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Card Layout Example of Play

Scene: A Crowded Tree in a Ninja Forest, awaiting a


Awaiting the End
W W W
by Gregory Avery-Weir and Future Proof Games
Vengeful Bear with Hope of Hungry Cavalry. The Sto-
ryteller is a Bloodthirsty Chef.
Storyteller: What you have to understand is that
as culinary skill increases, tastes grow... more exotic.

P P P Character A: Do we have to understand?

Storyteller: Only if you want to truly comprehend

D D D ne dining. Every great chef must, at one point, go in


search of their own meat.

Adversary: But did you even have the skills to hunt?

H H H Storyteller: I knew I would either ourish in the


moment or quickly be bested by my prey.

They roll. The Adversary gets a total of 4 and the


The leftmost column decides the overall situation; the
Storyteller gets a total of 15. The Storyteller wins and
second column establishes details. All other columns
passes the Adversary a die, and the role of Adversary
are discarded.
passes to the left.

Storyteller: Luckily, in the woods I felt my culi-


Example Worlds nary instincts adapting. The freezer made me sturdy.
Space, Western, Cruel, Fluy, Demanding, School, Chopping made me strong. Boiling made me...
Kingdom, Spy, Ocean, Underworld, Polite, Dark Character B: Okay! We get it! Get on with it!

Storyteller: Fine! Far be it for me to keep a diner Awaiting the End is a game about a group of people
Example Places waiting. Deep in the woods I saw my target: a huge awaiting a doom in an unpleasant place. They might
Dungeon, Jail, Oce, Watery, Basement, Cave, Roof, grizzly bear. I took out my Santoku and stalked up be prisoners awaiting their execution in prison, space
Past, Heaven, Television, Coma, Well, Stando behind him through the underbrush. travelers waiting for their oxygen to give out in a tiny
escape pod, or PhD candidates waiting in a dorm cafe-
Adversary: But dont bears have acute senses? How teria to hear why their dissertation was rejected.
Example Dooms could you sneak up on them?
To pass the time, the characters tell each the stories of
Execution, Sorrow, Pain, Monsters, Explosion, Shame,
Storyteller: I knew that either my precision with a how they arrived in this place, awaiting this doom.
Systematic, Dragon, Terror, Ridiculous, Pathetic
piping bag would translate into subtlety in the brush, There is some hope of escape, but its unclear who will
or it would notice me and start an impossible chase. make it and who will fail. While the stories are being
Example Hopes told, the other characters interrupt to ask questions and
They roll. The Adversary gets a total of 11 and the
Secret, Cavalry, Telephone, Forgiveness, Surprise, present conicts.
Storyteller gets a total of 8. The Adversary wins.
Delay, Tunnel, Dawn, Cure, Death, Mistake, Rain
After the stories are complete, one of the characters will
Storyteller: I got within fteen feet and he reared win and escape to tell the story of what happened to
Example Personalities up. He turned to look at me, charged, and I barely everyone else.
made it to the top of this tree without getting eaten.
Tricky, Mean, Kind, Intrepid, Stout, Dark, Psychopath, You will need:
Soldier, Wife, Child, Chef, Dishonest, Creative, Nihilist
Inspired by: Fiasco, Canterbury Tales, Rashomon, The
three to six players (although more might work),
Usual Suspects, Slumdog Millionaire, Spider and Web,
Example Goals a pencil and six index cards for each player, and
and more.
seven six-sided dice for each player (or seven dice
Fame, Nookie, Riches, Safety, Peace, Children, Dinner, For more from Future Proof Games, visit total and a way of recording die pools).
Home, Power, Coee, Fun, Adventure, Death futureproofgames.com.
the new Adversary. The Storyteller continues the story,
STEP 1: IN MEDIA RES STEP 2: FLASHBACKS telling of her success and moving on as described above.
Play continues, rotating Adversaries, until the Story-
teller fails.
Each player labels her rst four cards World, Place, Describe the place and the characters among the
Doom, and Hope. She then writes a single word on players, speaking out of character and establishing what At any time, a Storyteller may choose to forfeit a roll or
each card representing something about a World the everything and everyone looks like. Add evidence of otherwise end their story early, ending up in the Place
stories could happen in, a Place where the characters what the characters have been through: wounds, stains, facing the Doom. Other players may oer suggestions
could tell the stories, a Doom that could await once or strange possessions. Make sure you dont explain to the Adversary or Storyteller if theyre having trouble.
the stories end, and a Hope that could help prevent a how they got that way. Thats saved for when the sto- If the Adversary wins a roll, the Storyteller narrates
Doom. These four cards dont need to be related to ries get told. the failure and how that ended up with them in the
each other. Place. This should be a short wrap-up, no more than a
Starting with the youngest, each player takes a single
Shue the cards together and deal them out face up. turn as the Storyteller. They get six dice to start. few sentences. Other players are welcome to interrupt
Deal them out in rows according to the type of card The player to their left starts as the Adversary. The to ask questions or hurry the story along. The Adver-
they are, with the rst card dealt of each type on the Adversary gets one die to start. sarys dice go into the Storytellers Hope Pile. The
left (see diagram). You should end up with four rows Storytellers dice go in the collective Doom Pile.
of cards and the same number of columns as players. Optional Rule: If stories are too long or too short Storytelling continues until all characters have failed
for your group, change the number of dice. Giving and ended up in the Place facing their Doom. Each
The left two columns will decide the situation youre in. the Storyteller more dice to start will make the story player should have a Hope Pile, and there should be a
The leftmost column will decide the kind of situation, longer, while giving the Adversary more dice to start lot of dice in the Doom Pile.
with the second column adding details. will increase the risk of failure. The total of the Story-
Start with the player furthest from their inevitable tellers dice and the Adversarys dice should be an odd Optional Rule: If you want to add more risk to the
death (the youngest) and proceed around the table number. game, you can allow the Storyteller to narrate an espe-
clockwise. Each player can swap two cards in a single cially risky set of options in exchange for immediately
The Storyteller starts telling a story of how they got moving one of the Adversarys dice to the Doom Pile.
row. Once youre done, discard all but the two leftmost
in the current situation, speaking as their character. This will give the Storyteller a better chance of suc-
columns.
Everyone except the Adversary gets to interrupt and ceeding at that roll, but at the price of making it less
The chosen World cards establish the kind of world the ask questions in-character. They should ask for details likely for everyone to escape the Doom at the end.
stories take place in. The Place cards establish where when details are interesting, and hurry the Storyteller
the characters are telling the stories. The Doom cards along if things get slow. The story should help esh out
suggest what doom awaits when the storytelling ends. the world, and stories told by dierent characters need
The Hope cards show how the characters could hope to not match; they might be lying or misremembering.
STEP 3: CONCLUSION
escape the doom.
When the Adversary sees an opportunity for conict, he Divide the number of dice in the Doom Pile by the
Figure out the details of the world by discussing the nally speaks. He interrupts and asks, But... and con- number of characters, rounding up. Roll that number
chosen cards among yourselves. Remember that the tinues with a question about how the Storyteller over- of dice and record the total.
leftmost card is the most important and the secondary came some obstacle or conict. The Storyteller says, I
Each player rolls their hope pile and adds the values
card adds detail. Hopefully it will be clear what sort of knew I would either... and lists two options: one that
together to get a total. Whichever player gets the
world is being discussed. is clearly a success and continues the story, and one
highest roll automatically escapes the Doom and gets
that is clearly a failure and would lead to the character
Each player now writes a one-word Personality and to tell the story of the escape, speaking as her char-
arriving in the Place and facing the Doom.
Goal card. The Personality card informs what sort acter, to a third party. This third party might be a
of person a character could be, while the Goal card The Storyteller and the Adversary each roll their dice character that was mentioned in the stories, or it might
represents what a character could have been trying to pool and add up the values on their dice. The player be someone else. It might not even be clear who the
accomplish that landed them in this situation. The two with the highest total wins. Ties go to the Storyteller. story is being told to.
cards dont need to be related.
Interlocking Stories: As you go around the table Compare the other characters totals to the doom total.
Shue them and deal them out face up; skip a player you may nd that the stories begin to interlock, using If a character beat the doom total, he escapes the doom.
and give the card to the next player if theyve already characters and situations from other Storytellers sto- If there is a tie, or the characters total is less than the
gotten a card of that type. ries. This is to be encouraged. doom total, he falls victim to the doom.
Each player can now trade one of their cards with a Characters that escape may do so through the original
If the Storyteller wins a roll, she gives the Adversary Hope, or they may do so through some other means.
corresponding card from another player, starting with
a die and the Adversary passes her dice to the next The narrating (winning) player gets to decide how each
the youngest and proceeding to the left.
non-Storyteller player on her left. That player becomes character escapes or meets her Doom.

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