True Friendship – a skeleton

Here’s the basics of what I have right now. Right now I’ve framed it up as a two player game, although I think the GM person could possibly weave multiple characters with different goals into one coherent story. Perhaps even “GMing” could be shared amongst the players.

I’m still not clear if I will have any form of character change. Most likely it will revolve around the traits. I know that a character can be placed into a new story. At that point their goal, connection, and/or vice can be changed appropriately.

  • Characters
    • Signatures – These are the things that the character is known for. They are descriptions of techniques that the character uses or catch-phrases. They can cover any sort of domain of conflict that the character might encounter. Although they can probably be flexibly used within any conflict. Perhaps your swordsman whoos the ladies with discussions of his counter-riposte.
    • Goal – This is what your character wants to achieve. Be as specific as you like. Stop Cardinal Richelieu or Save my True Love. The outcome of the goal won’t be determined until the end of the story, but this is what the story will focus on.
    • Connection – A character’s connection is someone or something that the character would fight to protect.
    • Vice – This is something that gets your character into trouble. Maybe it’s bad luck, drinking, or women
  • Scenes
    • Scenes begin with the GM? (Antagonist, Villain, bah) “titling” the scene. The title sets the expectation for the scene, and should be recorded on the Chapter record. Titles are just a few words The Sins of the Father, True Love Lost, The Palace Guard.
    • Scenes should be framed, by keeping in mind the goal, connection, and vice of the character. Often the easiest way to frame a scene is to place any of those two in direct conflict with one another. Remember that the story should drive to the goal, so the goal should feature the most frequently.
    • At the end of a scene, a short summary should be added to the Chapter Record. This summary always begins with In which… So the chapter record might look like The Sins of the Father – In which Antoine fights his father’s bastard.
  • Conflict
    • When a scene reaches the point when a conflict must be resolved, then these rules are invoked. A conflict always has two goals that can not be mutually exclusive. One goal is stated by the player and the other goal is stated by the GM.
    • The progress of a conflict is measured by two parallel lines of five boxes. A marker is placed in the center box of each line.
    • Conflict is settled in a series of rounds. Each round the player and the GM must select two stones. One stone must be either red (if attacking) or white (if parrying). The other stone must be of a color that represents the goal that is being acted upon.
      • If either side chooses to attack a goal and they are not opposed by a parry or attack on that goal, then the marker moves one square towards that side. Narrate the actions that occur to move the conflict in their favor.
      • If both sides parry or attack the same goal, then the conflict is temporarily stalemated. Each side gets to narrate how their participant in the conflict hold back from attacking.
      • If an attack is parried then the parrying player gets to narrate how the other side attacks and how they defend against the attack.
      • Once per conflict a player may change their choices after they have been revealed. Doing so requires that the player narrates the use of one of their character’s traits.
    • Conflict ends when the markers on both goals are in boxes at the end of the lines. The outcome of a goal is decided by the GM if the marker is closest to them or by the player if it is closest to them.
  • Ending the game
    • I think for now that the story will end when the character’s goal is resolved, by creating a conflict that addresses the goal directly.
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