social conflict and escalate from there. Also, Tavern Tales has a
built-in release valve. If someone wants out, they can “discover a
new threat” when they get a bad tale.
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Magic Items
Examples:
● Precious, o
bsidian GreatSword: treasure [ ] [ ], Hardness [ ]
● Official, S
hiny Sheriff's Badge, with “Tracking.Deputy” [ ] [ ] [ ]
● Fancy, E
lvish Cloak with “Transformation.Chameleon” [ ] [ ] [ ]
● Large, F ragile, precious mirror with Arcane.counterspell [ ]
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Keep in mind that PCs come with all the mundane items they need
to do their job.
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Bestiary
Setting: Swamp
Strangling Tree
CR: 5
Its tangled roots form a great web under the water, and vinelike
tendrils hang from this tree, waiting for unwary prey to step near it.
When they do, the tree itself springs to life, latching onto feet and
bodies, trying to pull them under to feed itself.
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Setting: Caves
Setting: Tropics
Setting: Tundra
These effects will inform the obstacles you present to players on
challenges.
Example Settings
World Map
Swamp
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Caves
In the complete darkness of the vast caverns beneath the surface,
light is a premium most can barely afford. Filled with strange
geometries and surreal landscapes, those traveling deep into caves
find themselves rappelling down vertical tunnels and picking their
way through tight crawlspaces just as often as they would be able
to walk normally.
Tropics
Tundra
Magic Mountain
Portal Network
Swamplands
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Glossary
Tales
Neutral Tale - Anything spoken by a player that neither benefits
nor hinders the active character. Additionally, some statements
which have benefit, but no risk. Typically anything which doesn’t
require a dice roll, or is spoken before the dice are rolled.
Rolls
Easy, Normal, Difficult: used to determine which die to take for
the roll result
Enemies
Mook - an easy adversary. Generally eliminated with a single
action.
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Sandbox - A type of campaign where the GM has no particular
story in mind. After worldbuilding, the players interact with the
world in any manner they like. There’s no scripted events.
Characters
Trait - one of the defining characteristics of a player character.
Traits are selected from the list in various Themes. Traits cost XP to
purchase. The amount changes depending on how many traits you
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Items
Tag / Keyword - a tag is a miniature version of a trait. Typically just
a single adjective which describes something about a setting, NPC,
item, or event. They’re quick to brainstorm, and useful to have on
hand later as a memory aid. Examples: loud, hardened, frozen,
toxic.
Rare - items which are harder to find in your setting. Typically
because they’re magical, or extra-powerful, or prohibited by law.
Precious - items which are extra valuable in your setting, for any
reason. A precious item is typically worth 1 treasure, but some may
be worth more.
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Interaction
Leverage - represents having the upper hand over someone,
probably from some sort of debt or obligation. Leverage should
help you manipulate and persuade creatures.
Ranges
Touch - Any distance you can reach with your hands
Reach - Any distance you can reach with a long weapon like a
halberd (including a step or lunge). Typically about 4 yards (12 feet).
Close - Any distance which most people could easily hit with a
thrown weapon. Typically 10 yards (30 feet).
-= 73 =-
TAVERN T A L E S
Near, Nearby - Any distance in which you might reasonably hit a
target with a thrown weapon. Typically about the length of a large
room, or 25 yards (75 feet).
Far - Any distance in which an expert marksman could hit a target
accurately with a bow. Typically about the length of a football field,
or 100 yards (300 feet).
Extreme - Only a well trained sniper could hit a target at this
distance. Typically the length of a city block.
Small Area - an area the size of a single human about 1m (3’)
diameter, or a 5’ square if you prefer. For targeting purposes, this
generally encompasses a single individual.
Small Volume - about the size of a coffin. Enough to enclose one
individual human.
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TAVERN T A L E S
-= 75 =-