Role-Playing Games, Improvisation and Storytelling
Printer proofs for the Space·Time Deck have arrived…
…and they look great!
The Most Benevolent Administrators are believed to be leftovers of a dead branch of the Time Bureaucracy. They may be found scattered around time and space. While they look quite harmless – who would fear something that appears essentially to be photocopier on wheel tracks – the sheets of paper that they print sometimes make them very dangerous.
Most Benevolent Administrators are generally Poets and Philosophers, able of deep reflections on the nature of the human psyche, among others.
This is a two-sheets comic-book tutorial for N-Dimensional Tourists. Leave it lying on your tables and use it to create worlds, characters, plot twists and more!
Download the high-resolution pdf.
This is a one-sheet comic-book tutorial for the Plotonomicon. Leave it lying on your tables and use it to create worlds, characters, plot twists and more!
Download the high-resolution pdf.
In the Plotonomicon, creating a world is, much like creating a character, a series of Questions. Where creating a player’s character is generally a dialogue between the GM and that player, creating a world is one that involves everybody around the table.
Before starting, you’ll need to decide how much detail you want to put in your world – there’s no limit to how much time you can spend creating a world, if you enjoy doing so, but maybe you want to use that world immediately.
Together, we’re stronger. Well-prepared, we’re stronger. Well-fed, well-rested, well-equipped, well-informed, well-trained, that’s even better. Well, whenever you group be together, or ensure that you’re well-prepared, well-fed, well-rested, well-equipped, well-informed, well-trained or pretty much anything else, you are Creating an Advantage.
As most things in N-Dimensional Tourists, Advantages are basically Aspects and may represent just about anything that makes sense in-story. It could be a strong character providing the team with Muscle during a streetfight, or a Hand-up for climbing.
While we have met Aspects a few times in this manual, so far, we have mostly contented ourselves with writing them down. Some are on your character sheet, some have been used to describe NPCs, or consequences of actions. In this chapter, we will discuss further what Aspects are and how they maybe used, both for the benefit of your character and against them.
Aspects in Narration Aspect are Facts First and foremost, Aspects are Facts.
Rejoice, for the Kingdom of Death is no more.
It was first reported Last Thursday, at 0421 GMT and it happened all over the globe: the dead have returned to walk among the living. They are disoriented, surely, and returned from Heaven or Hell or other places, but they are peaceful, for the most part.
What most of them are no more is human. For all the dead have returned, all since the first step of our kind, or possibly before, and few of them have a body to return to.
All good things start with stories. It’s not just a buzzphrase, by the way. If you are building a story, whether you are role-playing, storytelling for an audience or writing a book, the story comes first and everything else tends to follow naturally.
So let us start with, once again, a story.
Hope renewed Our story is set in a fantasy archipelago inhabited by dozens of sentient species, and loosely inspired from Ancient Greece, with larger ships.
So your character needs to find a key, lost somewhere in the mess left by the previous owner, or perhaps to pick the lock. Or maybe that piano needs to be moved into the living room, or you need to find a way through an opaque bureaucratic process, or to look innocent in front of a judge, or intimidating in front of a lowly thug. Or perhaps you’re fishing in a river or piloting your starship or settling a duel with another Musketeer before the Guards of the Cardinal show up?
You know what? Let’s keep explanations for later. Let’s start with some action!
Imagine cars racing in the streets of Rio de Janeiro. It’s the present. Two of the heroes (let’s call them Desmond and Erika) share a sportscar, driving as fast as they can away from the HQ of Evil Corporation, where they just stole a USB stick. Our third hero (Frank) is in the gadget van, driving more slowly while keeping an eye on a map of traffic lights.
The Space·Time Deck is a deck of 67 cards and a few blanks, loosely inspired
from Tarot decks, and designed to aid with story improv, including
Role-Playing Games and other forms of Storytelling.
Each of the cards is designed to be interpreted on its own, and to be used
as part of a narrative role-playing ruleset. For both reasons, cards
have both illustrations and symbols.
The Space·Time Deck is used throughout the Plotonomicon
for building plots, characters, places, factions, twists, etc. and
throughout the N-Dimensional Tourists
as a base for resolving obstacles, conflicts, etc.