Coverart: "The Gods of Discworld" by Angelo Rinaldi
Rules for Equal-Power Play
Being a GM is hard. It requires countless hours of set-up, story-writing, world-building, etc., etc. And sometimes you just want to play a game. This document is designed for a group of people who all want to play a tabletop role-playing game, but don't want to have the responsibility of being the GM placed on any single person. It attempts to spread the power and responsibility evenly, giving all players opportunity to create, as well as to play.
General Rules
Because of the nature of equal-power play, the following rules exist to ensure that players learn to work well together, adapting to what other players create, and learning to improvise on the fly.
The Four Rules of Improv
These rules come from Tina Fey’s, “Bossypants” but they're quite useful in the context of any improv situation. Look them over before you get started and keep them in mind as you follow the twisting road you’re about to set out on.
Say Yes
The first rule of improv is to agree. Once something is created or stated, it cannot actually be contradicted.
The main area this will come up is when exploring towns. For instance, two players pull a “ruler” card. The first player decides, “My character is the reigning king.” And through exploration reveals this to the players. The second player cannot say, “No, my character is the reigning king.” This has ground our game to a halt as two players bicker over who is the one-true-king. To solve this, just say "yes." The first character, of course, is the reigning king.
Say Yes, and:
Remember to add to the scene.
For instance, that second king is never entirely thrown out. That character can still exist, but he will need to be adjusted. Maybe he is a nobleman or a prince who strives to be the king, maybe he is a madman who believes himself to be the king despite the fact that he is a homeless man with a pet frog on his head. “Yes, that person is the king, and there is a madman with a frog on his head claiming to be the true heir to the throne. And in fact, he is the true heir.”
This has not contradicted that the other character is the reigning king, but it has added intrigue to the scenario. Of course, the flip-side of this is that one shouldn’t be too surprised if someone suddenly introduces a twist to the road you expected to be creating. That’s the nature of the game, and never being surprised would be awfully boring.
Make Statements:
In order for anything to exist, it must be created.
Because in equal-power play everyone is a creator, everyone has the responsibility of creating. Don’t just ask the other players questions about your environment; make statements.
Instead of asking, “How many noblemen could fit in this ballroom?” Say, “This ballroom could fit hundreds!” And that is how large the ballroom is, and that is the death-toll when the madman unleashes his army of giant toads into the room.
This can also be used when exploring to tell other players what's happening. What you picture in your head, say out-loud.
There are no mistakes:
There are only opportunities. If something is said, it is said.
Back-pedaling gets us nowhere, but mistakes get us somewhere. Where that somewhere may be, who knows? And that’s the point of adventure, isn’t it? To find new and exciting places you never would have expected.
Perhaps you'll end up saving the universe from the 5th horseman of the apocalypse and her deranged army of goblin-werewolves. Perhaps you'll spend a significant amount of time searching every ice-cream shop on the continent for one specific flavor. But wherever you go, that's where you are, and that's a beautiful thing.
Secret Notes:
The passing of secret notes between two or more players can be especially useful in certain situations, but should be kept to a minimum.
The primary goal of a secret note should be coordinating with other players to surprise the rest of the party. Players shouldn't try to "gang-up" on other players through the use of secret notes, but they do have their uses.
Nope Card
The only exception to the "Say Yes" rule listed here is the "Nope Card." The Nope Card exists as a way to make sure that players feel safe in this free-form environment. Should any situation or topic arise in the game which makes a player feel genuinely uncomfortable, they may draw a simple "X" on a piece of paper and lift it up, or loudly say "Nope!" This should not be used lightly, but it should be respected when it happens.
Don't ask for an explanation of the Nope, simply skip the scene/topic that has been "noped" and move on.
Setting Up the Game
Character Set-up
Players should decide on a single ruleset, such as D&D, Pathfinder, Etc. This document assumes Fifth Edition Dungeons and Dragons will be used, but feel free to adjust it for whichever kind of game you're playing.
Homebrew classes/races/etc. need to be confirmed with the group before being used. Flavor changes, (names, appearances, descriptions) can be changed freely, but actual stats and effect changes should be confirmed with the group as well.
Assume that all standard content of whatever ruleset you use exists in the game. Each player builds a single level 1 character.
Be sure the character:
- Has a solid reason to adventure.
- Is willing to work with a group.
- Isn't so strange as to constantly be the center of attention.
If for any reason one of those things changes, try to resolve the situation quickly or consider retiring the character.
Characters can be built together - existing relationships can be fun - or simply thrown together in a starting area.
Campaign Set-up
There is 1 world map, but players may take turns recording discovered areas as they like.
On a standard 8 1/2 by 11 piece of paper, assume that 1 inch is 2 day's travel on foot. (Printing a square or hex grid may help for this measurement.)
Do not draw anything on the paper until it is created in-game. The map will be created as it is explored. If a place is referenced, jot a note down as to its general location, (how to get there, how far it is, etc.), but don't put it on the map until you are certain where it is. The best way to do this is to wait until your characters actually get there, but this isn't strictly necessary.
Everyone will need their own notebook for writing down this kind of information, as well as information about characters/organizations/places they create.
Location Set-up
Creating a Town
Place a small (1/8 inch) circle on the map. This represents the town the party is currently closest to or in.
Players decide the local landscape in surrounding tiles - or inches - going clockwise around the table until the area is filled in. (Oceans, lakes, rivers, streams, mountains, hills, meadows, valleys, canyons, forests, etc.). Draw these features on the map.
Each player may offer some fact about the town, (size, politics, etc.) or, for speed, the town can be generated using tools from the DMG (pg. 112).
Each player may offer a single name for this town, and players may informally vote or roll a dice for it. Write the name of the town next to its icon on the map.
Creating NPCs
The NPCs each player creates in a certain location are decided by drawing cards.
Find an ace, and put it face down in a new pile.
Shuffle the remaining cards, and place 3 cards in the pile for each player, including the ace already in the pile.
Shuffle the pile and deal the cards to each player. For each card in your hand, secretly create in your notes:
Card | Role | Card | Role |
---|---|---|---|
A | Local Villain | 8 | Criminal |
2 | Potion-Maker | 9 | Priest |
3 | Bartender | 10 | Noble |
4 | Bar Patron | Jack | Hero |
5 | Craftsman | Queen | Sage |
6 | Merchant | King | Ruler |
7 | Peasant | Joker | Pick Any |
Remember to be creative when creating ANY character.
Consider stereotypes, and then bend them or break them altogether.
Multiple characters of a single type - including villains - may exist in the same town.
Characters should have:
- A name,
- A short (2-3 word) physical description,
- A short (2-3 word) personality description,
- A 1 sentence desire.
For more plot-development and side quests, consider adding an obstacle. What is keeping this person from getting what they want? What do they believe to be their problem?
Characters may also have "sub-characters" like a spouse, children, staff, servants, or minions. Mention these characters in your notes, but don't give them much thought beyond how they directly impact the main character.
Characters also have places associated with them, and players should think of these places, giving them a name and short description.
Ask the question, where do they spend their waking time? E.G. The Wounded Boar, a run-down tavern where you can always find a few shady characters playing cards. (Note, this place can change to something already created if another player has created a similar place, thus preventing a town from having 18 shady taverns.)
Fast Characters
The following table can be used to roll character traits quickly. Roll once for each column.
Dice Roll | Physical Appearance | Personality Feature | Desire / Goal |
---|---|---|---|
1 | Vile | Evil | Power |
2 | Horrid | Lazy | Wealth |
3 | Ugly | Greedy | To Forget |
4 | Homely | Cruel | Fame |
5 | Fat | Relaxed | Recognition |
6 | Slim | Quiet | Happiness |
7 | Average | Generous | Justice |
8 | Handsome | Busy | Status |
9 | Beautiful | Kind | Love |
10 | Stunning | Altruist | Peace |
Making a Villain
In addition to the above, villains should have a plan. This plan should be executed while the characters are in town, and the players should hear about it, either before or after it happens.
Players should have an opportunity to interfere with the villain's plan. This is an "encounter." It can be a fight , a puzzle, an RP scenario, etc. What would prevent the villain from succeeding in his/her/its plan? Give the characters opportunities to step into that spot.
Villains can have a lair/dungeon linked to them. This lair can be in the town or in the countryside nearby, but shouldn't be a world away, (unless they somehow can teleport there from the local surroundings.)
Consider:
- How will the area be changed if the villain gets what they want?
- How will the players be rewarded for stopping the villain?
- What is permanently changed regardless of the outcome?
Creating An Organization
Players may also - at any time - draft an organization. This is a conglomeration of NPCs with a singular and specific goal. Any character that player makes may be tied to this organization in some way.
Organizations can be created with a simple sentence stating their name and primary goal. For instance, "The Lords of Lotterdale want to make ridiculous amounts of money in order to buy out the local nobles and rule the city from the shadows."" Or, "The Holy Order of the White Lotus desires all peoples to live in harmony with one another through common belief."
With time, these organizations may be fleshed out, linked to characters in different areas, and given certain plots.
Organizations & Story Arcs
As the game progresses, player characters may become aligned with or against organizations, creating opportunities for bigger, world-changing stories. These stories form the basis for a "big-picture" story arc. In most campaigns, the players fight against a "BBEG" in order to foil her evil plans. Villainous organizations provide an excellent opportunity for similar kinds of stories to develop.
In the same way that players who create an NPC are responsible for roleplaying that NPC, so the person who creates an organization is responsible for deciding the actions an organization takes. By passing secret notes, other players can create characters linked to an organization, but only as far as the creator allows. This allows players to build large, world-changing organizations such as secret societies, religious groups, political parties, etc, all with a specific goal in mind.
Building Locations
People live in places, and the people of this world are no different. In the same way that an organization can be created with a single sentence and then fleshed out, a location can be built the same way.
The Library of Horrors was built by Alexander the Mad to hold his collection of carnivorous Tea-Kettles.
Django's Dragon is a lovely little tavern next to the river where many weary wanderers rest their aching feet.
If you intend for a location to be explored by the party, a simple flow-chart style map will help you to visualize the progress. Keep dungeons simple, with a fair amount of loot, traps, and encounters as would be fitting for your location, and reward players for finishing the location with story as well as treasure and experience. What is the significance of this place to the player characters? To the locals of the town? To the builder? What artifact might they find? What organization could they learn about? Etc.
Playing the Game
Introductions
It is appropriate, when the game starts, to roll a dice, with the highest roller beginning the game by introducing his or her character. One effective option for this is to introduce your character in the middle of some action, for instance:
"A tall short-haired human lumbers down the middle of the road. A banjo rests on his back, and his cutlass sways at his hip as he walks. He is dressed in a stained white tunic and brown pants, and a single scar seperates his left eyebrow. His eyes turn from one cart to another, but he keeps walking until he pauses at last at a vendor selling meat pies."
The next player clockwise then chimes in on how their character meets this first character. For instance:
"In front of the human is a female dwarf in leather armor. Two hand-axes rest at either side, and her foot bobs up and down as she waits impatiently behind the half-elf in front of her. She turns to the human behind her and asks, 'Can you believe this guy? Just order your pie!'" Notice it involves the player who has already gone.
The introductions go on around the table, each of them attempting to involve the building group that has already been introduced. Once everyone is introduced, try to find reasons to stick together until conflict starts building. Soon you'll be a proper party!
Roleplay
Player characters are now free to explore the created area and interact with its people.
Any player may announce to the group, for example, "John, with the gold he just got from some bandits, is going to look for a blacksmith."
If someone has created a blacksmith, they raise their hand. If two or more people have created smiths, they may roll a dice, play rock-paper scissors, etc. to decide who the player encounters first, and an RP encounter proceeds. If another player goes looking for the same type of character/place they default to the next player who created one, or the next highest roller.
If no one has created that type of character/place, the player may give a brief description of what they're doing, and then let someone else explore
During this time, players with villains or plots should consider how to tie in plot-hooks to whatever the party is doing. Maybe someone screams while John is buying a new sword. Maybe something is overheard in a tavern. Maybe players see an individual with singular and disturbing focus heading down the street. Etc. Don't force players to investigate, but let them see there is something to be investigated.
As a rule of thumb, one-sided RP isn't fun. Let the characters you have created interact with other players characters. If its just your characters speaking, give a short, one sentence description of what happens, and then move on.
Inspiration
Inspiration can be given by any player to a player who gets into their character well, but no player can give their own character inspiration. Asking for inspiration is not allowed.
Skill Checks
When a player character attempts to do something challenging - such as scaling a wall or convincing a pirate to turn themself in - the creator of the place/NPC being acted upon can decide the difficulty of that action. In general, DC is set with an average person in mind, and should be based on:
- Simple 5
- Easy 10
- Challenging 15
- Very Difficult 20
- Practically Impossible 25
Combat
During Combat, the creator of the combat encounter controls all opponents, as well as their own character. Remember to role-play the combat well, and be fair in choosing who opponents attack.
Combat encounters should be grounded in a system such as 5E's Challenge Rating. While many easy encounters could be strung together without an opportunity for rest, a deadly encounter should have an opportunity for rest directly before and after. If a combat encounter begins to turn towards an accidental TPK - and an intentional TPK is not at all advised for this style of play - the person running the encounter may reduce monster stats in an attempt to prevent the TPK.
For fairness sake, always roll in the open. If player characters die, they die. If opponents crit fail, they crit fail.
Speaking of critical rolls, have a standard for what happens on a success/failure. For instance, a typical critical success could eqaul double damage or the best possible outcome while a typical failure signals the end of a turn, and half damage applied to the player or another member of the party. Alternatively, an agreed upon fail table can be used.
Leveling Up
Characters level up by experience. Unless otherwise agreed upon, experience is decided by combat encounters alone.
Leaving an Area
When it is decided that the party will leave the area, decide where or in what direction the party will travel.
Note that each player should keep the notes they have written for the NPCs in this place secret. These NPCs still exist in this town, and should the party return they may be useful. Alternatively, if you need a similar kind of character later, they can be reused then.
If a villainous plot was allowed to succeed, the players should hear a rumor of the outcome from the individual who created said villain. This can happen at any point down the road, as appropriate.
Travel
Remember that each inch of map is 2 days' travel. Difficult terrains such as mountains and swamps take twice as long to travel.
Most towns are at least 2-3 days travel apart. Isolated towns are closer to 4-5 days travel.
For every day of travel, decide the terrain in any undecided tiles adjacent to the party's current tile.
Allow each player to describe in turn one of these tiles as they are discovered.
Players may also make statements as they travel, for instance, "There's a farm here." To which someone may add, "It looks abandoned." And someone else could say, "I want to investigate." Suddenly, a side adventure is born. Random Dungeons can be discovered this way.
Encounters on the Road
Optionally, players may draw a card every dawn during travel, taking turns clockwise for each day. An encounter may happen at any point during the day/night of travel, as decided by the one who drew it.
The player who drew the encounter for the day is in charge of deciding the details of the encounter and running any enemy combatants. The list of creatures at the back of the DMG is useful for easily finding creatures in a particular type of area, and with a fitting CR for your group.
Travelers have somewhere they've come from, and somewhere they're going, which may be useful when trying to find a city.
Card | Encounter |
---|---|
A | Ambushed by Enemies |
2 | Large Creature Encounter |
3 | Pack of Creatures |
4 | Traveling Peasants |
5 | Crime Scene |
6 | Traveling Merchant |
7 | Abundant Wildlife |
8 | Bad Weather |
9 | Beautiful Weather |
10 | Opportunity to Ambush Enemies |
Jack | Traveling Bard |
Queen | Mysterious Circumstances |
King | Roadside Inn |
Joker | Pick Any |
Dungeons
Typically, Dungeons will be tied to towns in one way or another. A farmer's daughter may have gone missing, last seen headed towards those woods. A villain may have a secret lair. In those scenarios dungeons should be outlined by the creator with a basic map, monsters, etc. However, when a random dungeon is "discovered" as described in the Travel section earlier, it can be randomly generated as it is explored.
Behind every door that is opened, roll on a random table, such as the one in the DMG on page 295, in order to "discover" what lies behind each door. Alternatively, go in a circle around the table, and whenever a new door is opened the next player decides what lies inside.
In general a random dungeon should be fairly small with a fair amount of loot and experience points.
Arriving
After at least 2 days, the players may find a town. If they are traveling to a specific town, they should know how long it takes to get to that town, and the general direction in which they need to travel. That kind of information can be provided by NPCs, and may be created by the Player who created that NPC.
Once the party arrives at a town, repeat the Location Set-up phase, and continue playing!
Tying it All Together
Because of all the loose ends generated in this style of play, it may not always feel like the story has a "point." While organizations are intended to help with this, it will also be useful to keep in mind the back stories of the player characters.
Ultimately, stories are about people, and the people at the center of your stories are the individuals the party is actually playing as. What motivates the other members? What are they adventuring for? How can I give them a little bit of what they want without taking away their reason to adventure? How can I give them a tiny flicker of hope? These are good questions to ask as you work on your own ideas for the world you're exploring together.