Gather:
- 5-6 Players
- Dice
- Notecards
- Pens
- "X" Card (tinyurl.com/x-card-rpg, John Stavropoulos)
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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
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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.
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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.