!the Societies
!the Societies
Basics
Competence is a measurement of your character’s general ability to
succeed in a situation. A character with higher competence will have
more cards in their hand for a scene than a character with a lower
competence. Competence is determined at the beginning of a scene, and
does not change until the character enters a new scene.
Roles are open ended, but have a few restrictions. They are what your
character does, not what they are. Orc, God, or Cyborg are not roles.
You may add those as Features. An Orc Swordsman and an Elven Swordsman
would be competent in different scenes, features are used to
distinguish the two.
Roles also should ideally not be too broad or specific. Something like
Killer doesn’t give you enough information to help you determine
competence. On the flip side, an antique clock restoration artist
would probably only be useful in a very narrow set of scenes.
A Level is a description of seniority in your role. There are five
levels.
Veteran characters are a cut above. They are battle tested, with
plenty of experience.
Built like a Brick Wall, Light Footed, Wisdom of the Elders, Good
With Numbers, Knife Nut, Creepy, Drop Dead Gorgeous, Swarthy,
High Pain Tolerance, Too Lucky, Broadway Player, Maneater,
Hearing Voices, Pickpocket
Traits will allow you to play up to three cards, adding their values
together for your draw. [traits are loaded in downtime].
Difficulty will need to be chosen by each draw you make, and will
determine the number of cards you draw to determine your target
number. The difficulties are as follows.
Easy tasks have a target number equal to the value of the lower
of two randomly drawn cards.
Scenes can have traits of their own that may affect a character's
competence or the difficulty of actions in both positive or negative
ways. A vampire is less competent doing anything outside during
daylight hours, and a crime scene investigator would find some things
more difficult in the rain.
Example scene traits below.
Conflict Resolution
When your character enters a scene, choose a competence that best
describes how comfortable or experienced they are. Draw your hand
based on the competence you chose.
Play a card from your hand. You may play multiple cards and add their
values if you have a relevant loaded trait.
Read the results based on the chart below. For the purpose of
determining blessing and curses, use the suit of the highest value
cards in both hands.
Difference Description
-3 Major Failure
-2 Moderate Failure
-1 Minor Failure
0 Redraw
+1 Minor Success
+2 Moderate Success
+3 Major Success
Suits Description
♠ < ♥
Greater Blessing
Lesser Curse
˅ ˄
Equal Neither ♦ > ♣
Success means that your character completes their main objective.
Failure means that your character does not complete their main
objective.
[If at any point you are having trouble coming up with or justifying a
blessing or curse, just ignore them and move on. Treat the result as a
flat success or failure.]
A Redraw is a tiebreaker. You draw one more card from the top of the
deck and add it to the target number, then you draw another card from
the top of the deck and add it to your played cards. Continue this
until the tie is broken.
Ultimately, what only requires an action and what will need a conflict
is at your discretion.
When you begin a conflict you will need to define the thresholds for
the conflict on both sides. Thresholds are possible endings to the
conflict. Once you pass one of the thresholds, the conflict ends and
that threshold comes to pass.
Thief Escapes 5 - x x
The scene above shows an active conflict. The character chasing the
thief has succeeded at one action, but failed at two, so there is one
point towards the Thief Captured threshold and two points toward the
Thief Escapes threshold.
Characters
Characters are made up of Descriptions, Traits, Blessings, Curses, and
Inventory. We will go over how to create characters, as well as how
these pieces work and what they do.
Blessings and Curses is where you list all of the consequences of your
actions that affect your character, rather than the current scene.
Blessings can represent such things as good luck, momentum, secret
knowledge, positive relationships, or anything that is generally
helpful. Curses can represent physical damage, mental scars,
illnesses, or anything generally harmful.
Some blessings and curses may be temporary, only lasting for a scene,
a day, or some other predefined time period. Some, especially curses,
may be semi-permanent, requiring specific actions to remove them. If
either become truly permanent, they become a trait.
Example Kits
Gameplay
The Societies is a game played from the point of view of your
organization as a whole. The Society is your character, despite the
fact that you will play as everyone in it. The characters are your
tools. You play the game in cycles, with you getting a turn and the
world getting a turn in response.
Next, you will have your background move. A Background Move is a scene
that is set up and described in a few sentences, but is not
necessarily acted out. Background moves are limited to loading scenes,
recovery scenes, and vignettes.
Next, you will have your behind the scenes moves. A Behind The Scenes
Move is what you use to control your society from a more strategic
lens. In fact, behind the scenes moves will play much like grand
strategy games, or more like a traditional wargame. You will use these
to move your characters around the map, change the scope of or finish
projects, or swap out characters inventories. You may take one behind
the scenes move per character.
The World will often take turns as well, as a result of thresholds met
in a scenario.
Queen Rules
The traits here apply to the region attached. Doctors are preoccupied
because many have been recruited to tend to the king, in a hands on or
research capacity. It will be hard to find a doctor to tend to your
society here. The Queen is the regent while the king recovers. She is
a more strict woman than the king, and the legal system is harsh under
her rule. Guards are extra vigilant, and judges are harsh in their
sentencing.
The less likely result is a recovery by the king, with five needed
supporting events. If this threshold comes to fruition, it will lead
to a scenario of a mass celebration. Feasting, parade, and revelry. If
the king dies, with three supporting events needed, then a succession
crisis will unfold. Will the regent Queen hold the crown, or will the
king’s son inherit?
The Map is a representation of the world you are playing in. It does
not have to be an actual illustrated map, but it can be if you’d like.
The map is your largest division of location, and could represent a
city, country, planet, or even dimension. In some games, you may have
multiple maps to represent a game taking place over massive distances.
Regions can have traits, just like scenes. A desert may be Lawless, or
Dangerously Hot. A city street may be Haunted, Under Surveillance, or
Bustling. Regions are also the level at which your scenarios will
unfold.
In short, the Map is your total play area, Regions are groups of
related areas, and Landmarks are your character’s immediate
surroundings.
The Society
The Society is a collection of all of the playable characters, allies,
equipment, and/or locations at your disposal.
Your society can be divided into cells. Cells are divisions of your
society that operate in different locations or with different
purposes. A society that operates as a crime family may have a cell in
each neighborhood in the city with their own rackets. They may also
have a cell made up only of assassins, and a cell representing the
boss, his guards, and his manor.
Actor is a term used in this document to refer to people. Monsters,
androids, humans, animals, demigods, angry mobs, or barely sapient
forces. This term is used due to its generality, but also so that the
perhaps more appropriate term Character can adopt a more specific
meaning.
Assets need not be limited to only one of the above, and some assets
may do all in certain circumstances.
The Oracle
The Oracle can be conceptualized as the other player of the game. It
is an impartial force that can be used to steer outcomes in a dramatic
manner, if so desired. The Oracle fills the role that gamemasters
typically fill in multiplayer RPGs.
Glossary ⭑ - Joker
♠ - Spades A - Ace
♥ - Hearts J - Jack
♣ - Clubs Q - Queen
♦ - Diamonds K - King
This is an oracle to use for simple yes or
Yes / No no questions.
Verb ♠ ♥ ♣ ♦
Noun ♠ ♥ ♣ ♦