The Rules
The success of any game depends upon the GM and players generating the appropriate atmosphere. The rules system is intended to be simple, quick and flexible so as not to detract from this atmosphere. It is not intended that the game should be preoccupied with rule judgements and calculations. Situations and characters should not be described in terms of rules and statistics. The GM and the players must co-operate to generate a feeling of involvement in real events. The GM should use the rules to bring his scenario to life and to satisfy the players that their characters are given fair treatment within the parameters of the game, whilst allowing some degree of larger-than-life adventuring success. Players should try to develop their characters and act in terms of the character’s motivation rather than trying to ‘win’. Keeping to and developing character, decisiveness and good story solutions should be rewarded.
If the application of the rules detracts from the atmosphere at any point then the rules are not serving their primary purpose. GM and players should keep in mind that establishing a playing style that is fun for all concerned is the most important objective, developing an ongoing narrative that develops the GM’s world and the players’ characters comes second, and adherence to the rules comes last.
Unlike some role-play games PCs are not rewarded by artificial ‘level’ increases. This would only result in the GM having to increase the level of challenge each game poses in a continual power escalation. Players should derive satisfaction from the development and achievements of their character. However, characters may increase skills during a game by gaining experience and undertaking training. The Wyrd (an Old English word meaning something like ‘fate’) rules below are intended to reward good play by giving well-played characters a better chance of survival and greater control over their fate and a chance of performing heroic or nefarious feats. This reflects how, in most types of fictional adventure narratives, important characters usually have fate working in their favour to reach a satisfactory resolution. A balance must be struck between Wyrd, the manipulation of fortune, and the use of die rolls to determine the outcome of actions.
The rolling of dice helps the players to connect with their character’s physical actions by performing a physical action of their own and seeing a result that is outside of the GM’s control. The outcome of an action is resolved by a modifier roll (d100) to represent the chance a character will perform above their normal skill level, followed by rolling three eight-sided dice (d8s) to determine the outcome.
Magic, if it exists in a game world, is often intimately linked to the setting of the game and maybe a dominant element in the atmosphere. Magic as it exists in the Heroes of the Fall setting is closely tied to the world of Lothendra and its history although the basic mechanics are easily adaptable to other settings. Magic users utilise Wyrd to control magical forces.
The rules are there to give the GM guidance as to how to handle decisions regarding the outcomes of the PCs’ actions fairly and consistently. With modifications, the Heroes of the Fall rules system may be used as a generic role-play system for all genres. The GM will need to make some amendments and additions to the rules to cover other particular settings.
Creating Characters
Creating Characters...The creation of a game begins with the player. Either using an existing character concept or by inventing a one new, the player fills in a character sheet and gives it to the GM. The GM will then decide if the character is sufficiently well-developed and has an appropriate balance of skills to be allowed to join the game.
The Party
Once characters have been generated the players must come together with the GM to establish a party motivation. Player characters may be loners, they will have different, and perhaps opposing, motivations. It may well be that one character is trying to kill a non-player character that another player character is trying to protect. However for the game to function players must at least come together as a party at some points. The GM may have story elements that are withheld from some or all players and players may have secrets from each other but the players must never the less co-operate to move the GM’s scenario forward and achieve their characters’ ambitions. The GM may introduce plot devices whereby the characters are brought together. Players must agree to abide by these devices at least initially or agree on a set of their own. If players wish to introduce a change to the GM’s plan they may bid Wyrd Points collectively to adjust the party motivation to suit them. Each player must agree to offer up the same number of points. Of course, the GM may veto this if it conflicts with a part of the plot not revealed to players.
Once the characters and the scenario are established the action can commence.
Resolving Actions
Resolving Actions...The narrative can proceed at whatever pace is appropriate to whatever is taking place. For example, a journey may be described in terms of what is happening from hour to hour or day to day, whilst actions such as combat are usually resolved in rounds where a round is the equivalent of one second of activity. The GM should blend his descriptions of the passage of time to fit the action. The GM determines the actions of non-player characters but (unless controlled by mystical means) a player always has the right to determine their own character’s actions. Once the GM has described the circumstances in which the characters find themselves the players must describe any actions that they are attempting. The GM must act as chairman to maintain order and allow each player the opportunity to speak. The GM can introduce a sense of urgency appropriate to the circumstance. The players cannot be allowed an indefinite time to decide how their characters may respond to a sudden circumstance. Once a player has said what they are attempting the GM should not allow them to ‘take the action back’. Players should be encouraged to listen carefully and act decisively.
Resolving Combat
Resolving Combat...Combat usually plays a significant part in fantasy adventures and this is true of Heroes of the Fall. The method for resolving combat actions is therefore more detailed than for other actions. However if the system is used for games with little or no combat these sections need not be used. A modified version of the Engagement Rules can resolve combats in a less detailed and more straightforward manner.
Damage and Injury
Damage and Injury...Damage from combat, burns, or falls can be brutal and debilitating because their effects must be role-played as determined by the rules. Without the cooperation of a supportive party, any serious injury will leave a character at a significant disadvantage and may exclude them from the game entirely.
Running Games
Running Games...The creation of a game begins with the GM. Either using an existing world setting or by inventing one, the GM devises a plot involving a series of appropriate challenges with several plot hooks to involve players. He gives the players guidelines for creating characters appropriate to the world and some general background information. The scenario can be a one-off game or part of an elaborate ongoing campaign intended for many sessions.