Sorcerer: Awakening

by awaveringspeck

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Sorcerer: Awakening

Alpha Version

INTRODUCTION

Sorcerer: Awakening is a rules-lite 2+ person adventure or "guided play" based around a single Player Character who is just awakening their magical ability. This character, referred to herein as the Sorcerous Neonate, finds themself in the center of a fraught scenario, be that political, coming of age, or any other adventure that you as the players choose to create. As character and plot creation rely solely on interpretation of the tarot and spontaneous invention, this game can and should be whatever you want it to be. This game is a great tool to practice GMing or beccomi We do encourage both players (the Neonate and the Worldkeeper) to talk about the game you wish to play as character creation progresses.

If you wish, multiple players can play as the Neonate, or can sit in as a Sidekick to the Neonate or to the story as a whole. We find that discussion and different viewpoints can really enliven a game of Sorcerer. That said, we encourage you to limit the amount of players playing as the Neonate to no more than two or three, as play can drag as disagreements occur.


WHAT YOU NEED, PART 1

Sorcerer: Awakening is played with a deck of tarot cards, and 2d6.

The tarot deck is used to inform the players of various choices and turns in the story.

The dice handle basic randomization, as with skill rolls and combat.

Each player also needs some loose leaf paper or a journal and a writing implement to keep track of things like Known Spells and Important NPCs.


READING THE TAROT

The tarot deck is the main randomization implement in Sorcerer: Legend and is used to aid and inform in decision-making and roleplay.

Reading the tarot cards is mostly up to the players, though they should always be interpreted in a narrative or story-telling capacity. When reading the tarot, players may refer to the names of the cards, the pictures on their particular deck, or can refer to accepted readings of the various tarot cards to aid in their interpretation.

For those unfamiliar with tarot and its interpretations, we’ve provided some basic guides below. We at Strange Biscuits are in no way sponsored by any of the following:

When drawing from the deck, the players may draw from anywhere in the deck, not just the top. At Chapter End, any drawn cards should be placed back in the deck and the deck should be shuffled.

CHARACTER CREATION

Before before important NPCs or Items are created, and before Attribute Points are assigned, the Sorcerous Neonate must go through the base character creation process. This process involves the drawing and interpretation of cards to define the Past of the Neonate and/or region, the Present situation that the Neonate finds themself in, and a Turn or complication to the plot.

When drawing for the Past, the Neonate should draw 3 cards and lay them side by side. When interpreting the past, the Neonate should keep this in mind: The World is broken. How has this shaped you?

Once the Past is interpreted, the Neonate should draw three more cards, which the players should interpret for the Present Situation. The Present should be interpreted remembering the following: The Present represents the Status Quo. What about it needs to change?


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Finally, once the players have ascertained the Neonate’s experience and present situation, the Neonate draws one final card, which represents the Turn. The Turn can be a complication to the status quo of the Present situation, a further or new responsibility of the Neonate, or for situations that seem overly difficult a boon or backing that levels the playing field. Overall, The Turn represents an opportunity for the change that’s needed.

The Turn is placed sideways as it is neither reversed nor upright, but whichever it needs to be. If The Past and Present are doom and gloom, the Turn might need to represent hope. If the Past and Present are peaceful and easy for the Neonate, the Turn might need to represent complication to force a change. Remember that this is a story you're telling, and stories require conflict.

MEANINGFUL NPCS AND ITEMS

After Character Creation, the Neonate and Worldkeeper should confer about NPCs that seem a part of the Neonate’s story, and an item or two that adds flavor to the character. Each of these should be taken directly from a card.

CHOOSING NPCS AND ITEMS

When choosing NPCs and Items, the players should always keep in mind how they affect the story being told.

The Neonate should choose 2-3 NPCs, and these NPCs should have a position that can easily turn a story one way or another. For example, Darren’s supporter from the city holds in her power the ability to open doors Darren could not open himself. Likewise, Darren’s protégé gives Darren something to worry about, something to lose if he’s not careful.

Items, on the other hand, can either help or hinder. The Neonate should choose a maximum of two: one that is meaningful to the character, and one that adds complication. Tobias chose one item—the chains—because that item fulfilled both.

If a Meaningful NPC is lost, the Neonate should choose another NPC to consider Meaningful. Any NPCs that have an important place in the story should be noted.


Note: Meaningful NPCs, especially sidekick characters, can be great player characters if a third player is present and doesn’t want to share the Neonate, or if someone needs to roleplay a scenario away from the Neonate.


AN EXAMPLE: DARREN THE LOST

During Character Creation, Tobias created Darren the Lost, a Neonate who is leading a group of refugees to a very wealthy city. When going through Character Creation, Tobias drew the Eight of Wands as the Turn, and the Page of Swords and the Star during the Past.

Tobias looks up the Eight of Wands and sees that this means that difficulties brought by the Seven of Wands are finally over, and that he should “go with the flow.” Tobias decides this means that Darren has sparked some interest with an important family from the city, and has gained a supporter.

The Page of Swords is described as someone who is curious and always asking questions. Tobias decides Darren has a young protégé, a young man under his protection that Darren almost thinks of as a son.

Finally, The Star Reversed tells Tobias that everything has turned against Darren, and that he has lost faith due to this. Tobias decides Darren needs an object that causes this feeling. He creates the Chains of Bondage for this purpose, and describes his choices with the following explanations.

NPCS
  • Gwendoline (Eight of Wands) – A prominent member of a powerful family who’s taken an interest in me.
  • Seg (Page of Swords) – A young member of my flock who’s become like a son to me. I worry for his future.
Items
  • Chains of Bondage (The Star) – Unbreakable chains around my wrists from my time in captivity; part of the reason the city doesn’t trust me.

Sera, Tobias’s Worldkeeper, decides that the Chains of Bondage should have a mechanical application, and adds the following wording.

Items
  • Chains of Bondage (The Star) – Unbreakable chains around my wrists from my time in captivity; part of the reason the city doesn’t trust me. (Audacity -2 for now)

As the Worldkeeper, Sera sees that the outside interpretation of these chains could change, and could even become a symbol of Darren’s steadfastness and care for his group. If Darren is able to alter perception around himself, Sera wants the opportunity to change what these chains can do for Darren moving forward.

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ATTRIBUTES AND DETAILS

Finally, once the Neonate and their situation have been resolved and Meaningful NPCs and Items are chosen, the Neonate may then assign Attribute Points.

Attributes are as follows:

RESOURCEFULNESS

This is your intellect, and allows you to do things like investigate Situations, battle wits, notice people and their attitudes in equal measure, and find things you’re looking for. Resourcefulness is rolled any time you need to think about or look for something.

AUDACITY

This is you charisma, and allows you to challenge others to duels of ego, and use your charm to trick or convince others of things they may or may not want to do. Audacity is rolled anytime you are using your personality as your weapon.

NERVE

This is your physical ability, as well as your backbone, or anything that invokes a physical response. It allows you to fight, to lift heavy things, and to stand your ground. Unlike Audacity, use Nerve to physically stand between bullies and their victims. Nerve is rolled anytime you’re doing physical tasks, and when you are standing against an aggressor.

Unlike other Attributes, Nerve can be lost, though almost never permanently. For the purpose of battle, Nerve serves as Hit Points. See Fighting for more details.

If a Neonate loses Nerve in a chapter, they regain 1 lost Nerve at the end of the Chapter. However, a Neonate who is reduced to their negative Nerve maximum is killed, and the current game ends.

LEGEND

While Legend matters a bit more in further games from the Sorcerer series, it can still be useful in Sorcerer: Awakening. This is your reputation, and allows you to stand on your history, convincing others to stand down just from the sheer force of your previous deeds. Legend is rolled when your reputation would hold more weight for a situation than any other attribute.

Legend is the only Attribute that doesn’t necessarily need to be rolled. If your Legend is high enough, the Worldkeeper can decide that an NPC or group would have heard of you, and you can succeed on the weight of your Legend alone.

INEFFABLE QUALITY

This is your magic, and it behaves a bit differently than other attributes. Like Nerve, IQ can decrease, though this is a choice made by the Neonate. Ineffable Quality is divided up into points. The spellcasting feature of Sorcerer: Awakening is called Channeling the Mystic, and for each use of Channeling the Mystic, the Neonate must use one point of IQ. (See Channeling the Mystic for more details.) These points are regained at the end of the Chapter.

Ineffable Quality should be rolled any time magic is involved, including use and awareness. IQ should always be rolled at its maximum. Even if you have no remaining IQ points left, you should still roll the max value (i.e. you have 2 IQ, but have used both, you still roll 2d6+2).


ATTRIBUTE SCALE

Attributes scale from 0 to 7. Why 7? Because they have to stop somewhere. Seven is an important number in Sorcerer as a whole, and has a magical significance to the world of the game, as well as our own. In further games, more features will adhere to the Law of Seven. In this game, let Attributes and Character Creation demonstrate this rule.

ROLLING ATTRIBUTES

When rolling Attributes, Neonates and NPCs should roll 2d6 and add the applicable Attribute. Attributes can be rolled against a DC (see Rolling the Dice for a DC table), or against other characters (the Neonate’s applicable Attribute against the NPC’s Knowledge). See Nerve and Ineffable Quality for specific rules for rolling those Attributes.

EXHAUSTION

If the Neonate—or any Character—stays up for more than 24 hours, they take a -1 Exhaustion Modifier to all Attribute rolls, and their Nerve (or Health) temporarily reduces by 1. If a Character’s Nerve is reduced to 0 by this, they fall asleep. Once a Character sleeps, they lose all affects of Exhaustion.

ASSIGNING STARTING ATTRIBUTE POINTS

All attributes should start at 1, except for Legend which starts at 0. At the beginning of the game, the Neonate may add 3 attribute points to 3 different attributes.

  • 1 Resourcefulness = 1 Resourcefulness
  • 1+1 Audacity = 2 Audacity
  • 1 Nerve = 1 Nerve
  • 0+1 Legend = 1 Legend
  • 1+1 Ineffable Quality = 2 Ineffable Quality

These attributes must be explained via facts gleaned in Character Creation and via the Meaningful NPCs and Items chosen. Beside each Attribute, write a brief note about why the Attribute score is what it is.


AN EXAMPLE: DARREN THE LOST

Even before they arrive, the city has gotten wind of their approach, and isn’t happy, but Darren knows that if this city turns them away, they’ll be in real trouble, as they don’t have the resources to go on. Darren isn’t a born speaker, but as the leader of this band, he’s learned a few things. Tobias chooses to put attribute points into Resourcefulness, Audacity, and Nerve with the following explanations.

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  • 2 Resourcefulness – learned from travel and the help of my group
  • 2 Audacity – My time as the leader of the group; also I need it due to my chains
  • 2 Nerve – travel through harsh wilds has tempered me
  • 0 Legend – I’m unknown here, except by my people
  • 1 Ineffable Quality – I don’t yet know about my magic

THE BASIC / SIDEKICK CHARACTER SHEET

Sometimes a guest player or character might want to sit in on a game, or a third player might want to play a whole character instead of playing the Neonate. In other instances, a scene might be helpful that features the Sidekick Character without the Neonate. In these instances, we encourage you to use the Basic/Sidekick Character Sheet, which can be found after the empty Neonate Character Sheet below.

A Sidekick Character has a variable number of Attributes, from the base three (Resourcefulness, Audacity, Nerve) to a full spectrum. Legend and Ineffable Quality are reserved for characters that have a reputation outside of the Neonate or magic, respectively. On creation, Sidekick characters gain an amount of Attribute Points equal to 2 times the Knowledge level of that character (See the Knowledge chart under NPCs for more information). Base Attribute scores are still 1 in each Attribute except Legend, which is 0.

Sidekick Characters undergo a truncated Character Creation Draw of 3 cards, representing only their Past.

Finally, Sidekick Characters may choose one Meaningful NPCs (which can be the Neonate), and/or one Meaningful Item.

Remember that the Sidekick Character is there to assist and further the story of the Neonate, and so any events or actions the Sidekick performs should complicate, expand on, or affect the Neonate’s story in some way.

THE INTRODUCTORY SESSION

Once Character Creation is complete, Attributes are assigned, and NPCs and Items are created, the Character Sheet is done, and the game can begin. Below you’ll find some Example Characters, as well as blank character sheets for your use. Feel free to play these games out if you would like, or create your own. From our experience, the Character Creation process is half the fun of the game.

We suggest the players complete Character Creation and play through a brief Introduction to the scenario, in which the players introduce the landscape and general lived experience of the Neonate before they really get into the meat of the adventure in the second session. This allows the Worldkeeper to do a little preparation to familiarize themselves with the world before the adventure truly gets under way. That said, this game is meant as a cooperative experience, and most major decisions should be together.

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EXAMPLE CHARACTERS

Name: Darren the Lost
Character Creation
The Past Page of Swords
The Star
King of Wands
After a long hard road, a band of refugees I’m leading has finally arrived at our destination: the city of gold, the city of prosperity. As long as I play my cards right, I have the opportunity to find a place for us here.
The Present Two of Swords
Five of Pentacles
Strength
However, our status as poor, hungry refugees is already being held against us, and we find ourselves on the verge of being turned away. I’m being forced to exercise a kind of political nuance and muscle that I don’t necessarily have.
The Turn Eight of Wands
But I’ve been given an opportunity: a member of an important and influential family has seen my worth, or at least something she likes. I need to take this chance and make something of it before we’re left with nowhere else to go.
NPCS
  • Gwendoline (Eight of Wands) – A prominent member of a powerful family who’s taken an interest in me.
  • Seg (Page of Swords) – A young member of my flock who’s become like a son to me. I worry for his future.
Items
  • Chains of Bondage (The Star) – Unbreakable chains around my wrists from my time in captivity; part of the reason the city doesn’t trust me. (Audacity -2 for now)
Attributes
  • 2 Resourcefulness – learned from travel and the help of my group
  • 2 Audacity – I need it because of my chains, and my time as the leader of the group
  • 2 Nerve – travel through harsh wilds has tempered me
  • 0 Legend – I’m unknown here, except by my people
  • 1 Ineffable Quality – I don’t yet know about my magic
Name: Evelyn
Character Creation
The Past Wheel of Fortune
The Magician
Ten of Cups
I’ve had a magical awakening – I’ve created something out of thin air, and I’m frightened. Frightened of my ability, frightened of how my family will react, frightened of the consequences if I’m found out.
The Present Page of Swords
The Hierophant
Five of Pentacles
But I have to admit I’m intrigued by the possibilities. My sister, who’s the only person I’ve told about this, is encouraging me to go to the wise sage who lives in town to develop my skills. She’s keeping my secret, even though it’s revelation could lead to our family being banished, as the church is quite clear about the consequences of witchcraft.
The Turn Ace of Swords
My ball of light. I’m unsure what to do. Should I take it to the sage in secret, or turn myself into the authorities to keep my family safe?
NPCS
  • Adeline (Five of Pentacles) – my dear sister who wants me to explore my powers
  • Morgot the Wise (The Hierophant) – a sage who lives in our town; my chance at learning more
Items
  • A ball of light (The Magician) – my first creation, which I don’t know how to destroy
Attributes
  • 2 Resourcefulness – I know my way around, and where to find things.
  • 1 Audacity – I’m a quiet person generally, more so now that I have something to hide.
  • 1 Nerve – I’d prefer to stay inside my house with a book than doing anything scary or physical.
  • 1 Legend – People here know me; the town is small, and we’ve lived here our whole lives.
  • 2 Ineffable Quality – My magic has awakened, though I don’t know what to do with it.
Name: Tedrick the Baker
Character Creation
The Past Queen of Swords
Ace of Pentacles
Four of Pentacles
After a life of struggle, I found a backer, and have suddenly come into a good deal of money. However, my backer has fallen ill, and I no longer have the ability to rely on their advice as I had hoped, and now have to deal with my new wealth and station on my own.
The Present Queen of Wands
The Empress
The Star
But though I have risen in station, I haven’t forgotten where I came from, and no matter how it turns the stomachs of my new peers, I am determined to fulfill my goal of giving the poor of this city a voice, and a representative they can rely on.
The Turn Nine of Pentacles
As I’ve begun to move through social and political circles, however, I’ve begun to realize that the city is on the verge of financial collapse, as the wealthy horde their fortunes in a time of unprecedented economic decline. There’s something fishy going on here.
NPCS
  • Mistress Wan (Queen of Swords) – a wealthy widow who found my pastry shop and became my friend
  • Megara (The Star) – my right hand woman; believes that everything I’ve gotten was deserved
Items
  • A Badly Minted Coin (Nine of Pentacles) – a coin that seems to have errors in its minting, or a symbol of a conspiracy that I’ve yet to uncover?
Attributes
  • 1 Resourcefulness – I’m a bit of a fish out of water within the society where I now find myself.
  • 2 Audacity – I’ve been trained by my mentor in politics.
  • 2 Nerve – I grew up on the streets, and have been forced to stand up for myself in this corrupt place.
  • 1 Legend – I’m known by the wealthy and poor in equal measure for my meteoric rise.
  • 1 Ineffable Quality – I don’t yet know about my magic.
Name: Prince Tarvalon, Tav to my friends
Character Creation
The Past Seven of Pentacles
Four of Cups
The Hierophant
I’m the firstborn of a royalty. By all rights, I should be King when my father dies. However, as a bastard I’m not even in line for the throne. For my entire life, I did everything that I was supposed to, but I have always been passed over. But an opportunity has arisen, and now I can stage an insurrection.
The Present Temperance
The Chariot
The Empress
However, this opportunity comes in the form of a challenge to the family as a whole – a long lost relative who was unduly ousted but has come back to claim her place. If I proceed carefully, I can use this to my advantage, but I might end up with enemies on both sides if I screw up. However, betrayal is my only path forward.
The Turn The High Priestess
But there are those here that I care about: siblings, friends. If I am to become King, I want it to be a King who brings peace and prosperity to my people and my loved ones. To ensure this, I might have to make a deal with a devil.
NPCS
  • Aunt Kora (The Empress) – my aunt who’s come looking for what is hers; a cruel woman, I understand her anger
  • A Devil (The High Priestess) – I was offered a deal in the past, something that would guarantee my future for a price I considered too high
Items
  • The Black Crown (Four of Cups) – a tattoo that marks me as the Bastard of the King
Attributes
  • 2 Resourcefulness – I have the resources of royalty
  • 1 Audacity – I am the son of the King, which means I’ve never had to talk my way out of a situation
  • 2 Nerve – You need nerves of steel to navigate the politics of the palace, especially as a bastard
  • 1 Legend – Everyone knows who I am
  • 1 Ineffable Quality – I don’t know much about my mother, but I know my magic comes from her
Name:
Character Creation
The Past Card: ____
Card: ____
Card: ____
Description: _____________________
The Present Card: ____
Card: ____
Card: ____
Description: _____________________
The Turn Card: ____
Description: _____________________
NPCS
Items
Attributes
  • __ Resourcefulness –
  • __ Audacity –
  • __ Nerve –
  • __ Legend –
  • __ Ineffable Quality –
Sidekick Name:
Character Creation
The Past Card: ____
Card: ____
Card: ____
Description: _____________________
NPC
Item
Attributes
  • __ Knowledge Level
  • __ Resourcefulness –
  • __ Audacity –
  • __ Nerve –
  • __ Legend (Optional) –
  • __ Ineffable Quality (Optional) –
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WHAT YOU NEED, PART 2

ROLLING DICE

While the Tarot deck is used for most randomization decisions, the dice – specifically 2d6 – are used for some of the more direct chance, i.e. basic success or failure. Sorcerer has two types of rolls: Opposed rolls and rolls against a Difficulty Class. Opposed rolls are fairly basic, and will be covered briefly below. The Difficulty Class system, however, is a little more complex than some other DC systems, as success and failure are not the only options here.

OPPOSED ROLLS

Opposed rolls are rolls in which two characters roll against each other. Both characters roll their applicable Attribute (Knowledge for NPCs), and whoever gets the higher number “wins” the roll. If both players roll the same number, the acting participant (i.e. the one making the attack, the one performing the interrogation, etc.) succeeds in what they were trying to do. This is known as “meets beats.”

That said, we do find the Conditional Success criteria as found in the Difficulty Class section below can motivate players and add some fun intrigue to play. The Worldkeeper should feel free to add Conditional Success to Opposed Rolls as they see fit.

ROLLING AGAINST A DIFFICULTY CLASS

When not rolling against another character, a character rolls against a Difficulty Class. This is a number that the character must meet or beat to succeed, though in certain cases partial success can be achieved even if the roll is failed.

THE EXTREMES

Snake Eyes always guarantees a failure, though not necessarily what you’re trying to accomplish. Rolling Snake Eyes while talking to an NPC might mean that they take an instant disliking to you, and send you off on a wild goose chase even though you succeeded against the DC (they should still eventually give you what you want, as it’s a success). Snake Eyes while dealing with aggressors might mean you are injured, or gain a bad reputation with a person or faction. Snake Eyes while investigating a Situation might mean you might only find part of what you need.

Likewise, Double 6s always guarantee a success, though possibly not for what you’re trying to do. Double 6s when deceiving an NPC means that even if they catch you in a lie, they might give you something or decide to let you in on a secret. Double 6s while dealing with aggressors might allow you to slip away from a fight, or convince others to help you. Double 6s while investigating might allow you to find something else you’ve been looking for.

The extremes always grant these boons or banes even on the occasions when a Snake Eyes roll is a failure or a Double 6s roll is a success, effectively doubling up the effects in those situations.

SUCCESS AND FAILURE

Successes and failures that aren’t extremes can also give you extra effects.

If you fail on a roll by 3 or less, this is called a Partial Success. You can still succeed, but at a cost. This could introduce the risk of poor perception by an NPC, sacrificing an extra point towards Channeling the Mystic, amongst others. It’s up to the Initiate whether or not they take the success at the extra cost.

If you fail a roll more than 3, this is referred to as a Full Failure, and the Initiate fails without recourse.

If you succeed on a roll by 4 or less, it’s a normal success. If you succeed by more than 4, the success is considered a Strong Success; Spells become more powerful, the NPCs more pliable, or you might find a breakthrough in an investigation.


DC TABLE
DC Difficulty
4 Very simple for anyone
6 An easy task for most
9 Average difficulty for someone who possesses magic
12 A moderate challenge for even the Neonate
15 Nearly impossible for a Mundane, difficult for the Neonate
18 Nearly impossible even for the Neonate

IMPOSING ADVANTAGES AND DISADVANTAGES

When rolling Attributes, the Neonate and other characters will, at times, perform better or worse than normal due to circumstance. Disadvantageous circumstances can be anything from precarious situations or positions (physical or otherwise), a shift in mental state (such as overwhelming anger or fear), or a physical disposition or symbol attached to the character (such as a disability or tattoo).

For example, a character desperately afraid of spiders should have a disadvantage against spiders. A character with a broken or deformed leg should have a disadvantage when rolling to escape pursuit. Darren the Lost has a permanent disadvantage of -2 to Audacity due to his Chains, at least until these Chains start to mean something else to the populace.

Similarly, advantageous circumstances should apply for physical and social boons like having the upper ground or the backing of a prestigious individual. They should also apply when they are artificially bolstered or when a roll is affected by an association with a popular or prestigious group. A high enough Legend can also give advantage to a roll in certain circumstances.

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Advantage and Disadvantage in Sorcerer are stacking modifiers applied to rolls. Each modifier grants or imposes +/-2, and can stack up to 6, or possibly even 8 in truly outrageous circumstances. That said, the Worldkeeper should rarely impose a modifier of 8, and should never impose a modifier of more than 8.

As these modifiers stack, Advantages and Disadvantages cancel each other out, so that the final modifier to any roll depends on a plethora of circumstances. That said, Advantages and Disadvantages should really only be applied when there are notable story reasons for them, and the Worldkeeper should apply them in a freeform and “on-the-fly” manner. Don’t take extra time to decide if a group of Advantages and Disadvantages cancel out; just decide the most pressing circumstance, and apply modifiers for that. Finally, Advantages and Disadvantages apply to a singular affected party, meaning that a character shouldn’t get an Advantage for another character’s Disadvantage. If a character is taken by surprise, that character should get a Disadvantage; the surprising character shouldn’t also get an Advantage. If a character has the backing of a strong group, that character should get an Advantage; the unbacked character shouldn’t also get a Disadvantage.

As Darren continues his journey, you'll see some examples of Advantage and Disadvantage in action.


ADVANTAGE/DISADVANTAGE TABLE
Modifier Number of Advantages/Disadvantages
+/- 2 1; 2 and 1; 3 and 2; 4 and 3
+/- 4 2; 3 and 1; 4 and 2
+/- 6 3; 4 and 1
+/- 8 4 and Outrageous Circumstances

PLAYING THE GAME

Sorcerer: Awakening is a roleplay-forward, rules-lite guided play, meaning that the game is intended to run without much input from us. Our goal is to set up an adventure, a quest, or a scenario that is fraught enough to carry you through without much guidance via rule-keeping.

We recognize that a game needs structure, but we encourage you to think of the following as a loose skeleton on which to hang the story you are telling rather than a set of requirements. There are a few sacrosanct mechanics which define the way the game is played, which are outlined first, followed by a couple "Suggested Draws" which we find help with pacing and plot. They are all part of Sorcerer: Awakening, but not all necessary to play. If you would rather ignore Situations, Drawn NPCs, Checkpoints, Interrogation and Investigation, and Guided Choice and Inspiration, you can do so without affecting too much of the gameplay. However, we will allow that it might be more fun if you utilize all these mechanics to some degree, as they add increased drama, intrigue, and randomization to otherwise player-controlled interactions.

But before we get to the spicy stuff, let’s outline the basic play mechanics of the game.

CHAPTERS

All three games in Sorcerer: Legend are told in Chapters, which can basically be boiled down to gameplay sessions. The term “Chapter” is chosen deliberately as a nod to both notetaking and the overall story surrounding the Neonate as they progress through their journey. As the whole Sorcerer: Legend triptych charts the ascension of your Sorcerer from their earliest awakening through their eventual rise and establishment as a godlike Sorcerer, each Chapter represents a beat on that journey, and weaves together the tapestry of their Legend.

In Sorcerer: Awakening, as the game progresses, each Chapter should contain notes about events and NPCs, and updates to the Character Sheet with increased Attributes and new or updated Meaningful NPCs and Items. If the Character Sheet becomes overfull or difficult to read, we encourage you to make a new one with the information you need; when filling in the space for the Character Creation Draw on subsequent Character Sheets, update the information, laying out the current version of the Past (Backstory), Present (Status Quo), and the most recent Turn. We advise that you make a new Characters Sheet at least every couple of Chapters if not at the end of every session to make sure you and your Worldkeeper are on the same page.

As stated above, we also advise that the Neonate take brief notes about any important happenings, characters, items, or run-ins they have on loose-leaf paper. Similarly, the Worldkeeper should take notes about NPCs, Plots, events, and any other ongoing or important threads they need to remember.

CHAPTER END

A session ends when the Worldkeeper feels a good endpoint has been reached, or when the players are tired and want to go home for the night. Generally, sessions should last two to three hours. This can, but doesn't necessarily, represent a Chapter End.

A Chapter Ends when a major narrative accomplishment has been achieved, when a moment of transition occurs (i.e. timeskips, time is elapsed, or a structural change, such as the death of a character), or when either player wants to stop and take inventory. Generally, a Chapter should give the players enough time to develop the world and scenario they are playing. The main reason for this, other than general timekeeping, is to give the Neonate the opportunity to progress and develop.

A Chapter can last anywhere from one to several sessions, and when it Ends, this signifies a couple things: first that the day is over, and that the next Chapter will begin on a new day. This doesn’t mean days can’t pass during a Chapter, only that the major rest and reset happens when a Chapter Ends. The Chapter End is when the characters level up, when passive healing happens, and when priorities are revised. There are no Long Rests or Short Rests in Sorcerer: Awakening. If the Neonate would like to rest and replenish their resources, a new Chapter should begin, though this depends on the Worldkeeper, the pacing of the story, and desired difficulty as well. Early Chapters will probably last about a session, but the lengths of Chapters will probably grow as the story continues and things get more complicated.

At Chapter End, Nerve and Ineffable Quality are replenished. Ineffable Quality should be fully replenished, while Nerve is replenished at a rate of 1 point per Chapter until the Nerve maximum is reached.

The Neonate then receives a number of Attribute Points as described below.

Finally, the Neonate should note down their priorities in the next Chapter: what they need to accomplish, what they want to look into, and what they need to learn more about. Another way for a Chapter to end is if the Neonate has run out of active priorities. This doesn't work the other way however; just because a Neonate still has active priorities doesn't mean a Chapter can't end.

Before the next Chapter begins, any drawn cards should be shuffled back into the deck. Any player can do this, and we encourage several players lay hands on the deck between each Chapter, shuffling however the spirit takes you.

NEONATE PROGRESSION AND ATTRIBUTES

The things you do during the game have the potential to gain you Experience Points. The Neonate may use these Experience Points to level their Attributes, and like Character Creation, each Attribute can only gain 1 point per Chapter End.

At the end of the Chapter, the players—both Neonate and Worldkeeper—should talk about what happened and the outcomes achieved, or not achieved. For each of the questions below that you can reply “Yes” to, you gain one Attribute Point:

  • Did you participate in the Chapter? The Neonate gains one XP just for being there.
  • Did you use at least one use of Channeling the Mystic? You gain an XP for casting a new or major spell. (See Channeling the Mystic for major and minor spells.)
  • Did you discover something which changed the game? This can be anything from a revelation about another character to a revelation about the Neonate themself.
  • Did the Neonate experience a major success? This should be a success that moves the story forward.
  • Did the Neonate experience a major loss? This should be a loss of social standing or Meaningful NPC that comes as a major setback.
  • Did the Neonate maneuver through the world in a creative way? This can be physical, social, mental, or emotional, and is equivalent to an action deserving of Inspiration in D&D 5E. This action should be surprising to the players, or perfectly in character for the Neonate.

You can only gain one Experience Point per question, and 2 XP grants 1 Attribute Point. Sometimes the answers aren’t clear cut, and the players should discuss and try to reach a consensus. If consensus cannot be reached, the Worldkeeper has final say.

When assigning Attribute Points gained through Experience, as with Character Creation the Neonate must explain each raise in Attribute. This is to facilitate immersion in the character. The Worldkeeper can and should assist.

As stated above, Attributes scale from 0 to 7.

SIDEKICK PROGRESSION AND ATTRIBUTES

Unlike Neonates, Sidekicks basically operate as fleshed out NPCs. They are given starting Attributes based on their Knowledge level, and thus only progress if their Knowledge increases. Mostly, Sidekicks, as well as all other NPCs, won’t increase in Knowledge unless something drastic happens. It’s up to the Worldkeeper to determine whether an event happens that’s so incredible that a Sidekick’s Knowledge level goes up.

If a Sidekick’s Knowledge level does increase, then the Sidekick gains 2 Attribute Points to add as they like, though they still have to explain the raise in Attribute.


AN EXAMPLE: DARREN THE LOST

For Tobias and Sera’s Introductory Chapter, Darren the Lost has a run-in with the town guards in which Tobias decides that Darren would take a non-violent approach to bolster his and his group’s reputation with the rich townsfolk. Unfortunately, the guards do not respond in kind, and Darren ends up in a jail cell while his group is sequestered outside of the city. However, Sera decides that this act of restraint is enough that his rich beneficiary, Gwendoline Markarth, takes notice and bails him out of prison. They end the session with Darren out of prison and able to semi-freely roam the city, though they agree that, for now, it would be unwise for Darren to leave the city and rejoin his group, as the guards probably won’t be willing to let him back in.

At Chapter End, Sera asks him the Player Progression Questions, and they discuss the answers:

  • Did Darren participate in the Chapter? Very much so, yes. That’s 1 Experience Point.
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  • Did Darren use at least one use of Channeling the Mystic? Tobias smacks his head. No, he’d completely forgotten. They agree that this means he hasn’t yet come into his magic, and that when he does it will probably be a spectacle.
  • Did Darren discover something that changed the game? Tobias and Sera go back and forth with this for a while, Tobias alleging that Gwendoline should count, while Sera believes that this should be reserved for discoveries or revelations, something more sudden and shocking. Sera finally brings Tobias around by pointing out that Darren never actually met Gwendoline, and was only bailed out by a mysterious figure, and Tobias acquiesces that this should probably be a “no.”
  • Did Darren experience a major success? Yes. Tobias and Sera both agree that getting into the city is a huge benefit.
  • Did Darren experience a major setback? Tobias floats getting beat up and jailtime both as setbacks, but Sera points out that neither were long term enough to have major negative effects. Darren’s non-violence made sure the crowd didn’t turn against him, and his brief jail time didn’t lower the populace’s perception any lower than it already was. In fact, Sera points out, the run in with the guards and the subsequent time in jail are what ultimately led to his success in entering the city. They decide that not only did this not constitute a major failure, but that these events shouldn’t count towards two separate questions. So, no.
  • Did Darren maneuver through the world in a creative way? No, not particularly. Sera agrees with Tobias that standing his ground without violence was an atypical action in front of the city guards, but points out that, considering his position, it was also the most logical action. She argues that she would like to reserve this question for when Tobias does something that surprises her, and maybe even himself.

At the end of the discussion, Tobias answered “Yes” to two questions, granting him 1 Attribute Points. He applies them to Nerve, and updates his Character Sheet to reflect his new Attributes:

  • 2 Resourcefulness – learned from travel and the help of my group. I now also have a mysterious beneficiary; I should find out who it was that helped me
  • 2 Audacity – I lead and must represent my group, though I can’t see them right now. I should find a way to contact them.
  • 3 Nerve – I showed my Nerve before the city guards and stood my ground.
  • 0 Legend – I was part of a bit of a kerfuffle at the gates, but most city people still don’t care about me
  • 1 Ineffable Quality – I still don’t know about my magic, but it grows inside me, pushing to get out.

Finally, Tobias notes that Darren’s priorities are to find a place to stay, to find a way to contact his Group outside the city, and to figure out who it was that bailed him out of jail. Likewise, Sera notes that Darren hasn’t yet met Gwendoline and makes a brief note about her motivations—she admired his spirit, and wants to see what he does with it—as well as making a few notes about the Group outside the city—panicked but faithful in their leader, they set up a camp far enough away that the guards won’t bother them. However, Seg isn’t satisfied with this predicament and is looking for a gap in the city walls where he could sneak inside the city.


NPCS

NPCs are fairly basic in Sorcerer: Awakening, though they are more than just a personality and a place in society. Each NPC has an attribute called “Knowledge” and an attribute for their Health. Like Neonate Attributes, Knowledge can scale from 0-7. For important NPCS, the Worldkeeper should assign a Knowledge value and consider expertise. This will probably be more than one thing, and should be more of a general knowledge base than specific skills.

For example, the local innkeeper probably has knowledge of their clientele as well as the general running of the inn, but they might have knowledge of another subject or area from past experience. A King probably has vast amounts of knowledge about politics and statistics and the running of a kingdom (or maybe he doesn’t), but he probably doesn’t have much knowledge of the day to day living of his people, unless he really pays attention. Remember that no one person can know everything, and that there will always be holes in someone’s expertise.

For important NPCs, jot down the character name and job, as well as their Knowledge value and general expertise. For all other NPCs, take a look at the table below for quick information. If an NPC becomes important, it’s probably best to jot them down as well.

Knowledge Value NPC Type
0 Child (completely unskilled)
1 Teenager
2 Apprentice-level Adult
3 Workman
4 Master-level, Well-Traveled Adult, or Neonate Sorcerer
5 Royalty, Accomplished Scholar or Established Merchant
6 Emperor
7 Initiate Sorcerer (has begun devoted study of magic)
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AN EXAMPLE: DARREN THE LOST

In Tobias and Sera’s next Chapter, Darren finds his way to the local tavern, where he meets the Innkeeper Radagon, a gruff man who speaks harshly to Darren, but agrees to rent him a small room for a little work around the place. Sera decides Radagon is lonely, and that on the surface he sees Darren as a strong guy who can do any hard lifting and maybe bouncing if things get rowdy, but secretly he’s looking for companionship. She decides he had a wife who left him because of a lack of ambition, and he’s discovered that he has no real friends of his own.

As an Innkeeper, she assigns him a Knowledge value of 3, and explains that this knowledge is based in running a tavern, local politics, and a local game called Wano, which is basically just a fantasy version of Uno.


FIGHTING

Sorcerer: Awakening is not a combat focused game, but at times a fight is the only way forward.

Combat follows a turn system. In one turn, every individual involved may make an attack or use an Ability unless they are incapacitated. Once every participant has the opportunity to make an attack or use an Ability, the turn ends, and each side can reassess.

If either side decides they no longer wish to fight, they may choose to Petition (ask for peace), or to Flee. If both sides agree to continue fighting, or a Petition is rejected, a new Turn begins. This cycle continues until one or both sides are fully incapacitated or decide not to fight any longer, whether due to injury or some other incident.

In situations where it’s unclear who begins the fight, the Worldkeeper and Initiate may throw a basic opposed roll (2d6) to determine who goes first.

TALLY KEEPING

Generally, an NPC has a starting Health equal to their Knowledge divided by 2 rounded up (minimum of 1), though the Worldkeeper may choose to boost or take away Health as is appropriate for an NPC. Once an NPC has been reduced to 0 Health, they should flee or petition unless they have reason to continue fighting. An NPC who has been reduced to their negative Health maximum is considered dead.

Unlike with the Neonate, NPCs who have been injured can be considered Heavily Injured, Slightly Injured, or Aesthetically Injured. A Heavily Injured NPC should remain injured for the rest of the game, and results if an NPC is reduced to below 0 health. A Slightly Injured NPC should recover after one Chapter spent injured, and results if an NPC loses Health but not below 0. An Aesthetically Injured NPC can recover from this injury or not as the Worldkeeper decides. An Aesthetic Injury can come from either a Heavy or Slight injury. This should be represented in roleplay (as being injured).

Fighting Abilities

While in Combat, there are several Abilities that any participant may use in addition to their normal abilities: Cuff, Defend, and Grapple.

  • Cuff is an opposed roll that makes a simple attack which does one damage.
  • Defend allows the Neonate or NPC to take an attack meant for another character.
  • Grapple is an opposed roll which, on a success by the grappler, incapacitates both characters while the grapple persists. This can be broken if the grappler stops grappling, or if the grappled succeeds on another opposed role as their action.

In addition to these Abilities, NPCs should be able to use Abilities that seem appropriate to them. If an NPC uses a sword or hammer in combat, they should be able to attack with that sword or hammer, doing an extra damage on attack. If an NPC also has some sort of magical ability, they should also be able to use that magic.

Keep in mind that no character should be able to deal more than 2 to 3 damage in one attack. The Neonate’s Magic should rarely do more than 1 damage to multiple aggressors, or 2 to a single aggressor. The Neonate’s power works best as a creative outlet than as a hack and slash tool.

FUDGING IT

Generally, Fighting shouldn’t be meticulously tracked, and should more function as part of roleplay. The Tally Keeping above should only be used when large groups are fighting to gauge morale and the willingness to fight, or to set up dramatic situations like NPC sacrifice or a grizzly battle to the death with a powerful antagonist. If the fight ever gets boring, or if it ceases to serve its purpose, it’s over, and one of the participants needs to run or attempt to petition.


AN EXAMPLE: DARREN THE LOST

Heading back to the jail in an effort to ascertain who freed him, Darren has a run-in with a group of rich youths who have been influenced by local opinion to beat Darren up and drive him out of the city. Four of them corner him in a back alley and threaten him with knives, while he is unarmed. Sera makes a quick note that as youths, they would all have knowledge of between 1 and 2, meaning they all have Health of roughly 1.

As an ex-convict and refugee, Tobias decides that the youths don’t scare him, and Sera agrees without a roll required. However, Darren also doesn’t want to hurt anyone, which would put a target on his back, and so he tries to talk the youths down, appealing to their better nature as noble citizens. He roles Audacity (2d6+2 minus 2 due to his chains), which comes to a flat 5, and Sera has the leader of the group roll Knowledge (2d6+2), which comes to a 9. She explains that this kid is trying to impress someone, a higher-ranking individual who doesn’t like what Darren represents, and that words of wisdom probably won’t work here.

So Darren takes a more forceful tactic: he grabs the leader kid’s wrist and wrenches the blade free, catching it in his other hand. Since Darren is surprising the kid, Sera decides the kid should have a significant disadvantage since he’s nervous and Darren’s sudden and proficient movement takes him by surprise. She imposes a -4 to the kid’s roll (2d6+2 minus 4), and rolls a 5, and Tobias rolls Nerve (2d6+3), which comes to a 10, easily grappling the leader of the group and taking the kid’s dagger as his own. When they run, Tobias has Darren release the kid, but decides he should keep the kid’s dagger in case someone tries this again in the future. He conceals it in his robes.


CHANNELING THE MYSTIC

Spellcasting is the focal mechanic of Sorcerer: Awakening. It allows for miraculous events that can and should change the way the game is played. Spellcasting in Sorcerer: Awakening is not so structured as it is in D&D, as it represents spellcasting by a character who has no training or knowledge of magic, but it should always mean something to the Neonate and to those around them.

CASTING AND MINOR ARCANA SPELLS

When Channeling the Mystic, the Neonate draws one tarot card, and the Neonate and Worldkeeper interpret the results together. As the Neonate has little control over what they’re doing with their magical spark, the initial casting should be bombastic and shocking, if not necessarily super effective or damaging.

Spell potency depends partially on whether a Major of Minor Arcana are drawn. Spells should only have lasting effects – like damage, charm effects, teleportation, healing, etc.—if they are cast via Major Arcana. Minor Arcana should be more aesthetic and surprising—a burst of sparks, an imaginary noise or image, even something like invisibility via bending of light (though nothing that makes the Neonate untouchable or perfectly silent).

As an exception to this are things refered to as “personal effects,” or spells that apply basic bonuses to the Neonate themself. These include things like an immediate magical cleaning spell, a sharpening of the eyes or wits for a period of time, or even the ability to sense the presence of something nearby. This doesn’t include things like self-healing, though if the Worldkeeper wishes, they can grant the Neonate a self-heal with a limited amount of casts (no more than once or twice per Chapter).

On their Initial cast, Minor Arcana effects should be immediate and wonderous. Any nearby NPCs must succeed on a Knowledge roll against the Neonate’s IQ roll to overcome these effects, be they shock, deception, or anything else. Personal Effects should also be immediate and wonderous even to the Neonate, and on subsequent casts the Neonate should roll an Attribute of the Worldkeeper’s choice against a DC set by the Worldkeeper to make sure than can focus on their task through the magic.

On their initial cast, spells are always successful, though they are difficult to control. If you’d like to spice things up, you may incorporate reversed readings as completely uncontrolled options.

MAJOR ARCANA SPELLS

Spells created with the Major Arcana are more powerful than spells created with the Minor Arcana for one specific reason: they create lasting effects. These effects can be reflected in a plethora of ways, from (minor) damage to charm effects to physical manifestations or summonings to physical changes to nearby physical or geological features, not unlike spells such as Stoneshape or Shape Water.

The rules for these are fairly simple, but necessary for the balance of the game. First, Major Arcana spells should do limited damage. No Neonate should be able to kill off high level or well-trained individuals in a single casting. Furthermore, a fight against a powerful adversary should be a struggle and should encourage roleplay for better odds. For this reason, we advise that spells do around 1 and no more than 2 damage in a single casting. This damage dealing can and should be creative, stealthy, ranged, crucial, or critical, and should add to roleplay.

Second, Major Arcana spells should not do DOT or ticking damage and should deal damage once at the time of the casting, or when a trap is triggered.

As to damaging spells generally, remember that this game eschews combat in favor of roleplay, and thus most combat situations can and should be handled by spells that do no damage. When creating Major Arcana spells, the Worldkeeper should push for spells that add intrigue in favor of spells that do flat damage, and the players should only take damaging spells when the death of an adversary is a required part of the story. That said, if a damaging spell seems like an apt addition to the Neonate or another character, we leave this to the discretion of the players.

Finally, though they create lasting effects, no spell should last forever, no more than an hour or two, or until Chapter End at the outside. None of the characters in this game should be higher in level than an Initiate, which is to say beginning to study the art of magic, and so no character should be able to completely reshape the world. That’s not the domain of this game.

That said, Major Arcana spells should warrant spending a point of Ineffable Quality even in their secondary casting (see Known Spells for more information). At the least, Major Arcana spells should give an opportunity for a character to gain the upper hand, and at most they should reshape the proximate area to facilitate this, be that via opening a local portal, manipulating a place to better suit an ambush, doing minor damage to adversaries, gaining a quick ally through summoning, charming individuals to go along with a plan, or anything approximate to these.

KNOWN SPELLS

The Neonate should record the spells they’ve cast, as they can cast them again with more control, though perhaps not as much power. Spells cast by Minor Arcana are considered Cantrips, and can be cast again for free. Spells initially cast by Major Arcana are considered leveled Designs, and can be cast by spending one point of your Ineffable Quality.

Known spells have less power than their initial casting. For example, a Major Arcana spell that initially convinced an entire room of aggressors to leave peacefully now might only pacify one aggressor or charm one individual. A spell that summoned a lightning bolt that arched between a group of aggressors might now might only zap one.

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A Minor Arcana spell that initially created a full perfect disguise should have limited effects, like creating a limited disguise that easily spotted in bright light. A spell that granted perfect vision in the dark might grant the ability to see a few feet of dark vision around the Neonate – enough to see a booby trap or unhidden individual. A spell that granted a full self-heal might grant one Nerve per cast (a Major Arcana self-heal might grant 2-3 Nerve per cast, or 1-2 Health for other individuals).


AN EXAMPLE: DARREN THE LOST

Word travels fast in the city, and as Darren approaches the jail near twilight he finds himself surrounded by a throng of angry citizens. Amongst the crowd, he can see the four youths that accosted him in the alley, along with their leader whose dagger Darren now possesses. The leader is wearing a sling around his arm—which Darren knows he didn’t break—and is flanked by two extremely well-dressed adults who look at Darren with unchecked rage.

An individual steps forward from the crowd, an imposing man with a cruel smile who draws a sword and points it at Darren.

He spits and says, “We were kind enough to spare you once, and this is how repay us? You raise a hand against our children? You will be punished for your audacity. First, we’ll deal with you, and then we’ll raze that camp out in the valley. We’ll make an example of you, so that your kind know not to come here.”

More citizens step from the crowd, holding rope and weapons, chains and implements of torture. Sera describes how a thrill runs through Darren; he’s been here before. He’s seen this, has been the victim of this kind of treatment. This is how he gained his chains. This is how he lost his family.

Feeling that thrill himself, Tobias explains how Darren feels a growing knot in his chest; he doesn’t know how to get out of this, and for some reason that seems to excite him. No, this isn’t normal excitement. This is Darren’s magic surging forth to protect him. Tobias draws a card:

The Two of Swords: “Two equal and opposing forces are joined in battle, and there seems to be no end in sight. This wasn't what you had in mind when you chanced to walk down this path, and you find yourself caught in the middle.”

Tobias understands that a Minor Arcana like the Two of Swords can’t have a lasting effect. He takes inspiration from the blindfolded woman on the card, deciding that from within Darren explodes an intense flash of light like a flashbang, blinding the crowd and allowing Darren to flee into a back alley.

Sera narrates the screams and groaning of the crowd, and then notes that as Darren turns back over his shoulder to make sure he wasn’t followed, he spots someone watching him, someone that seemed not to be affected by his spell. A woman with long, snow-white hair framing a cherubic face. A face that wears a cheshire-cat’s smile, a smile that sends a shiver down his spine as he ducks into darkness.

After the scene wraps, Sera decides that, surrounded by enemies and fleeing in a panic, Darren probably took at least one hit on his way out. She rolls knowledge for one adult NPC that caught Darren as he stumbled by (2d6+3), and Tobias rolls Nerve for Darren (2d6+3). Both of them have a -2 Disadvantage, the NPC being blinded and Darren being in a panic, which Sera decides cancels out. Both roll a 7, and since meets beats, Darren takes one point of damage to his Nerve, decreasing it temporarily to 2. As long as he takes no further damage this Chapter, Darren will heal this at the next Chapter End. More importantly, however, blood has now been spilled, and Darren stumbles away, shocked by blood loss and chilled by the smile of the woman in the crowd. He feels his confidence failing him, and the familiar weight of the world begin to press down on his shoulders once more.


SUGGESTED DRAWS

The following mechanics are intended to help play, either giving the Worldkeeper quick and easy methods for creating situations or characters, or giving the Neonate the ability to complicate and/or liven up the game. None of these mechanics must (or should) be used for every situation, NPC, conversation, or choice. They should, instead, be used sparingly but effectively, which is to say whenever you feel like it.

Most of the following are some variation on drawing a tarot card and interpreting it in whatever direction is needed, though some are just simple ideas for character complication.


WORLDKEEPER MECHANICS

MECHANIC: SITUATIONS

In later Sorcerer games, Situations become much more intricate in play and complex in design, but in Sorcerer: Awakening, Situations are basically prompts. As with all suggested draws, the Worldkeeper should draw a card and interpret it for a couple things: first, the general scene or scenario.

The suits are to be interpreted in the following way: Quests for Pentacles, Ambush for Swords, Plots for Cups and Major Arcana, and Encounters for Wands. In further games in the series, an antagonistic force called the Ancients are attempting to stop the Sorcerer, and interact with the world primarily through craft and trickery, aka Plots, though in Awakening, these should just be plots by powerful individuals. Encounters, on the other hand, are any random run in that doesn’t fit the other three: for example, a will o’ wisp leading you to a hidden treasure trove, or a strange hermit of untold power who asks the player a series of riddles and then vanishes.

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Second, the Worldkeeper should interpret a method. For example, if a Quest card is drawn, the Worldkeeper can look to the card for most of the details: the Six of Pentacles describes generosity, whether from yourself or others. This could be as simple as giving a substantial loan to a close acquaintance, or receiving a loan or gift of funds from a patron. Remember, there should always be strings attached in these instances, as this is a Quest; the loan should require anything from a fetch quest to a “favor in the future” type scenario--now that they have done this thing for you, you owe them.

Finally, the Worldkeeper should establish, at least for themselves, a general goal of the Situation, specifically for the NPC. Plots by their very nature should have an end goal, something the villain wants done and has chosen this scenario and method to accomplish, similar to reverse Quests in that they are a series of steps to accomplish a goal that does not include the Neonate as an active participant. Ambushes are very simple in premise: to damage or destroy the Neonate or their acquaintances. The only Situation that doesn’t necessarily need an end goal for the participants is the Encounter, though the Worldkeeper should still have an end goal, and the Encounter should still inform the story being told.


AN EXAMPLE: SEG THE FAITHFUL

Allegra, a friend of Sera and Tobias, comes over to see what they’re doing, and Sera decides it would be beneficial for the game if Allegra sits in as Seg and plays out a scene. Once the scenario has been explained to her, Allegra is excited about Seg’s gumption and decides to play him as a headstrong heroic youth sort. The three quickly pull together a Sidekick Character Sheet for Seg.

Sera starts the scene as Seg searches the outskirts of the city walls, searching for a place to slip inside. Allegra decides that Seg is trying to avoid the guards, but is a bit too occupied with his mission to pay much attention, and so has slipped away at the last possible moment a few times now, and has been spotted once. However, Sera thinks a run in with the guards would be too easy, and wouldn’t add as much tension as she’s looking for. Since she hasn’t had a chance to think much about Seg’s circumstances, she decides to pull a Situation card. She pulls the Knight of Pentacles: a card about daily tasks and responsibilities which indicates a need to be trustworthy and reliable. The guide indicates a Pentacle is a Quest, and so she invents an NPC on the fly: an old knight—or at least an old man in armor—who spots Seg as he pokes around the walls.

He calls to Seg—“What are you doing there boy? Looking for trouble?”—and Seg sheepishly responds that he’s just looking around. The knight eyes him for a moment before arching an eyebrow. “Looking for a way into the city?” Seg blushes and shakes his head dramatically, and the knight smirks. “I might be able to help you with that. If you do a chore for me first,” he says, and Seg, not thinking, agrees, basically admitting to his plot, and possibly putting the Group at further risk.

The knight tells him to meet him at this spot at midnight, as the job he needs done is one that can’t be seen by the guards. Seg wanders away, wondering what he just got himself into.

Sidekick Name: Seg
Character Creation
The Past Ace of Pentacles
The Sun
Six of Swords
Seg is an orphan who joined Darren’s band of refugees out of a desire to find a life to live. He radiates self-confidence, and is always the first to volunteer for missions, especially if they might impress Darren. Darren’s capture has led to a bit of a crisis of faith for Seg, and his search for a way to reach Darren might lean a bit into Seg’s worse impulses—his headstrong nature and his impulsiveness.
NPC
  • Darren (Ace of Pentacles) – a chance for a new start, a new opportunity, maybe a new father figure
Item
  • Seg’s Rapier (Six of Swords) – Seg’s most prized possession, and the item that gets him in the most trouble.
Attributes
  • 1 Knowledge Level - teenager
  • 1 Resourcefulness – Seg relies more on his sword and bravado than on his brains.
  • 2 Audacity – Seg’s self-confidence is both his greatest asset, and his biggest flaw.
  • 2 Nerve – Life on the streets and travel with the Group has given Seg a certain amount of strength.

Back in camp, Allegra and Sera take the opportunity to get to know a couple members of the group and to make some preparations for the night before moving back to Darren.


MECHANIC: DRAWN NPCS

Unlike Situations, which lay out scenarios, Drawn NPCS focus on a single character. This character could be a major player in the plot or an interesting side character. When interpreting the draw for an NPC, the Worldkeeper should focus on filling out this character.

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When interpreting for a Drawn NPC, the Worldkeeper should look for a couple of things. First, the Worldkeeper should look for general temperament. Second, the Worldkeeper should look for a general goal or desire. Finally, they should search out a secret the NPC has, or a piece of backstory that informs their character. This can be anything from an ideological edge (i.e. they don’t believe the ruling class deserves what they have) to personal details like relationships to literal skeletons in the closet.

If using Drawn NPCs, it is heavily advised that the players incorporate Reversed Readings into their game.


AN EXAMPLE: DARREN THE LOST

Shaken and unsure, Darren stalks the darkened streets, relying on his history as a thief to keep him unseen. Tobias expresses that he doesn’t want to go back to the tavern—which they retroactively name The Rusty Tankard—as he’s unsure what awaits him there. On the other hand, he can’t stay in the street all night, as he’s worried about the modifier to Attribute rolls and loss of Nerve from Exhaustion.

Sera decides that what Darren needs is a new NPC, a sneaky friend who can get him out this—for a price. However, Sera is beginning to tire from the session and the unexpected scene with Serg, and decides to Draw an NPC.

As luck would have it, Sera draws the Hierophant: a card which depicts a religious figure wearing vestments that are designated to represent three different worlds. She decides Darren comes to rest on the steps of a church, and Tobias explains that Darren has a past with religion. He has sought refuge in this kind of place before and was betrayed. However, he doesn’t have a lot of options. Hiding his chains in his robes to the best of his ability, he knocks on the massive doors.

The man who emerges is not what Darren expected. He’s a small, mousy man with a sharp eye that gazes at Darren with the look of a merchant measuring the value of his stock. He wears a simple vestment, though even Darren can tell how fine the cloth is. Darren’s heart sinks, sure that he’s about to be given up to the mob, when the man whispers a code Darren hasn’t heard since his time on the streets: “Your own prison you shall not make.”

Darren answers in kind: “The home for angels is heaven, and the home for a thief is the stocks.”

Looking out into the streets, the man extends a hand, ushering Darren inside and shutting the huge doors behind him.


MECHANIC: CHECKPOINTS/TURNS

The Turn is the card at the beginning of the game that sets up the story. The Turn is not necessarily the problem or the conflict, but is instead a complication to the status quo that sets the story going, i.e. the inciting incident.

Functionally, Checkpoints are new Turns to the story. They are basically modified Situations that are specifically designed to bookend a chapter, a last minute twist or cliffhanger that sets up the rest of the story. Say a Chapter is wrapping up, and everything is coming down pat and happy. However, as the Worldkeeper you don’t necessarily want a clean end to every Chapter; cliffhangers and twists are often the perfect way to keep a reader and player interested and pushing forward into the next Chapter.

The Worldkeeper should pull a checkpoint when a particular thread is coming to its end in order to bind it to a new narrative thread that serves to ramp up tension in preparation for a Chapter End. The Checkpoint should be pulled as early into the game as possible, as soon as the Worldkeeper has an inkling of when a narrative thread will end. This can be sessions before it actually comes to a close. This allows the Worldkeeper to weave in new plot threads that set up a new Turn.


AN EXAMPLE: SEG THE FAITHFUL

Sera decides that they should play out Seg’s Quest to end both the session and Chapter. For a little inspiration, Sera draws a new Turn to help define the sketchy request the knight will have for Seg upon his late-night arrival. She draws the Seven of Wands: a card depicting a man on a hill being challenged by opponents below.

Secretly, without telling the players, Sera decides that these opponents are the undead, and that knight that Seg encountered before is a sort of grave keeper, charged—by the city, or at least by the higher families—to protect the city and keep the dead at bay. She decides that higher families are something akin to Necromancers, and that the magic they’ve laid into this land causes the dead to rise up on certain nights of the year, like the tides. She makes a few quick notes, and then describes Seg’s approach over the foggy moors surrounding the city. He finds the knight standing on the road that rings the city walls. To his surprise, the knight grins as he approaches, showing two wide rows of rotting teeth.

“I knew you would come,” the knight says. “Let’s be off. We have work to do.”


NEONATE MECHANICS

MECHANIC: MAGICAL AFFINITY

A Magical Affinity is an unchanneled magical effect that is perpetually active, acting for all intents and purposes as a trait of the Neonate. Most often, this trait gives the Neonate an affinity with a specific subgroup or gives them a basic magical effect that they can use at will. This might allow them to communicate with small animals, have favorable odds when negotiating with a specific species of fire elemental, be surrounded by an aura of light, or be able to see things other people might not be able to see (like into the spirit realm, for example).

These Affinities should never match up to the power of a cast spell, not the spectacle or self-bolstering of a Minor Arcana or the lasting effect of a Major Arcana. Magical Affinities should give very basic boons in certain circumstances.

A Magical Affinity can be granted to the Neonate via specification or a draw. A Specified Magical Affinity should relate in some way to the Neonate’s magic and history, granting an ability that’s in line with their thoughts and goals. For example, a Neonate who is trying to fight against the downfall of nature could get the aforementioned ability to speak to small animals, while a Neonate who deals in manipulating others might be able to hear snippets of other people’s thoughts.

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A Drawn Magical Affinity should still be a response to the Neonate’s magic or history, but with a randomized outcome. When interpreting for an Affinity, the players should keep in mind the Neonate’s magic, history, and goals, as well as any influencing factors like location, energies, pressures, and any other relevant circumstances.


AN EXAMPLE: DARREN THE LOST

While listening to Allegra’s plight, Tobias thinks over his botched investigation of the day and subsequent run for shelter. He decides that Darren finding the Thieves Church in his moment of need was awfully lucky, and probably at least partially thanks to his magic. After the session is over for the day, he approaches Sera with this idea, and they agree that Darren has this inherent, uncanny ability to slip out of danger. As long as he can get out of view of his pursuers, he is almost certainly home free. In practice, Sera explains, this will mean that his pursuers will have significant disadvantage (-4) when attempting to follow him, and that when he searches for an escape, he will have significant advantage (+4) to find it. They note this down on their sheets.


MECHANIC: INTERROGATION

The Interrogation mechanic is a storytelling/storybuilding mechanic that can be used to complicate the story with new, interesting, and probably surprising information. This can involve a simple line of questioning, attempting to trip someone’s memory, or even fishing for clues or an admission of guilt.

When Interrogating, the Neonate asks a question, and rolls an appropriate Attribute—probably Audacity—against an NPC’s Knowledge. On a success, the Worldkeeper answers the Neonate’s question, drawing a card if necessary. This may continue until the Worldkeeper determines that the NPC knows nothing else, or once the Neonate fails the roll. The Neonate must roll for each question asked.

Interrogation does not need to be used, and should not be used, for every conversation, but is intended to liven up a game by surprising both players, or complicating an issue. It is not advised to use this mechanic for every question.


AN EXAMPLE: SEG THE FAITHFUL

The knight is closed-lipped about his purpose, and naturally Allegra decides she wants to get some information out of him before she starts the task, whatever it is. She decides to try and interrogate this man, which she flavors as offhand questions designed to catch the knight off-guard.

She asks the knight what he does out here all night, rolling Audacity (2d6+2) and getting an 8 against the knight’s Knowledge (2d6+4; Sera determines that the knight is a bit of a hedge wizard himself), which comes out as a 9. According to the rules for dice rolling, this is a Conditional Success and Sera decides that this is close enough for something. She draws a card for spin: The Lovers.

Sera interprets this at face value, and the knight tells a story about falling in love with a girl who happened to be from one of the high families of the city. They had a whirlwind romance, and the knight was quickly brought into the confidence of the girl’s family, and given the position that he now holds. They walk up a hill, approaching a small stockade as the knight notes how similar they are, giving of themselves for another, and devoting themselves to a cause they don’t necessarily understand. Before Seg can wonder at these words, they arrive at the gate to the stockade, and the knight opens it, turning to Seg with a wistful smile—“The things we do for love”—before moving inside and shutting behind him, leaving Seg outside.

Seg hears the lock drawn on the other side of the door, and stands confused, waiting for the knight to return until, behind him, he begins to hear footsteps, as well as a slopping gurgling sound. He turns to see a small army of shambling figures, whose rotting rotting flesh glistens in the moonlight.

“Hold them off ‘til morning,” the knight calls from inside the stockade. “Then we can talk.”


GENERAL MECHANICS

MECHANIC: GUIDED CHOICE

MECHANIC: INSPIRATION

This mechanic is very similar to Interrogation, but in reverse. The Neonate should use Guided Choice when they want to learn something about themselves.

When presented with a difficult choice or a particularly revealing question, the Neonate or character should draw a card the interpretation of which gives insight into that character’s history, opinions, and ideals. This gives the player a better understanding of where the character is coming from, and guides them as to how the character would answer. The way character answers this question is up to the player and their interpretation of the card.

In the same way, the Worldkeeper should use Inspiration when they want to learn something about the Neonate, an NPC, or about the world.

When drawing Inspiration, the Worldkeeper is not giving an answer to a question; instead, the Worldkeeper is giving a flash of insight into the Neonate or another character’s thinking: a blast from the past or intrusive thought that may inform the character’s decision making. These can be ignored by the character, but should serve as an opportunity to confuse or complicate a scenario, or to inform the Neonate, Sidekick, or Worldkeeper about something going on inside.

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AN EXAMPLE: SEG THE FAITHFUL

Allegra has a choice: to run and possibly put a target on Seg’s back now that he knows a secret that undoubtedly needs to stay secret, or to stay and fight, relying on his prowess with his rapier to get by. She decides to make a Guided Choice, and draws the Ten of Cups: a family playing in front of a beautiful house, embodying happiness and familial joy. Allegra decides that this is a vision from Seg’s past: a happy family, taken from him when he was very young. He can’t help but associate that with Darren, his new father, lost inside the city and suffering who knows what. Allegra interprets this from Seg's perspective: there’s no time to run and try to find another way. He squares himself against the oncoming mob, his rapier sharp and gleaning before him.

The horde is slow-moving and clumsy, and so Sera determines that as long as Seg doesn’t miss, he won’t get bit. She sets the DC low, at only a 4 to hit, but does say that as more undead surround him, Seg will get stacking Disadvantage per wave, though he’ll start with Advantage from being on the high ground and again for proficiency with his blade.

Sera calls for five waves that Seg has to survive. For the first wave, Allegra rolls a 10 (a 4 on the die plus 2 Nerve plus 4 Advantage), succeeding easily. For the second wave, she rolls a 12 (an 8 on the die plus 2 Nerve plus 2 Advantage), for the third a 13 (11 on the die plus 2 Nerve), and for the fourth a 4 (4 on the die plus 2 Nerve minus 2 Disadvantage). Taking advantage of the near miss, Sera asks for a Resourcefulness check from Seg before the final roll, at -2 Disadvantage from being distracted by his task. Allegra rolls a 2 against the knight’s 10, and so Seg doesn’t notice the knight emerge from the stockade as the last of the undead approach. With a final swing, Seg stabs at the oncoming corpses, and as he does, the knight extends a foot, tripping Seg and sending him sprawling into dead. In addition to the -4 stacking Disadvantage, Sera imposes an additional -2 for being knocked off balance, and Allegra rolls a 7 on the die for a Nerve roll of 3 (7 plus 2 Nerve minus 6 Disadvantage), and Seg feels the teeth of a corpse sink into his arm.

He pushes the corpse back and stabs it lifeless to the ground, then whirls back to the knight, holding his rapier aloft.

The knight is grinning, though even through Seg’s rage, the smile looks strangely sad.

“Now we have one more thing in common. You’re bound here the same as me. You are dead walking, and so fall under the rule of the masters of this town. You are a servant to the city. Now you can come inside.”

MECHANIC: MAGICAL FEEDBACK

At times, a Neonate will attempt to cast a spell and fail drastically, whether they roll Snake Eyes or are performing a particularly sensitive task on a hair trigger. When this happens, the spell simply failing can seem anticlimactic, or like it isn’t providing as much story tension as it could. For these instances, we suggest you implement Magical Feedback.

Magical Feedback is the same principle as electrical feedback: the magical energy used to cast the spell is “fed back” into the system and causes a boosted or diffused output in the form of an unwanted or complicating magical event. These events can be explosive or lingering in their effect, causing damage to structures, harm to individuals, confusion, spectacle, and others, not unlike Wild Magic in D&D.

To use Magical Feedback, once the players have determined that a spell should feedback, the Worldkeeper should draw a card and the players should interpret for its effects. When determining these effects, the players should keep a few things in mind: first, the spell that was attempted--the Feedback should in some way reflect that spell, be that a direct parallel or just within the same magical area. Second, the magnitude of the response--as with general casting, Minor Arcana effects should be lesser, and Major Arcana effects should be in some way lasting. Finally, the Feedback should affect the circumstances in which the Neonate finds themself. A Neonate surrounded by people could experience something that would put them at odds with those people, and a Neonate alone could experience an affect that strands them in a location. A Feedback effect should never be negligible or easy to shrug off.


AN ALTERNATE TELLING: DARREN THE LOST

The first casting of any spell is always successful. However, let’s say that Darren’s casting of his flash-bang spell wasn’t the first time he’d cast it, and he wanted to try and recreate that initial spectacular flash (remembering that the initial casting is always significantly more spectacular than subsequent castings). Further, since in this scenario he'd Channeled the Mystic in the first Chapter he was able to put an extra point into Ineffable Quality.

Surrounded by half the town, armed aggressors approaching, Tobias says he’d like to try using that spell again. Sera explains that typically, the second casting of the flash-bang spell would be limited in distance, usually only affecting people within 5-10 feet, but since his circumstances are grave, she will allow him to attempt the spectacular casting again. However, this will require two points of Ineffable Quality, and will have a high DC. Privately, Sera decides this attempt will actually be passingly difficult, making the DC 9.

Tobias, realizing his predicament, acquiesces to these requirements, pledging his his two points of IQ, and rolling his 2d6. Unfortunately for him, he fails horribly, rolling Snake Eyes.

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Since he was channeling so much magical energy which now has nowhere to go, Sera determines that this provokes an instance of magical feedback. She allows Tobias to draw the feedback effect, and he draws the Empress. Major Arcana are lasting effects, and the reversed Empress signifies a loss of strength and willpower due to focusing too much on the needs of others. Sera decides this means that Darren loses Nerve down to 0. Thankfully, this affects at least some of the crowd as well as a wave of fear and despair washes from Darren out across the gathered mob. Sera makes a few Nerve rolls for the crowd to gauge their reaction.

Caught in fear for his life, Darren makes a break for it, running for an alley, and though those closest to him back away as he approaches, a few groups seem unaffected by Darren’s fear spell, and run after him. Weakened and frightened, Darren leads them on a short chase, but is quickly cornered by a group whose anger and fear leave them liable to do unspeakable things. Luckily for Darren, a woman’s voice speaks from behind the group.

“Step away,” the voice says. “This one is my responsibility.”

The suddenly strangely compliant mob parts to reveal a wizened old woman who looks down at Darren with unsettling, Cheshire-cat grin.

“Hello, dear,” the woman says to him. “You’ve caused quite a stir, haven’t you? In this town, stirs are my area. You’ve got gumption, I’ll give you that, but you’re wild, untrained. Dangerous. We can’t have you wandering the streets. You’ll have to come with me.”

She helps him to his feet and leads him back towards the larger crowd, and as they come back into the square, in view of those who would have done him harm, she calls out in a voice much too loud to be that of a frail old woman:

“This one is mine now. If there are those that would object, tell them to bring their complaints to house Markarth. Tell them that Gwendoline Markarth will answer their complaints personally.”

She says that last with a venom that chills all who hear—Darren included—and as she leads Darren across the plaza, the crowd parts for her, dropping their gaze, turning and wandering back towards their homes.

This is what could have happened had Tobias cast his spell in the introductory session, but he didn’t, and so this didn’t come to pass. That said, as Sorcerer: Awakening is a game of (mostly) pure invention, this is just as likely to have happened as any other outcome.

FURTHER DRAWS AND MECHANICS

While these Suggested Draws represent a selection of possible draws and mechanics, the players shouldn’t limit themselves to just these, and should introduce other draws and mechanics as they feel them necessary to the story. Just as Sera devised a new Spectacular Casting mechanic in the Alternative Telling directly preceding this, you should use these draws as a stepping stone towards your own homebrew rules, and should use the Base Mechanics as a skeleton to hang both your stories and your own ideas around playing the game. Don’t be afraid to experiment and find the frame that works best for you and your players.

Additionally, as the game develops, we will try to introduce new draws of our own as we discover them, so keep an eye out for new PDFs revolving around new ideas and examples for play.

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A FINAL CHAPTER END FOR GOOD MEASURE

As Sera, Allegra, and Tobias wind down the session with some shocking and heartbreaking revelations, Sera asks her questions of Darren: Yes to Participation, Yes to Channeling the Mystic, Yes to Discovering Something (the Thieves Church), No to Significant Success, No to Significant Failure (he escaped the mob, and Seg’s failures don’t count against Darren), and Yes to Creative Play (for the insight about his Magical Danger-Escaping Ability). Tobias adds one point to Legend, and one point to Ineffable Quality.

  • 2 Resourcefulness – learned from travel and the help of my group. I now also have a mysterious beneficiary; I should find out who it was that helped me
  • 2 Audacity – I lead and must represent my group, though I can’t see them right now. I should find a way to contact them.
  • 3 Nerve – I showed my Nerve before the city guards and stood my ground.
  • 1 Legend – After magically blinding a mob of civilians at the jail, people are bound to hear about me.
  • 2 Ineffable Quality – I know about my magic, but I don’t know how to use it.

To his Meaningful NPCs, he adds the Thief Priest – an ally I can trust, for now.

Finally, Tobias updates Darren’s priorities to speak with the priest and get a lay of the land, as well as find a secretive way outside the city.

Sera also determines that Seg’s recent quest gave him new Knowledge, raising his level to 2. Allegra adds points to Seg’s Audacity and Resourcefulness.

  • 2 Knowledge - traumatized teenager
  • 2 Resourcefulness – Seg is enslaved to the city now, so he’ll probably have some resources from them.
  • 3 Audacity – Seg’s self-confidence is both his greatest asset, and his biggest flaw. Just because he’s been caught in a trap doesn’t mean he’ll talk back any less. In fact, he'll probably have some choice words to say.
  • 2 Nerve – Life on the streets and travel with the Group has given Seg a certain amount of strength.

Finally, Allegra and Sera agree to give Seg a new Item:

The Bite – I don’t know what it means, but it ties me to the city.

GAME END

The game is over when the story reaches its conclusion. This conclusion should be established during character creation, or in the Introductory Session, during which the Neonate should be looking for an overarching goal that needs accomplishing. At the Chapter End of the Introductory Session, the Neonate and Worldkeeper should discuss this Game Goal goal and determine a few things:

  • Is it feasible? Can the Neonate and their crew successfully enact or begin to enact change in this direction?
  • Does it fit the character? Does this seem like something the Neonate would want to or feel like they should pursue?
  • Is it interesting? Does this goal have the propensity to shape the campaign? Conversely, does it feel like you might get bored with it?

This last question especially is a tricky one, as every person’s idea of interesting is different. That said, this is a game for 2 (or more) people, and everyone should be having fun. The Neonate and Worldkeeper should work together to craft a goal that works for both.

Once a Game Goal is decided, this should serve as a guide and an endpoint, but that doesn’t mean the game should follow it doggedly to its conclusion. Remember that the revelation of new information can change people’s perspectives, and the introduction of new Turns (through Checkpoints) can change circumstances. Thus the Game Goal should be more of a mark in the sand, a finish line to cross, than a specific outcome.

A good Game Goal has the following properties:

  • Focused enough to work towards
  • Broad enough to include multiple possible endings
  • Flexible enough to change if needed

For example, in the story of Darren the Lost, Darren wants to find a home for his people, hopefully in the town where they are now. However, complications have already arisen as the people of this city are both not excepting of Darren and his people, and the aristocracy are possibly Necromancers. Tobias and Sera's Game Goal will probably undergo a good amount of analysis and modification before the game is done.

That said, at the end of the day the game is done when the players feel it’s done. Even if the Game Goal hasn’t been reached, if players feel like the game has come to a satisfying conclusion, the players can and should walk away happy with their efforts.

Generally, we find that the Rule of Seven works here as well. A game that lasts around 7 Chapters can reach a satisfying conclusion and doesn't outstay its welcome, especially keeping in mind that each Chapter can last several sessions. This doesn't mean games can't stretch past 7 Chapters, or end before the 7 Chapter mark, but 7 Chapters is generally a good marker for when a game can be done.

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THANKS FOR PLAYING

Sorcerer: Awakening is part of the greater Sorcerer: Legend triptych of games. Sorcerer: Legend chronicles your rise from fool with a magic spark to fool with godlike powers as you attempt to navigate a world that increasingly dissatisfied with your existence.

Sorcerer: Awakening follows a Sorcerous Neonate as they navigate a demanding world with the help of their newfound magic. Sorcerer: Ascension tracks this same protagonist, now a Sorcerous Initiate, as they build their influence in preparation to cast their Grand Design. Finally, Sorcerer: Annihilation follows our now godlike Sorcerer as they attempt to hold the world together in the absence of gods and natural balance alike, and in the face of a horrific world-ending monster attracted by our Sorcerer’s show of power.

Sorcerer: Awakening is still in the Alpha stage of development, and we value your feedback. Please visit us on Patreon (https://patreon.com\strangebiscuits) or on itch.io (https://strange-biscuits.itch.io/) to tell us about your experience, your thoughts on the system, and any suggestion you might have. Also, please consider supporting us through following us, liking our game, or becoming a member on Patreon. Finally, keep an eye out for updates on Sorcerer: Legend, as well as more games to come.

But most importantly, thank you so much for playing! We know that there are many small TTRPGs out there, and we’re overjoyed you chose to play ours. That said, we’re thrilled to be part of the thriving TTRPG community. If you’re looking for more games like this, we’ve linked a couple games and systems below that inspired the development of our game.

We hope you enjoyed Sorcerer: Awakening and look forward to offering you many more experiences like this in the future!


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  • awaveringspeck
  • Game Designer
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