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Player’s Guide
Getting Started
Tavern Tales is a fantasy-themed tabletop roleplaying game (RPG) that
invites players to take on the roles of powerful heroes who fight
dangerous monsters, explore exotic locations, and interact with
amazing characters. RPGs have no winning condition. Players don’t win
or lose - they simply make decisions and see where the adventure
takes them. An RPG is a collaborative story where everyone affects the
outcome, guided by the results of dice-rolls.
Tavern Tales is played across one or more sessions which typically last
several hours. Past that, it’s up to your gaming group to determine the
scope of your game. Tavern Tales supports one-shot, single session
games just as well as it supports long-form campaigns which last
months or years.
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Work Together
You’ll see the word “Collaborate” a lot. It means: “Work with your
group to decide…”.
The end result is, you get a game that suits your particular power-level
and style.
Every other player will create their own player character (PC) that they
will use during the game.
At any time, the group may call “Cheese” and ask the offender to
change their action.
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Character Creation
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● agile archer
Spend XP on Traits
By default, all Characters start with 5 experience points (XP). These can
be spent to purchase Traits.
The XP cost for a new trait is equal to the number of traits you will
have in that particular category.
For example:
Reskinning Traits
If a trait describes an ability you like, but the Theme doesn’t match the
idea you had your character, feel free to “reskin” it to look and feel the
way you want.
See Interpreting Traits at the end of the Trait List for more information.
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Assign Attributes
Assign the values: 3, 2, 1, -1 to your attributes (Brawn, Mind, Finesse,
Spirit) in any order you like.
You also have 6 boxes you can distribute across your signature
resources (read on to “Describe Signature Resources”).
When you select a trait, make note of the resource it uses. If you like,
all your traits can use the same signature resource. In the game, you’ll
just describe how “materials” fuels your Dragon’s breath trait.
Alternatively, you could have different resources for different traits.
Signature Resources
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Describe Equipment
Each character may carry up to 5 large items, or equivalent armloads of
stuff in various sacks and packs. We don’t track encumbrance carefully,
but it’s useful to have some limit on what people can carry.
In most games, food, drink, ammunition, and light sources don’t need Commented [10]: Removed for clarity. Read as in
most games, food, drink ammo... etc. were the things
to be tracked.
what did not need to be tracked. Without a comma, it
designates that food, drink, etc. is a list of it's own, and
does not include games.
Determine Defenses
Some of your traits may give you a defense box. Defenses act like
additional resources you can lose on specific bad tales.
When you get hit in combat, for your bad tale, you can select “Lose a
Resource” to mark a Defense box.
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Example Character
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Gameplay
GM: “The Dragon rears back its head and opens its mouth, you can
smell the brimstone as it clears its throat. Warrior, you’re closest.
What do you do?”
If you’re used to other RPGs with strict initiative rules, the lack of an
initiative system might seem unusual. Work with your group to make
sure everyone gets a turn to shine. Sometimes obvious teamwork
opportunities will emerge. Players can pass the initiative to each other
and coordinate their activities.
Rolling Dice
The group assigns a Difficulty for uncertain actions based on the situation,
the approach and character Conditions.
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On results of 10 or higher you get a “Good Tale”. On 0-13 you get a “Bad
Tale”. Yes, one roll will often trigger both a Good Tale and a Bad Tale.
Telling Tales
The foundation of TT-CC-Smooth is the “Tale”, something you say
about the world or your character. Every tale falls into one of three
categories: Good, Neutral, Bad, as told from the perspective of the
active player’s character.
Neutral Tales
Typically told before the dice are cast
A neutral tale is anything that neither benefits nor hinders the active
character. Neutral tales may help propel the story forward or help
everyone visualize the current situation.
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○ “This is taking too long. I see a faster path up, but I’d have
to clear that overhang, so I can’t use the rope.” (audacious
action)
● Spend a resource to activate a trait - where required in the trait
description
Good Tales
Told after you get a high dice roll
Good tales have a significant, positive benefit for the active character.
When you get a good tale, choose one of the Narrative Description
options below and describe what happens. If you can’t decide, look to
the GM or collaborate with your group. The option must make sense,
given the objective you described in your neutral tales.
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○ Shortcuts mark 3 boxes, but must be discovered first I'm trying to figure out additional ways for players to
interact with the mechanical layer, so it's not always "i
○ Difficult shortcuts (audacious actions) mark 3 boxes and hit it with my sword", "mark 1 box"
can be invented by players on-the-fly
Commented [14]: I'll throw in my opinion without ever
having actually played the game, so please take it with
Note: Marking boxes isn’t always an available option. If your a grain of salt: I think shortcuts might be a better way to
objective was “stop, drop and roll”, no amount of success gets you achieve what you're trying to do than audacious
actions. In the end it's very similar, but I think
any closer to defeating the wizards opposing you if you agreed that audacious actions might be perceived as too
"automatic" (as in, I get to mark 3 boxes anyway, now I
challenge boxes represent wizard health. just need to make up a reason for it). With discovering
shortcuts, I think the incentive to actually invent a
● Remove a mark from a resource track plausible shortcut is greater, because there are no
numbers involved and it feels more grounded in the
○ Health, Wits, Endurance, Signature Resource, Defense, fiction.
etc.: [/] → [ ]
Also I read around here that 3d10 keep 2 for bolsters
● Gain a new resource track - Cover, etc.
has a smoother probability curve than 3d20 use highest
● Gain a new ordinary item - like a sword, rope, or ladder. but would make bolstered audacious actions "too
good". So by replacing audacious actions with
discovering a shortcut you might possibly also change
Powerful magic items are reserved for the GM to award when the
the dice rolling mechanic without producing a clearly
situation calls for it. Possibly after you complete a difficult challenge. dominant strategy.
Commented [15]: A nod to "defy danger" type
● Grant someone the “bolstered” single-use temporary condition situations.
Commented [16]: What DO challenge boxes
represent? This isn't made clear anywhere.
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Bad Tales
Told after you get a low dice roll
When you get a bad tale, choose one of the Narrative Description
options below, and describe what happens.
Note: some gaming groups prefer that the GM decides or has final
say on all the bad tales. That’s fine, but we encourage you to try
letting players choose their own bad tales first.
Once you’ve described your bad tale, figure out which mechanical
effect it should have. In most cases it will be obvious which mechanical
effect fits the narrative option. If you’re uncertain, collaborate with your
group.
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Note: Lingering conditions require at least a CL3 challenge to be
removed [X] → [ ].
● Escalate a previous condition Fill a previously marked resource Commented [21]: New. Escalate a previous condition:
box completely:[X] → [∎] to indicate that the lingering condition per VerbalFlourish's suggestion
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Note: If the task is not actually risky and failure wouldn’t be interesting,
no dice roll should be required. (Badass Heroes shouldn’t fall down for
no reason.)
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Approaches
Anytime you’re facing an obstacle, you have options in how you
approach it.
Movement is free.
Bolstering
When you’re helping someone else or actively working to improve
your own odds without directly pushing towards the goal, you are
Bolstering. Bolsters are one-step easier than normal actions and they
make a subsequent action one-step easier as well.
Normal Actions
When you’re pushing directly towards a goal, with a pretty obvious
direct approach, you’re performing a “normal” action which requires a
“normal” dice roll. Most of your actions will likely be normal actions.
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Here’s an example:
Player: “I’m nearly out of health, and we’re not even close to the top
of this mountain yet. I need a Hail Mary: I see there’s another path,
where the cliff face ends lower and a gentler trail leads up from
there. Only problem is, it’s across a chasm. I want to leap across that
chasm to get to the shorter path.”
GM: “Ok. Sounds like an audacious action. You’re taking a big risk in
order to get a shortcut. Roll with disadvantage. If you succeed, I’ll
mark three obstacle boxes on the challenge track.”
Note that players can generally invent things about the world. The
player above invented a shortcut. Fantastic! GM’s should observe the
first rule of Improv and say yes. In TT-CC-Smooth, GMs do not own the
world.
Movement
Movement is generally free as part of some other action. Unless there
are some mitigating circumstances, you can run across the battlefield
and stab someone in a single action. If that path of movement seems
particularly dangerous, your GM might rule that just getting there is an
uncertain Action, and as such, requires a dice roll.
In combat, your opponents on the battlefield are not static pawns. You
may utilize your wits and abilities to move them into positions to your
advantage. Orchestrating an opponent’s movements like that might be
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Challenges
challenge. You don’t need to identify the specific obstacles until they
come up in play. Overcoming an obstacle typically requires a good tale
to be spent on “Overcome an obstacle”.
Pause once you’ve written down the objective, and make sure the
players agree that the stated objective matches their intentions.
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Shortcuts
Shortcuts speed up the challenge by allowing a player to mark more
than 1 box.
For example, suppose that the PCs have a Challenge with the Objective
to “Get to the top of the mountain”, and one of them has a ring which
can magically transport people. That player rolls the dice and spends
their Good Tale to activate the ring, opening a portal halfway up the
mountain.
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Note: The GM has authority to set the difficulty and number of boxes
for subchallenges. As a general rule, the delay/subchallenge should
have 3 boxes (just like a shortcut), unless there’s a good reason
within your fictional circumstances to make it shorter or longer.
If your objective was: “Don’t fall into the river”, and someone jumps in
the river, that ends that particular challenge right away. This may
present opportunities for character development or spawn new
challenges, eg: “Swim to safety.”
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Even when a character dies, their story might not be over. The
remaining characters might come up with the objective: “resurrect
them”, or that player might come up with a challenge “defeat death
in a game of chess”, or “escape Hel”, or “haunt my murderer and
force a confession.” See “Character Death”
Types of Challenges
Challenges encompass a huge range of situations, from marching
through the mountains, to fighting demons in hand-to-hand combat,
to convincing a king to lend you his aid.
Combat Challenges
Combat Challenges represent life-or-death conflict with other
creatures or characters. They are typically very short in game-time, with
each Round only lasting seconds, though it might take a few minutes
to play out.
Combat usually involves taking Health damage from things like sword-
blows or magical fire. Conditions applied through Combat are usually
injuries such as Massive Burn, Blinded, or Bleeding Out.
Exploration Challenges
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Interaction Challenges
Interaction Challenges are contests of wits, typically against another
character or group. These could be academic challenges, debates,
singing contests, bartering, attempts at persuasion, manipulation,
intimidation, etc. They might also represent attempts to gather
information about a topic, like perusing the halls of the great library.
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If they’re getting too close to reaching their goals, you may be able to
cause delays and setbacks for them. If you complete an objective which
contributes to their delay, you can ask your GM to remove one or more
points from an NPC Project track.
For more about factions, iconic NPCs and NPC Project, see the section
on Gamemastering.
Most challenges have the players progressing from the left, all the way
to the right, marking boxes as they go. When they reach the end, they
reach their objective and the challenge is over.
Example:
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X => [ ] [ ] [ ] [ ] [ ] <= O
The NPC Buyer marked 3 boxes to the players’ 2. The group decides
that the NPC buyer will only give them 2 treasure for the beacon.
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Resources
Types of Resources
Resources are things that can be acquired or drained from your
character. They’re represented by boxes, such as in the following
examples:
● Shield □ ● Rage □□
These are the some common resources, though players might acquire
other resources during gameplay.
Tracking Resources
When a resource is lost, mark an “/” in the box. When a resource is
restored, remove an “/” from one of the boxes. When all of a resource’s
boxes have an “/” in them, that resource is depleted and can’t be used
anymore. Neither the player nor the GM can choose the “Lose a
Resource” Bad Tale option for that resource.
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Having zero in a resource like Health does not mean you’re out of
the conflict. You’re only out when you decide to surrender, pass out, Commented [26]: This was controversial in
playtesting. Something should happen when you drain
or die.
a resource track dry.
Commented [27]: I think that when you drain a
Default Resources (Health, Endurance, etc.) resource track dry, you're required to either choose
"Surrender, Pass out or Die" or "Suffer a lasting
Condition" Either way, you uncheck some CB from the
Health, Endurance, and Wits are assigned at Character Generation.
dry track, giving you additional Resource to continue on
as appropriate.
Health It would be nice if when you chose the latter, you
recovered some CB depending on the magnitude of the
Health represents your ability to endure bodily harm. You typically lose condition. If you lose an arm, you might regain 5 CB.
health when you suffer injuries. While if you "just" get an infected wound, you only
recover 2 CB.
To recover health, declare objectives like “pursue medical attention”, Commented [28]: This would make the severe options
important. they exchange Resources for Lasting
“wait for natural healing”, “drink potion”, etc.
Conditions or bad turns of plot.
See Recovering Resources below. Commented [29]: If I understand this correctly, when
someone loses a leg and gains the condition "one-leg",
they get health back? Not sure how I feel about that.
Endurance
Endurance represents your ability to withstand exhaustion. You
typically lose endurance when you travel great distances, push yourself
too far, experience harsh weather, or go without food, water, or sleep.
Wits
Wits represent your ability to make intelligent decisions, to "survive"
difficult social situations, to manage your social anxieties and keep
your intellectual avenues open during debates.
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The resource must make sense, given your particular character concept
and the effect of the trait selected. For example, you’ll have to convince
your group that your flowers power the dragon’s breath effect.
Collaborate!
See also: Character Generation → Choose Signature Resources Should be more than 1 point recovery per good tale.
It's too boring to roll for "I rest" 8 times, just to get 5
points back and give the GM 3 points for NPC project
Defenses as a Resource tracks.
Defenses are provided by traits. They act like other resources which can
be marked, to indicate loss, when you get a bad tale. Good tales can
recover them, provided it makes sense, given your situation, objective
and action.
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Even if you don’t have a trait which provides a defense, if you come
up with a suitable objective, you may spend a good tale to “gain a
resource: defense [ ]”. For example, blocking someone with a shield. Commented [31]: we might need a new category of
"temporary" resources. They should go away after the
current situation is over.
Treasure as a Resource
Temporary Resources
Some resources will be temporary by nature and fill up or disappear
automatically after a certain time has elapsed. Work with your group to
determine which resources are permanent and which are temporary.
If you prefer, you can treat Food, Drink, Ammo, and Light as custom
resources. Be aware though, the presence of additional resources gives
players additional sinks to soak bad tales.
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Ammo
Ammo is not tracked. Archers can shoot as much as they want without
running out of arrows.
Design Note: The Ammo resource was cut from the game because it
provided an inexpensive sink for bad tales, thus undermining a lot of
traits and acting like a defense.
If you want to represent ammo in your game, your players can take the
condition “out of ammo” when they suffer a bad tale.
Light
Light is not tracked as a resource. Characters don’t have to worry about
running out of torches or oil. That’s not to say that darkness can’t be a
problem, but it should be treated more like a condition than a
resource.
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Losing Resources
When you get a bad tale which might result in you losing resources,
you can choose the “Lose a Resource” option on the bad tale list. Then
mark one box on that resource track.
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Conditions
Conditions describe anything which hinders a character, which can’t be
easily characterized by traits or resources.
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When you remove a condition, change the mark in the resource box
from [X] to [/]. That resource can now be healed or recovered normally Commented [33]: Question: Should removing a
condition go from [X] --> [/] or [X] --> [ ] ?
again.
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For example, you might want to “rest to recover your health”. There’s
no active opposition, so you make an increased roll but only get a 7
(bad tale). You could get worse (lose a resource), or you could make
your life more difficult by discovering a new threat, but you decide to
give the GM a good tale to advance one of their active NPC
challenge tracks: the Vampire Elizabeth is raising an army to
conquer the east. The GM marks one box on that challenge track.
For example, you want to craft a new set of armor, and you consult
with the group on the difficulty, which you set at CL4. Next, you’d
probably want to declare individual objectives to get access to a
forge, find materials, spend some time pounding metal, and make
sure the fit is appropriate. Any of your bad tales could be spend in
the normal ways, including giving the GM a good tale to advance
NPC challenge tracks.
Recovering Conditions
Removing a condition should require completion of a challenge. Work
with your group to determine the Challenge Length.
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Equipment
Currency
Currency is abstract in Tavern Tales. To a typical PC, 1 unit of treasure is
worth about 1000 gold coins. We don’t bother to track anything less.
Treasure
At the end of a particularly difficult “Challenge”, your GM may allow Commented [35]: Should I make a note that players
can also find treasure when they "search a room" and
you to gain 1 to 3 points of treasure. This eliminates the need to
get a good tale, then select the discover something
carefully search every location. beneficial option.
Optional Rule: Precious Items instead of treasure resource Commented [36]: new optional rule: precious items
instead of treasure resource. (The default rule is to
You may find it more interesting to find actual items instead of some treat treasure as a resource)
abstract treasure resource. If so, your GM will hand out 1-3 precious
items at the end of every major challenge (tapestries, statuettes,
swords, whatever). Then it’s up to the players to transport those items
and barter them into more useful goods and services.
If you use this rule, for any trait which relies on “treasure”, just
substitute “precious item”.
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You can make note of some of these at character creation. They don’t
cost treasure.
Shopping
Most towns will be able to provide you with ordinary items. The
acquisition of rare items requires one or more challenges.
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Negotiate the Purchase or Sale via a Bidirectional Interaction Commented [37]: Shopping: Modified based on
suggestions from Verbal Flourish. Set the price first,
Challenge then run through the interaction challenge. (It'd be up to
GMs whether or not to allow players to use Treasure as
If you find a suitable location and a willing buyer or vendor, they’ll
a resource for soaking good and bad tales.)
probably tell you a price they can afford as a neutral tale. You could
then trade the item for treasure as another neutral tale.
The length of the challenge and the difficulty of the obstacles should
reflect the value of the item, the negotiating prowess of the vendor,
and the rarity of the item in your current setting.
The final price will be modified by what portion of the challenge bar
you managed to capture. If the middle represents an equitable price,
consider that each end represents half price and double the price.
See Gamemastering
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Character Advancement
Purchase Traits with XP
The cost for any given trait is equal to the number of traits that will be
in that category: Combat, Exploration, or Interaction. For example, the
first Combat Trait a Character would buy would cost 1XP, the fourth
combat trait would cost 4XP.
Character Death
Sometimes it time for a character’s story to end. They’ve served their
purpose and left an impact. When you have a bad tale, if you select the
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option “Surrender, pass out, or die” you may choose to die and kill off
your character, never to be seen again.
Other times, their story’s not over. You can work with your group to
see if it would be appropriate, given the tone and setting of the
campaign, for your character to continue.
Minions
Minions are characters that obey another character, referred to as their
leader. Minions are typically expendable or temporary, so they follow
special rules to speed up gameplay.
Minion loyalty is not absolute. Minions will abandon their leader if the
situation calls for it -- for example, if their leader is torturing them or
sending them on obviously suicidal missions. It’s up to the GM to
decide when minions abandon their leaders.
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Minion Contracts
Minions won’t serve you for free. Every minion requires a contract,
which is an agreement about the minion’s services. The term “contract”
isn’t literal — you don’t need your minion to sign a contract (though
you’re welcome to do that if you like). Contracts also include verbal
and implicit agreements.
● Your trusty Dog will serve you loyally in exchange for food and
companionship.
● Gerald the Scout will lead you through the mountains in exchange
for a bag of gold coins.
● Hargaesh the Demon will help you slaughter your enemies in
exchange for 1 favor to be redeemed at a later time.
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Minion advancement
Minions recruited without a trait do not gain XP. If you recruit a minion
with a trait, they always have the same XP ratio, typically ½ your XP.
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Traits List
See Appendix A: Traits List
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Gamemastering
You can gain additional bad tales by granting good tales (1 for 1). Use
good tales to:
You can withhold some of your bad tales for use later on during the
challenge. Commented [40]: new: GM gets an active role in
challenges, because they might be "holding" bad tales.
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3. If applicable, explain the results of any Good or Bad Tales that the
last player told.
Good Tale (Roll Neutral Tale Bad Tale (Roll Commented [41]: Add an option to call for a dice roll in
response to "I look around, what do I see?"
10+) 13-)
Commented [42]: "What do I see" isn't an objective,
though. Players roll dice when they declare objectives.
● Show the results ● Describe what ● Show the results "I want to look for an exit tunnel" is an objective.
of their Good they see of their Bad Tale (There's a reason that "describe what they see" is a
neutral tale.)
Tale ● Speak as an NPC
If a player looks to
● Perform a simple
If a player looks to you:
action as an NPC
you:
● Menace them ● Show how their
● Give them a with a present action backfires
resource threat; if they ● Make them lose a
● Show them don’t overcome Resource
something it, tell a Bad Tale ● Reveal or
beneficial escalate a threat
● Show their ● Inflict a lingering
enemy suffering condition
● Award a ● Make them
beneficial surrender, pass
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1. Give them a resource: Let them remove a mark from one of their
marked resource boxes. It should correspond to the situation -- for
example, restore Health if someone is treating their wounds. You
can also give them gold, treasure, fame, etc.
2. Show them something beneficial: Present the player with a new
option or useful tool, such as an eager ally or an easy escape route.
3. Show their enemy suffering: Make things hard for their enemies,
either through direct player action, or through unfortunate
circumstance.
4. Award a beneficial condition: Give them a benefit that lasts
longer than a single bolster or discovery. Energized, Flying,
Balanced, etc.
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Speak as an NPC
Commented [43]: What does present mean?
Speak in character as a present NPC.
Can the GM invoke suddenly ninjas, or do the ninjas
have to be present already?
Perform a simple action as an NPC
Commented [44]: From VerbalFlourish:
Have an NPC perform a mundane action, such as walking, opening a How I had read it: "being present already" doesn't
mean that it has to be conjured in by a bad tale.
door, or picking up something from the ground.
Demons "are present" in the firelands because it is the
firelands (either because during session zero you
Menace them with a present threat agreed on it, or the GM gave it the "demon infested"
tag, or during play someone asked "what's dangerous
This is your way to push the players towards conflict without actually about the firelands" and the answer was "demons",
hurting them. Threaten them with a known threat and make it clear etc.)
that something must be done, or bad things will happen. For example, If the players go to the heart of the firelands and never
see a single demon because they're rolling well, then
you could say that the wooden door is starting to splinter under the
the GM is not leveraging the "present threat."
onslaught of the zombie horde outside. Clearly, unless something is
Commented [45]: Added text to give GMs the option
done, the door will burst open and the zombies will pour in. Give the to call for a dice roll whenever characters "take stock of
their situation".
players at least 1 turn (maybe more, if you like) to deal with your
Commented [46]: It seems what you want is a Die of
threat. If they don’t tell a free Bad Tale to follow through with your Fate. When the GM is unsure about how things should
threat, even if players haven’t rolled. go, roll and see how they're going.
situation truly calls for it, or when the player has already exhausted
all of their other Bad Tale options.
5. Make them surrender, pass out, or die: Defeat the player’s
character. In combat, that often means the PC is bloody and dying.
While exploring, that often means the PC is hopelessly lost,
starving, and exhausted. While interaction, that often means the PC
has exhausted all of their options, given up hope, or can’t continue
due to social pressures. Choose this option when the situation truly
calls for it, or when the player has already exhausted all of their
other Bad Tale options.
Conditions
Embrace conditions! Conditions on characters provide some of the
easiest adventure seeds. “Deaf? Find the old witch who can heal you,
but she’ll require a payment, and not in coins.”
Status Effects
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When NPCs use AoE abilities, the GM should menace all those affected
with a “present threat”, then let the players try to avoid the damage
with their good tale. If they ignore or fail to avoid the damage, the GM
can tell a bad tale against the player.
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Concentration
Creating NPCs
Most of your NPCs will be mooks. They don’t need traits or attributes.
You can name them on the fly and give them some characteristic
features, but “Third Goblin on the left” and “Fred, the ruddy peasant
with the limp” may not occupy more than a single challenge box for
the players to overcome.
However, your Lieutenants and Boss NPCs should get some abilities. As
GM, you don’t have to stick to the list of character traits. It’d be too
time consuming to pour through the entire traits catalog for every NPC
you want to build. Instead, you can quickly invent a few abilities as
keywords to trigger your memory later. Let’s try an example.
If you prefer, and you have the time, feel free to go through the
catalog of traits and assign a few to your Boss NPCs. You might have to
tweak the mechanics a bit because NPCs never roll dice, but at least
they’ll give you some inspiration.
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A few of your NPCs will become Iconic. These are recurring characters,
typically very powerful and in charge of some faction, with the ability
to alter the geopolitical landscape.
Creating Factions
During your Session 0 Worldbuilding session, identify a few clashing
states, guilds, associations, or groups. Those will be your factions. Who
holds influence in those factions? What are their ambitions? If the PCs
did nothing, what would happen. Give your Factions some projects.
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○ □□□□□
In the examples above, “Kidnap the Emperor” was a very easy project.
That could indicate that the emperor was very poorly guarded, or that
the antagonist, “Shadowy Figure” was already working on the inside.
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Game Balance
Clever players will find ways to assemble a collection of synergistic
traits which makes their character much more powerful than the other
characters in the game.
● Work with your game group to make sure everyone shares the
same ideas about powergaming and min-maxing. Use the Mini-
SamePage tool below.
● Tweak traits to be more or less powerful depending on your
experiences.
● Join the community at reddit.com/r/Tavern_Tales and call out
underpowered traits that need buffing and overpowered traits that
need nerfing.
Allow the players to come up with their own objectives. Don’t assume
you know the best way to deal with a threat. Your job is to translate
their objectives into appropriate challenges.
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Good storytelling and good game design both require variation in the
amount of pressure applied to the protagonists. If the players just
finished a difficult challenge, consider easing off the pressure and
giving them some downtime. You can still give them challenges, but
you can make their rolls easier if there’s no active opposition.
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Next, it’s important to build consensus about the tone, setting, and
expectations for the group. You may not want a player having rolled up
a goofy space marine in a grim, high-fantasy setting.
Here’s a few good starting questions, but, your group might need to
hash out other things as well before moving on.
1 2 3 4 5 6 7 8 9 10 11
Power-level
1 2 3 4 5 6 7 8 9 10 11
Sexuality
1 2 3 4 5 6 7 8 9 10 11
Violence
Tone 1 2 3 4 5 6 7 8 9 10 11
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1 2 3 4 5 6 7 8 9 10 11
PvP
Other considerations:
Building a World
Tavern Tales works best with a setting you create collaboratively with
your group.
Start with a blank map. Take turns adding 1 thing to the world map. It
can be a geographical feature, a population, an exotic location, or a
notable historical event. Ask each other questions about the new
addition. Riff off each other’s ideas.
Work together to build a world you would all enjoy exploring. Take this
opportunity to revisit Tone, Difficulty, Genre-Tropes, and Expectations.
Where does your character come from? How do they fit into this
world?
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Awarding XP
Award the players 1 XP for each significant, interesting thing they did.
It’s simplest to award XP for completed challenges, but you may also
grant additional XP for things they did outside of challenges, at your
discretion.
Awarding Treasure
At the end of every significant and appropriate challenge, award each
player 1 or 2 Treasure. Work with your group to determine which type
of challenges should award treasure. Looting Dungeons? Negotiating
Treaties? Performing a service for a local Lord?
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The first rule of Improv: Say yes Commented [51]: Should I cut this? Dungeon World is
lauded for providing GMs with rules to follow, but this
section might seem pedantic or patronizing. There's
Get used to using these reactions: other places people can learn about improv gameplay,
like "Play Unsafe"
“Yes”, “Hell yeah”, “Awesome”, “Cool”, “OMG, yes.”
A hard “No, that’s impossible” should be reserved for things that are
outside of the tone set in Session 0. PCs can attempt the impossible,
and since this is a fantasy game, they may even succeed at the
impossible. But since this is a collaborative game, the comfort of those
at the table and the tone of the game comes first.
● Yes, you can jump down the 50ft castle wall and into the besieging
army. But, it’s a long fall onto hard ground. Even if you land
perfectly, you’re going to be in bad shape from the fall. Are you
sure you want to try this? Perhaps you could find something to
slow your descent?
● No, your grappling hook does not have enough rope or power to
reach the moon. But, as you look up at the moon, you realize that
the rough surface of the tower just might give it the latch it needs
for you to get a good vantage point.
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PvP
Player vs Player combat operates a little differently than running
challenges. As part of their Good Tale, a player may choose to impose
a Bad Tale on another player. Typically this will make them lose a
resource, but it could lead to conditions or even surrender.
You might want to remind players that characters can start with social
conflict and escalate from there. Also, Tavern Tales has a built-in
release valve. If someone wants out, they can “discover a new threat”
when they get a bad tale.
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Magic Items
Examples:
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Griggs’ Gloves: Whoever wears these gloves shall be the rightful ruler
of the windswept sand-kingdom. The title confers a long-standing
marriage. Your legal spouse is an ancient lich. The gloves also allow
you to command the undead hordes from the desert.
Keep in mind that PCs come with all the mundane items they need to
do their job.
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Setting: Swamp
Strangling Tree
CR: 5
Its tangled roots form a great web under the water, and vinelike
tendrils hang from this tree, waiting for unwary prey to step near it.
When they do, the tree itself springs to life, latching onto feet and
bodies, trying to pull them under to feed itself.
Its main tactic is to Grapple its prey with its Iron Grip before pulling
them under. Once underwater, its prey will begin Drowning, taking
Health damage on Bad Tales until the roots are severed and the
Character resurfaces.
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Setting: Caves
Setting: Tropics
Setting: Tundra
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Caves
In the complete darkness of the vast caverns beneath the surface, light
is a premium most can barely afford. Filled with strange geometries
and surreal landscapes, those traveling deep into caves find themselves
rappelling down vertical tunnels and picking their way through tight
crawlspaces just as often as they would be able to walk normally.
Tropics
Tundra
Magic Mountain
Portal Network
Swamplands
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Glossary
Tales
Neutral Tale - Anything spoken by a player that neither benefits nor
hinders the active character. Additionally, some statements which have
benefit, but no risk. Typically anything which doesn’t require a dice roll,
or is spoken before the dice are rolled.
Rolls
Easy, Normal, Difficult: used to determine which die to take for the
roll result
Enemies
Mook - an easy adversary. Generally eliminated with a single action.
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Characters
Trait - one of the defining characteristics of a player character. Traits
are selected from the list in various Themes. Traits cost XP to purchase.
The amount changes depending on how many traits you have in the
same category: combat, exploration, interaction, or general.
Items
Tag / Keyword - a tag is a miniature version of a trait. Typically just a
single adjective which describes something about a setting, NPC, item,
or event. They’re quick to brainstorm, and useful to have on hand later
as a memory aid. Examples: loud, hardened, frozen, toxic.
Rare - items which are harder to find in your setting. Typically because
they’re magical, or extra-powerful, or prohibited by law.
Precious - items which are extra valuable in your setting, for any
reason. A precious item is typically worth 1 treasure, but some may be
worth more.
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Interaction
Leverage - represents having the upper hand over someone, probably
from some sort of debt or obligation. Leverage should help you
manipulate and persuade creatures.
Ranges
Touch - Any distance you can reach with your hands
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Melee - Any distance you can reach with a normal hand-held weapon
(including a step or lunge). Typically about 6 feet.
Reach - Any distance you can reach with a long weapon like a halberd
(including a step or lunge). Typically about 4 yards (12 feet).
Close - Any distance which most people could easily hit with a thrown
weapon. Typically 10 yards (30 feet).
Extreme - Only a well trained sniper could hit a target at this distance.
Typically the length of a city block.
Medium Area - an area roughly the size of 10’ diameter (about 3m sq).
For targeting purposes, this generally encompasses 3-5 individuals.
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Page 51: [1] Commented [47] Plex Soup 12/23/2017 9:28:00 PM
Yes. I also feel like Super Intelligent characters don't get enough payoff for having high Mind.
Sherlock Holmes would carefully plan things to prevent a lot of bad outcomes, or at least have
the advantage when things do go bad.
We don't have a way to model that yet though. Having the advantage is more fun than skipping
encounters.
Maybe we need a fate die for the GM, then the players get a mind or spirit roll for the initial
approach, to determine who has the advantage.
Page 51: [2] Commented [48] verbal Flourish 12/24/2017 12:14:00 AM
You used to, way back in the day, have that random 1d6 table to roll on, with the results
mapped from "hell no" > "no but" > "yes but" > "hell yes", etc. Maybe we need to bring that
back?
Super intelligent characters have a few traits they can pick up for planning, scouting the area,
etc. It's just that none of our characters atm bothered to pick them up. XD
Otherwise, I'm not quite sure what is meant by "initial approach" or "who has the advantage."