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I'm starting this as a new thread to keep it separate from the interested check. I'm hoping these examples from a game I'm still running on another site will give people an idea of how the game works and what to expect from playing it.

Game Setup/Background

This game was originally setup as a love triangle between 3 people in the future - a young woman in an arranged marriage, her future husband, and her secret lover. The future husband and lover are best friends. To escape and be together, the lover and woman plan to travel back in time, and the future husband pursues them.

Garbage about how time travel works for this game

To add an element of confusion and mystery to the game, we decided that only your mind can time travel and you steal a body back in time.

Spoiler

Time travel happens in 2 stages. First you blast your mind back into a body closer to your target time, then you blast that body with your mind in it back at least another 100 years to your target time. This way they don't have connections in the target time and you can build a new life. The problem is, the further you go back, the longer it takes for your memories to return, and the timing isn't exact. So for 3 people to go back, they will be in 3 different bodies and may arrive within a 5 year window.

They arrive in the past with amnesia, in bodies that are not their own. It is left to the will of the dice to determine which character is which. The players are playing their new selves in the past, letting this new character dynamic drive their interactions, and slowly unlocking their memories over time. Will they still love who they loved before they left, or will this new situation and the lives they live until they remember who they were change how they see each other?

We rolled randomly to see who arrived first, and details about the new bodies they took. There is at least 1 gender swapped character since the future characters were 1 female, 2 males, and in the past it's 1 male and 2 females. They may have all been swapped.

  • Derek was the first to arrive, male, aged early 20s, and through shady means he acquired money and seemed to thrive on exploiting others. He owns an auto body shop, runs a cam girl site, and secretly owns a drug lab. 
  • Elizabeth was the next to arrive, 2 years later, female, aged 16. She was put into foster care and taken in by Mrs. Bennett. She hung around the auto body shop for a couple years and when she became 18 she started being a cam girl on Derek's site.
  • Nyssa arrived 3 years later, female, aged 18. Her amnesia is strong, and she is also put into foster care, taken in my Mrs. Bennett. 

The game starts when Nyssa arrives.

 

Pathways Setup

Here's part of the Pathways chart. Notice how there are two arrows between each of the main characters, and how they point in opposite directions. The arrow pointing from one character to another defines their relationship from the originating characters' perspective.

For instance, the arrow pointing from Elizabeth to Derek says "I hate that he knows how to turn me on." That's how Elizabeth feels about Derek. This is rich with implication - Derek can turn her on. He knows how to push her buttons. But she hates that fact, which might imply her feelings for Derek may not be overall positive. 

The arrow pointing from Derek to Elizabeth says "loves my forceful ways" which is also filled with implications. On the surface, it  tells is that Elizabeth is more submissive to a forceful Derek. It also implies an ego for Derek, but noticeably it doesn't show much in the way of genuine emotion from him toward her. She may just be a plaything to him. We don't know from this statement, but it feels like something fun to explore.

Spoiler

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These Relationship statements help to define the emotional stakes and action of the game. Based on those relationship definitions, I can assume that Elizabeth's player wants to have Derek turn her character on, and I can assume Derek can and probably will. It gives me as the GM ideas for scenes to setup to test theses characters, giving Derek chances to turn her on and her chances to despise that it works, or even try to resist. It gives us a potentially uncomfortable non-con situation that I'll have to be careful running to make sure we're not crossing any lines.

The whole Pathways map is convoluted and crazy. I'll paste it later.

 

Character Sheets

There are a lot of details on the sheets that might seem confusing or daunting. I'll paste a couple sheets in here and then show how a scene plays out using their stats. The basic trait sets used in this game are: Values, Relationships, Distinctions, and then secondary traits for Assets (locations, extras, signature items, etc.) Every time a player rolls for their character they will always use 1 Value and 1 Relationship to build the dice pool. Sometimes a 3rd die can be rolled from Distinctions, Extras, or Locations if the player can make a case for it and the GM agrees it is relevant. More dice can be rolled by paying a plot point to add them. No matter how many dice are rolled, you only ever add 2 results for your total, unless you spend a plot point to add an additional die result. 

Nyssa

Spoiler

Values

  • d6 Duty - I have a Duty to do the right thing.
  • d4 Glory - Glory is for the insecure.
  • d6 Justice - Everyone deserves Justice.
  • d10 Love - Love conquers all.
  • d6 Power - Power is not a goal, but might be needed.
  • d10 Truth - I must know the Truth no matter the cost.

Relationships

  • D12 Elizabeth can help me learn about the world
  • D10 Derek is dangerous but so exciting
  • D8 Quinn would do anything to help someone out

Distinctions

D12 Time Traveler Heritage: You left the world 700 in the future, stole a body from 200 years in the future, and landed in this world now. Your memory was gone when you arrived, but you can unlock your memories and skills over time. You had a lifetime (or perhaps more) of skills and possibly special abilities, but they have all been lost to you.

  • d4: Earn a plot point when something triggers a memory or flashback, disabling your abilities.
  • d8 Spend a plot point to increase your Angry or Insecure Stress pool.
  • d12 Spend a plot point and Add d10 to Trouble to access an ability you never knew you had, connected or not, (this adds the option to unlock this ability permanently during growth at d4)

D10 Attractive: You’re the complete package: face, eyes, hair, skin. When people look in your direction, they rarely want to turn away—a fact you’ve long since learned to use to your advantage. Roll the Distinction’s die when your good looks would influence the outcome in your favor. Compare this Distinction to Likeable, which is about natural appeal, or Shameless Flirt, which is about pick-up lines and seduction.

  • d4: Earn a Plot Point when your looks draw you unwanted attention.
  • d8: Spend a Plot Point to Reroll a die in an Attractive roll.

D10 Daring: You sometimes cross the line between brave and foolish, but there’s almost nothing you won’t try. Roll this Distinction’s die when your bravery and confidence would help you achieve what you want to do. Compare this Distinction to Impulsive, which describes acting without thinking, and In Over My Head, which is about blundering yourself into bad situations unintentionally.

  • d4: Add a d6 to Trouble to Reroll a die in a Daring roll.
  • d8: Add a d10 to Trouble to Reroll two dice in a Daring roll.

D6 Investigator: You’re adept at finding clues and putting the pieces together to find a criminal or solve a case. Often this technique is learned in places like the Metropolis Police Academy, but sometimes it’s the gift of an inquisitive mind. Roll the Distinction’s die when you’re snooping about, trying to uncover clues, or getting the scoop on something that’s unknown or hidden.

  • d4: Earn a Plot Point when you Choose to spend a scene investigating instead of taking immediate action.

Extras

  • 2d4 Dr. Tyler (therapy, science)
  • 2d4 Novak (gearhead, unflappable)
  • 2d4 Alan Cavanaugh (training, inspiration)
  • 2d4 Johnny (investigation, knowledge (town)

Locations

  • 2d8 Bennett House (security, restore)

 

Elizabeth

Spoiler

Values

  • d4 Duty - My only Duty is to myself.
  • d10 Glory - All the Glory will be mine.
  • d6 Justice - Nobody gets Justice in this world.
  • d6 Love - Once I'm rich I'll have time for Love.
  • d8 Power - I'll have enough Power when I'm running things.
  • d8 Truth - I can't let anyone find out the Truth.

Relationships

  • d10 Nyssa - Nyssa has so much potential
  • d12 Derek -  I hate that Derek knows how to turn me on

Distinctions

d10 Impulsive: You seem to lack what some people call “better judgment.” That means you tend to leap before bothering to look. This works out for you... some of the time. Roll the Distinction’s die when you’re taking immediate action, especially if you’re doing it without knowing all the facts or the lay of the land. Compare this Distinction to In Over My Head, which is about blundering yourself into bad situations rather than acting impulsively, or Daring, which covers bravely or foolishly pushing on even when you know it’s a bad idea.

  • d4: Earn a Plot Point and Add a d6 to Trouble when you act rashly.
  • d8: Earn a Plot Point when you Choose to Interfere in a Contest.

D8 Sneaky: You’re fantastic at getting in and out without being seen, with equal parts hiding in shadows, moving without making a sound, and natural agility. You have it all in spades. Roll the Distinction’s die when you’re trying to remain hidden, quiet, or off the radar. Compare this Distinction to Agile, which is about acrobatics and graceful moves, or Right Place, Right Time, which is more luck and good timing than stealthy behavior.

  • d4: Spend a Plot Point to Reroll any die in a Sneaky roll.
  • d8: Add a d6 to Trouble to Reroll a second die on a Sneaky roll.

D6 Shameless Flirt: You just can’t help yourself. You’re always chatting up others, dropping pick-up lines, and getting tied up with the ones that bring you the most trouble. Roll the Distinction’s die when working your angle, flashing your smile, or bringing on the charm. Compare this Distinction with Likeable, which is less seduction and more appeal, or Attractive, which is more about good looks than good pick-up lines.

  • d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you know you shouldn’t.

D8 Willful: You’re probably too stubborn and proud for your own good; you’ll act the way you choose despite the better judgment or advice of others. Roll the Distinction’s die when not doing what others tell you would work in your favor—at least in the short term.

  • d4: Earn a Plot Point and Add a d6 to Trouble when you put your foot down.
  • d8: Add a d10 to Trouble to put your foot down and Reroll a die in a Willful roll.

Extras

  • 2d6 Johnny (rumors, technology)
  • 2d8 Pixie (wingman, attractive)
  • 2d4 Caitlyn (investigation, hacking)

Locations

  • D8 Cam Girl Site (publicity, comfort)
  • D4 Auto Shop (resources, socialize)

 

 

With those two characters established, I'll make my next post showing how a scene plays out between them, when dice are rolled (far less often than in most games), and how and why different mechanics are engaged. I'm locking this topic for now to keep posts here specific to examples, but please ask any questions in the interest thread and I'll make sure to make clarifications here for future reference. 

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