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 haven’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
< 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 (citadel’s defences)
Success: Defence overcome
Failure: Someone lose their life,
or she dies (game over, you lose)
Comments