Академический Документы
Профессиональный Документы
Культура Документы
by Arturo Gonzalez-Escribano
Apr, 2006
The text of this game was prepared using LATEX. Figures were composed with
the xfig program.
Preface v
1 Introduction 1
1.1 The escenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 The characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.1 Normal people . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.2 Protectors . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 The players and the game . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3 Game mechanics 13
3.1 Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.1.1 Framing and free play . . . . . . . . . . . . . . . . . . . 13
3.1.2 Facing troubles . . . . . . . . . . . . . . . . . . . . . . . 14
3.2 Determining an outcome . . . . . . . . . . . . . . . . . . . . . . 14
3.2.1 Normal people alone . . . . . . . . . . . . . . . . . . . . 14
iii
iv CONTENTS
5 Examples of play 23
5.1 An scene during the threat discovery . . . . . . . . . . . . . . . . 23
5.2 An scene during the arriving of the disaster . . . . . . . . . . . . 23
5.3 An scene during the dying community stage . . . . . . . . . . . . 23
5.4 An example scene of the last-hope . . . . . . . . . . . . . . . . . 23
Acknoledgements 33
Preface
Dusk time. Nyx is extending her cloak over the lands of this an-
cient world, where myths are truth and the scent of the old tales is
alive. The starlight is reflecting in the sea foam, and the slow waves
do not prelude the fate of this land. Soon, the wind is up, Eolo is
blowing fiercy. The trumbling breath of the storm sounds like the
Harpies laughing. It looks like Titans were freed from Tartaro today.
The Furies should be walking on our world, coming to us with their
serpent-hairs flowing in the air and their eyes gushing blood. A god
should be angry with us, and the wrath of the gods is terrible. Our
land is doomed. Who may dare to face it?
But the mythic seer Tiresias had long ago a dream. He saw the
Mount Olympus. He saw the gods again. Some of them were weep-
ing for the fate of our wonderful land. There were still some beau-
tifull people, some untouched by the harm. Should all of them also
perish? Some of the gods have flown down in the darkness. They
have search in the deep night for a very few chosen ones. They have
whispered in their ears. They have given them a token of the gods
power. Thus, protectors will be raised for the sake of gods. They
will try to save their people from this chaos. But they are still only
mortals; and the choices of mortals are always hard. They will fight
until the end, but who knows if they will succeed. Who will become
a real heroe? Who will make feats worth of an ethernal poem, or a
Virgils tale?
v
vi PREFACE
Chapter 1
Introduction
The Wrath of the Gods is a role-playing game where the characters face an over-
whelming threat which surely will destroy their community and their world. The
players play the role of special people which are both, boosted and hindered by
the emotions of other significant characters. They share their happiness and hopes,
but also their pain and deception. Thus, they need to protect others to save them-
selves. When pain becomes unbearable, they have the choice to invoke the power
of their protector god.
Getting in a heroe-trance where they are disconnected from their emotions,
they are able to perform amazing deeds. But a heroe may easily risk too much,
endangering both, their safety and the safety of the others. Will any one of them
survive the terrible coming disaster? Probably not, but they will make a good tale
fighting until their last stance.
A community: The characters of this story are protectors of some people from
an endangered community. It may be a whole nation, even the an empire
like Rome; the population of a city-state like Athenas or Sparta; or the small
crew of a ship travelling to forbidden lands in a mythic quest like the Argos.
A threat: By any means they have awoken the wrath of a god. Thus, the com-
1
2 CHAPTER 1. INTRODUCTION
1.2.2 Protectors
The other gods are sorrofull for that poor people, some of them innocents and
beatifull mortal creatures. They have searched for some special ones among them.
Some who are worthy to get the favour of the gods to protect their peers. Some
with the potential to become heroes. Thus, those chosen by the gods are:
1.3. THE PLAYERS AND THE GAME 3
Skilled in struggle situations: Protectors are strong, sneaky and crafty. They are
innate or trained fighters with survival abilities. They may be aware of these
abilities, being trained in military corps or an esoteric order, or they may
look like normal people and discovering their potential when facing trouble.
Easily boosted by the emotions of others: When defending their friends or com-
munity they find strong psychological support and they may arise as un-
known heroes. However, the despair and fear of others also affect them
badly. They suffer the pain of others as well as their own pain.
The gods will name them as protectors. They will give them a token of their
power. When the pain becomes unbearable they will be able to invoke the gods
power and enter in a divine-trance state. As heroes of a god they will be com-
pletely disconnect from their emotions. Unharmed by them, and with enhanced
physical/spiritual senses, in this state they become amazingly strong, quick and/or
skillful. However, being disconnected from their emotions, they may easily risk
too much and endanger not only themselves, but also the people they try to pro-
tect. Moreover, enpowered by a god it is easy to forget about others. Thus, it is
not always easy to come back to the normal state.
The end of the game arrives when either, the community is totally destroyed,
or a small quantity of survivors manages to escape in the last moment. Game
mechanics will promote an increasing tension and a sense of doom and tragedy.
1.4 Overview
The second chapter further defines and describes the game elements. Chapter 3
guides you to prepare the game and create a community. In chapter 4 we present
the main game mechanics. Chapter 5 is dedicated to explain how to drive the
game, in order to create tension and enjoyment.
Chapter 2
In this chapter we define the game elements and we describe how to prepare the
game. The preparation stage will take as long as the players want to invest on it.
From fifteen minutes to several hours.
5
6 CHAPTER 2. PREPARING THE GAME
If they wish, they may also discuss how did they manage to awake the wrath
of a god. The classical myths and tales are full of examples featuring any kind
of reasons for a god to get angry. Remember that the sin of an emperor/empress,
king/queen, or hero/heroine may be the bane of his/her whole land and its popula-
tion. A profanation of a temple, a promise to a god which is not carried out, even
the simple fact of not supporting a godness when a mortal is required to judge
who is the most beautifull deity among several ones may be enough to innitiate
the disaster. If the god or godness is not powerfull enough to fulfill her revenge,
she may ask for the help of a main Olimpus god.
However, if you do not feel like filling up these details, remind that in most
situations it is not necessary to know why the community is facing the disaster.
Ancient people and heores were involved in many strange situations without any
idea of the ultimate reasons.
The normal-people who are relevant for the game are those related to the pro-
tectors. The players will create two significant normal people for each protector
and relationships will be established. At any moment during play, the GM may
introduce other characters to justify actions of the significant normal people or for
adding color. But they will not affect the game mechanics.
Creating the community map is the first thing to do after choosing the setting
and the threat. In Appendix A there is a model for the community map. You may
fill it up during the creation. It is prepared for up to six protectors. You may ignore
the boxes you dont need.
Motivation: This numerical value indicates how strong are the emotional con-
nections between the protector and her significant normal people. It is in-
creased by their success and it is spended to boost the protector actions. Its
innital value is 6 and it constantly changes during play.
Pain: This number indicates the emotional tension accumulated by the protector.
It begins as 0 and it is increased when the significant normal people or
the protector suffers; mainly failing to overcome a problem and facing its
consequences. The pain is a hindrance for the protector actions. When pain
grows the protector effectivity decreases. Its maximum value is 4. Once
this limit is reached, more Pain increases are ignored. Pain may be only
eliminated by getting into the Hero-State.
Damage: Its innitial value is 0. It is increased when the protector fails to over-
come a problem when in Hero-State. It indicates how much severe damage
(physical or psycological) has suffered the protector. When it reaches 3 the
2.5. CREATING NORMAL PEOPLE 9
protector is so damaged and dispirited that her faith, her vows with the god,
and her token of divine power break. From that moment on she is consid-
ered a normal person, unable to protect others anymore.
Community map
of
service Aristides
At the
Adrastos
Shepard
(Pan)
Rom
ant Clistena
ic a
ffai
r
ds
en
Aspasia
f ri
st
Arsinoe
Be
Li Priestess
ve
si (Demeter)
n
th
Fidon (Seer) et
em
pl
e
rom Trasibulo
gs f
dru
Get
Lisias
Healer
(Asclepios)
Healer Solon (Prince)
of
After creating the main connections, each player by turn creates one relationship
between one of her main connections and any other normal-person in the commu-
nity map. A line is drawn in the map between the two rounded boxes and a label
for the relationship added to the line.
Normal-Persons at a distance of two from a protector, are called her secondary
connections. At the end, each protector have two main connections and one or
more secondary ones. Creating persons who are interesting and easy to connect-
with, the player may achieve that other players choose her connections as sec-
ondary, increasing the integration of the protector in the community. More inte-
gration may mean some risk but much more chances in the game.
Community map
of
service Aristides
At the
Adrastos
Shepard
(Pan)
Rom
ant Clistena
ic a
ffai
r Lo
ver
s
ds
en
Aspasia
fri
st
Da
Arsinoe
Be
ug
the
ro Priestess
f Li
her
ve
si (Demeter)
n
for
th
Fidon (Seer) et
aler
em
pl
e
g de
Dru
rom Trasibulo
gs f
dru
Get
Lisias
Healer
(Asclepios)
Healer Solon (Prince)
of
Game mechanics
In this chapter we introduce the mechanics used during normal play. They de-
scribe the play order and the mechanics associated with facing troubles and the
effects of the outcomes. In chapter 4 it is discussed how to drive the game and
determine how it ends.
3.1 Scenes
3.1.1 Framing and free play
The play is a chain of scenes. Before each scene, the GM and players may discuss
the possible troubles and threat applications to be faced by the normal-people and
protectors. Then, the scene is framed by the GM, introducing and describing the
situation and the place where the next trouble begins. It may be the continuation
of a previous scene.
In a complete new scene the trouble will begin affecting one or two signifi-
cant normal-people, and it may propagate its effects through the community map.
The players will choose when and why to introduce their protector characters. In
scenes which are continuation of previous ones it is easy to determine who were
where and with whom. It is not necessary that all protectors appear in all scenes.
The GM should try to ensure that all players have similar opportunities to inter-
act and enjoy. Carefully choosing the significant normal people involved in the
conflicts will help to distribute the focus.
The players describe the protector actions and the GM describe the actions of
the other characters. Nevertheless, players may suggest ideas about the actions of
13
14 CHAPTER 3. GAME MECHANICS
the normal people and the GM should try to use them. Optionally, if the group
agrees on it, players may also talk and dialog for their main connections. Remem-
ber also that the GM may introduce at any moment new extra characters, to justify
normal people actions or for adding color; however, they will not be relevant for
the game mechanics.
driveNumber = 2
give color, but mechanically speaking they are of little help. The basic abilities of
a protector gives her a drive-number of 5.
The effect of Pain: However, when the protector is suffering pain his abilities
are quickly diminished. She must substract her Pain stat from the drive-number.
driveNumber = 5 Pain
The effect of Motivation: The pain may be temporally mitigated by the strong
motivation of a protector to save their significant normal people. Their successes
encourages her. For any roll, the player may spend 3 points of Motivation per each
point of Pain she wants to temporally ignore.
driveNumber = 6
+3 Panic
Panic = 15 = death
If a protector fails but there are other protectors around they may also try to
roll. If a protector in hero-state tries the roll, the result is definitive and no one
more may try. If one of the protectors get a positive outcome, the Panic effect
to the normal people in the group is blocked. However, for each one who fails, a
negative outcome is narrated, and all the protectors in normal state in the group get
a Pain point. Thus, at the end, all normal state protectors involved will accumulate
as many Pain points as failed rolls. Remind that the maximum value of pain for a
protector is 4. Normal people only get the Panic point if all protectors fail, they
give-up before succeding in a roll, or a protector in hero-state fails the roll.
+1 Damage
19
20 CHAPTER 4. DRIVING THE GAME
alterations produced by the arriving disaster. It is possible that they are the ones
who discover the threat through observation, or experimenting the first effects.
Perhaps and oracle or a seer predicts the coming disaster, but the local authorities
are not realizing the full magnitude of what is coming.
The first scenes should begin with normal people getting nervous, even frighten.
Trying to continue with their normal lives or looking for the protectors for coun-
sel. The threat should be something ominous about which people do not talk
openly. The first troubles may involve the characters belongings (crop-fields,
carts, houses) or friends. They will suffer some losts, but they will not be neces-
sarily endangered physically.
In some kinds of sceneries the threat should arrive by surprise, and you may
skip this stage.
Examples of play
We present here an excerpt of a possible actual play. The setting and threat are
those described in chapter 2. The GM is Ramon and the three players are Juan,
Loli and Carlos. They have created their protectors and normal people like in the
example community map in Figure 2.2. Juan plays Adrastos the shepard, wearing
the magic flute of Pan. Lolis protector is Arsinoe, the priestess who can invoke
the power of Demeter looking into her mirror. Carlos is portraying the ambitious
healer Lisias, who has received a wondrous goblet from Asclepio.
23
24 CHAPTER 5. EXAMPLES OF PLAY
Appendix A
In this appendix we include charts and models for: (a) Keeping track of the protec-
tor and connections details, including their descriptions and numerical attributes;
and (b) the community-map. The community-map model include up to six pro-
tectors and their associated twelve normal-people. You may uses the boxes you
need leaving the others empty. The layout of the boxes is thought to help in the
drawing of the relationships to the secondary connections.
25
26
Protector name: Connection name:
Description: Description:
Figure A.1: Players chart for protector and connections
Panic:
State:
Damage:
Normal
Pain: 0 1 2 3 4
Hero
Motivation: Panic:
Community map 27
29
30 APPENDIX B. ANCIENT GREEK DEITIES
Appendix C
31
32 APPENDIX C. CLASSICAL GREEK NAMES
Acknoledgements
This game is based on Disaster! a game designed and written in about 24 hours
for the Ronnies contest in October, 2005. The game central motives chosen for
the game were: Fight and Pain. The original Disaster! game may be found in...
Changes from the original Disaster! game include a more flexible structure
for scenes and a specific fictional background for the game. Those changes were
suggested by Ron Edwards on his comments to Disaster! after the October 2005
Ronnies contest. Some mechanical procedures have been also simplified and fixed
after the first play-testings; including also the introduction of rules for several
protectors facing the trouble in the same group.
This game was somehow inspired by the story Scanners live in vain by Cord-
wainer Smith. Specifically the idea of the hyper-power obtained when someone
may disconnected from pain, the possibility of changing states, and the problem of
coming back to your natural state (although I have somehow reversed the original
story ideas).
The game concept and mechanics are in debt to many discussions held by mem-
bers of The Forge forum. They are also highly influenced by some indie-games
I had the opportunity to read before writting the game. Looking backwards I
specially recognize the inspiration of Legends of Alyria and My Life with
Master.
33