200 word RPG 2018: The Wanderer


The Wanderer


As she strides the Bonelands toward the Citadel of Onyx, the last obstacles in her lifelong quest of vengeance await. A small group of companions guide her destiny.

Three questions define you.
How do you know her?
What did you teach her? She gains advantage
What havenā€™t you taught her? You gain advantage

Everyone starts with 1 black and 1 white token (hidden), blank page and pencil. A bag contains six more tokens of each colour.

Each act, everyone takes turns posing a situation, then asking another player how the Wanderer faces it. Everyone contributes one of their two tokens to resolve the situation, one more is drawn from the bag.

< 1/3 white = full success
< 1/3 black = full failure
Otherwise both apply

Describe what happens. Everyone replenishes their spent token by drawing a random token from the bag. Spent tokens are returned to the bag.

Act One: Flashbacks (What challenge was faced?)
Success: She gains an advantage
Failure: Someone loses an advantage

Act Two: Bonelands (menaces confronted)
Success: Menace neutralised
Failure: Someone loses an advantage (or their life).

Act Three: Citadel (citadelā€™s defences)
Success: Defence overcome
Failure: Someone lose their life, or she dies (game over, you lose)

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