Gather: - 5-6 Players - Dice - Notecards - Pens - "X" Card (tinyurl.com/x-card-rpg, John Stavropoulos) --> --> --> --> --> Your Team is concluding a one-way journey. Together, select your destination, like: - Far beyond sight of the Quarantine Barrier. - A distant colony, half a lifetime's journey away. - A savage land, abandoned by honor. - The Titan's Disc, perpetually circumnavigating at impossible speeds. - An enclave for refugees, straining against uncertainty. - A tower to heaven, swallowed by the earth. Take turns answering each question: - "My expertise is..." - "I joined the Team because..." - "I'll often silently..." - "I rely on (Teammate)..." Each Player: - claim one unique Number, from 1-6. - roll for a Descriptor Word from each list, rerolling duplicates. These define your narration's tone. - Curious - Delightful - Funny - Inspiring - Perfect - Reassuring - Confusing - Grim - Menacing - Surprising - Tragic - Worrisome --> --> --> --> --> Play includes: - Denizen Events, whenever a creature is encountered. - Outcome Events, whenever a Character takes action and the outcome is uncertain. During an Event, roll. If the die's result matches: - no Player's Number, the current Narrator continues. - your Number, you become the Narrator. The Narrator resolves Events by selecting one of their Descriptor Words. - Say "The (Denizen / Outcome) is (Word)." - Continue narrating until the next Event. --> --> --> --> --> To begin: roll a Denizen Event.
I’m interested in cooperative gameplay and collaborative storytelling. I set out to design a portable game with a high degree of randomness, but which always included choice. I want every person playing Resolve to feel empowered to advance a complex, meaningful story with struggle, loss, and triumph.
I dedicate this game to Dan Deschenes, my DM / Storyteller / great friend for the last 18 years.