General rules Edit
See also The Rules.
While the world is persistent, each session in self-contained. The party always start in the safe city of Backwater, go out on an adventure and return home. If the party are still out in the wild when the session ends, they are presumed to have returned off-screen and will need to start from Backwater again next session. Note: DM's are known to frequently make exceptions to these rules.
Major Quests and Adventuring Motivation Edit
See also Major Quests and Adventuring Motivation.
Each character can choose a Major Quest and an adventuring motivation. Pursuing these will give the character experience points.
See also Inspiration.
Inspiration comes from flashbacks or other scenes that reveals more of a characters back story (often during a long rest).
Downtime Actions Edit
See also Downtime.
Each character gains one downtime action every time they return to the show. The downtime action can be used to gain a bonus in the nest session or improve Backwater
See also Travel Rules.
The party chooses between traveling with stealth, survival or athletics. They roll the appropriate skill and the result determines the number of travel actions they can take. Travel actions can be spent to gain bonuses, such as safe camping or faster traveling.
Books let the player ask the GM questions.
Ask the GM 1 question, then the GM will ask you N more:
- What important characters or objects are present in the vision?
- What emotions are present in the vision?
- Is the vision near or distant?
- What has happened leading up to this vision?
- What will happen shortly after this vision?
- For a stated course of action. does the vision predict weal or woe?
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