Crone: Beta Test Manual V 1.0 Not For Sale or Publication
Crone: Beta Test Manual V 1.0 Not For Sale or Publication
Crone: Beta Test Manual V 1.0 Not For Sale or Publication
Beta Test Manual v 1.0 Copyright 2013, CRONE RPG Not for Sale or Publication
NOTE:ThecontentsofthismanualandothermaterialsofthisBetaKitdonotrepresentthe finishedquality,content,orproductofCrone.
Chapter 1 - Introduction
Croneisagameaboutwitches,wizenedoldwomenwhowieldvastmagicalpower.These witchesdontbuildgingerbreadhousesoreatnaughtychildrenwell...mostdont.Instead,they traveltheland,goingonadventures,visitingancientruins,fightingpowerfulmonsters,andtrying theirbesttobringhopebacktoaworldthathasalmostforgottenit.
Roleplaying in a Nutshell
Croneisplayedbysittingaroundatablewithacoupleofyourfriendsandtellingastorytogether. Thismanualiswrittenfromtheperspectivethatyou,thereader,willactastheGameMaster,or GM,whiletherestofyourfriendstakeontheroleoftheindividualwitchcharacterthatthey havecreated.AstheGM,youllactasasortofemcee,explainingtherulesofthegame,building thegameworld,andcontrollinganycharactersinthestorynotcontrolledbytheotherplayers.If thatsoundsabitdaunting,dontfret!WeveworkedhardtomakeCroneeasiertorunthanyour averageroleplayinggamebutofcourse,justasfun. Croneismorethanjustastoryitsalsoacardgame.Thecardsrepresentthespellsand abilitiesavailabletoyourcharacters.Welltalkmoreaboutthemlater,butwhatyouneedtoknow isthattheyguideyouintotherawmechanicsofhowthegameworks,instructingonthe physicsthatmakesthegamerun.
The Setting
Introduction
[Incharacterbackground/loregoeshere] TheworldofCroneissimilartoourownaroundabouttheyear500CE,abouthalfofacentury afterthefalloftheRomanEmpire.AmightyempirecalledTheImperiatethatoncecontrolled theentireworldhasonlyrecentlycrumbledtodust,broughtdownbyitsowngreedandexcess. Now,theworldisruledonlybyanarchyandafewscatteredbarbariantribes.Strangeandterrible monsterslurkinthewoods,whilepeasantshuddletogetherinramshacklevillages.Thewritten word,science,andsafetyarethingsofthepast. Inthisnewandterribleworld,theonlyforceholdingsomesemblanceofsocietytogetheristhe Crones.Thesepowerfulelderwitchestravelfromtowntotown,villagetovillage,following mysteriousportentsthatguidethemontheirtasksandobjectives.WherevertheseCronesgo, theyaresuretomeetdangerandintrigueastheyattempttokeepthepeaceandrestorewhat hasbeenlost.
Our World
Theworldisawide,dangerousplacemuchofitisuntamedwilderness,scatteredwithsmall pocketsofcivilization,huddlesofpeoplebroughttogetherinfearoftheunknown.Inthenorth standthehigh,snowcappedmountains,fiercelyguardedbythanesandkingswhosefamilies haveruledsincedaysofold.Proudandsavagewarriors,thesepeopleneverbenttothe Imperiate'swill,andtheirmountainstrongholdsremainunconquered. Inthesouthsitstheremnantsofanempire,asmatteringoffeudingprincedomsandcitystates, clingingtothesouthernseaandtherichtradeitonceprovided.Fertilelandsandteemingtrade marketsmakethesefewcitiesripetargetsforthebarbarianhordes,andtheprincesanddoges ofthesecitieslearnedquicklytobuildtheirwallsstrongandhigh. IntheeastaretheFarLands,borderedoffbymountainrangesandtreacherousdesert.
Occasionallytravellerscomeherefromthosedistantlands,notsodifferentfromourselves,but manycarryingnewandfascinatingideasfromtheirhomelands. Andtothewest,theGreatSea,stretchingoffintothehorizon,andpresumablytotheveryends oftheearth. Inthecenteriswherewemakeourhome:theEndlessForest.Oncebrokenandcrossedby Imperiateroadsandoutposts,theforesthasovercomenearlyallcivilization.Nowonlyruinsand treesremain.Ofcourse,theforestisnottrulyendless.Hills,bluffs,riversandvalleysallroll throughourland.Thisiswherewehavecarvedoutourvillagesandtownsthefewprotected anddefensibleareaswherewecanfeelsomemodicumofsafety.Fortheforestisfullofonly darknessandterror.Strangebeasts,twistingpaths,andunknown,implacablemagiccallsthe foresthome.Mostlytheseforceskeeptothemselvesunlessthreatenedorimpingedupon,but woebetothepoorvillagerwhowandersoffintothataliendomain.Sufficetosaythattheywon't becomingback.
Our History
Itissaidthatwhentheworldwasyoung,forcesofsorceryandmagicruledallofmankind. Wizards,sorcerers,andothermagekingsheldtoweringcities,gleaminginimpunityandglowing withradiantsplendorandpower.Themagesmenandwomenfoughtbitterlywithgreat, crashingspellsorconstructarmiesmoremachinethanman.Nooneknowsexactlyhow"The Culling"cameabout,butmanyteachthatitwasthehubrisandprideofmagesthatbroughtit downuponthem. TheCulling.Withagreatanddeafeningcrack,nearlyallmagicwasdrivenfromtheworld.The arcanathatheldcitiesandempiresaloftcrumbledintodustandtheimmortalmagiofold returnedtotheearth.Somesaytheseoldmagiarestillwithusasmadgods,rumblingbeneath theground. IntotheworldcametheKingsofOldmortalmenwhocommandedbarbarianhordesandcarved theirfledglingandpagankingdomsfromtheforest.Itwasinthistime,itissaid,thatthecrones firstbegantowalktheearth.Theywereancientandwizenedwomenwhohadcaughtsomeof theretreatingmagicoftheworldwhetherbyblood,fate,ordivineright,itisunknown.Learning fromthefateofthemagi,thesewitcheslivedinsecrecyandseclusion,seekingneitherpower norinfluence,butneitherbestowingtheirgiftsandwisdomupontheirmortalneighbors. TheImperiaterosetoprominencenearlyamillenniaago,comingfromthesouthbearingmetal armorandarms,marchingtheirlegionsindrilledformations,anddrivingthekingsofoldfrom theirlands.Theybroughttheirgods,claimingdivinerighttoruleallofcreation.Intheirpride,they builttemplesandoutposts,seekingonlytocontrol,toconsume,andtodominate. Sotoo,didtheybringtheirhatredofwitchesandmagic,andinittheseedsoftheirownundoing. NonenowcansayforcertainwhatcausedtheImperiatetocrumbleintothedust.Maybethey
simpleoverextendedthemselves,theirlustforwealthandpoweratlastoutpacingtheirgrasp. Somesaytheywerebroughtlowbyinternalpowerstrugglesbehindthecloseddoorsoftheir paintedvillas.Onlythecronesknowthetruththatthey,inresponsetotheImperiate's murderousinquisitors,atlastdestroyedthefinalemperorandopenedthefloodgatesforthe currentchaosthatenvelopstheworld. Now,theworldisenvelopedinbedlamandbrutality.Saywhatyouwillabouttheempire,butthey builtcitiesandaqueductstheywroteliteratureandstudiedthesciences.Now,allthathasbeen burntbybarbariantorches,andonlyfearandignoranceremain.Everycronetodayisdrivenby theguiltoftheiractions.Nolongercantheysitidlybyandlethumanityfallintothethroesof extinctionanddespair.Nothepresentisourresponsibility,aresponsibilitythattheportentswill notletusputasideuntiltheworldissetontherightcourseonceagain.
Your Past
Youweren'talwaysacrone.Afterall,youdidn'tspringfromtheearthawitheredoldhag.No,you camemewlingintotheworldlikeanyotherbabe.Maybeyouwerealwaysdifferentmaybeyou wereaperfectlynormalchild.Somesayallwitchesaremarkedfrombirthbyblood,bydestiny, bymagic.Itdoesn'tparticularlymatter.Shortlyaftertheirtwelfthyear,mostfuturewitchesbegin toheartheportentscalltothem,orexperiencesomeothermagicalphenomena.Maybeyou werelostintheforestoneday,orweresetuponbyterrifyingnightmaresandvisions.Inany case,theportentsdrewyouinandsawtoyoureducation.Maybetheyguidedyoutoyour motherorgrandmother,sothattheycouldteachyouthefamilybusiness.Maybethesignsbid youtraveltoadistantvillage,ordeepintotheforest,sothatyoucouldstudyunderthewisdomof atrueandancientcrone.Or,maybetheportentsthemselvestaughtyouallyouneededtoknow, whisperingspellsandhiddenarcanatoyouinyourdreams.Hopefully,theydidenough. Hopefully,youwillbeready. Mostyoungwitchesareuntrainedandunproven,andfewcanmustermorethanafewweak incantations.Manylivesimplelivesandhidethestudyandpracticeoftheircraft.Somemarry andhavechildren.Somelivetheentirefirsthalfoftheirliveswithoutevenhearingthecallofthe portentsorleavingthehumblevillageoftheirbirth. Butonceawitchlivespastaboutherfiftiethyear,allthatchanges.Powercoursesthroughher veins,andhermagictrulybecomeslimitless.Theportentsbecomeundeniable,andsometimes violent,iftheyhaveto.Cronesarecompelledtopacktheirthings,leavetheirhomes,andwander theworldatthebehestoftheportents.Theyjoincircles,rightwrongs,andslaybeasts.Mostgo justalittlebitmad.Somelosetheirgriponrealityaltogether.Somerule,someserve.Some conquer,somemend.Whateveracrone'sdestiny,onethingiscertain:Thereisnosimplelife andnogoingback.Thefateoftheveryworldisnowinyourhands.
The Chaos
Commonwisdomsaysthatthegodshaveabandonedus.ThetemplesoftheImperiatelay broken,andifmercifulandkindgodseverexisted...well,theynolongerseemtoexertinfluence now. Somecronesbelievethatthisisnottrue.Theybelievethatthegodsarestillwithus,butthatthey arenolongerthenobleandjustrulersthattheImperiatesoexalted.Somewitchessaythey neverwere.
A Flicker of Hope
Notallisruinanddecay.Inscatteredvillagesorwalledcities,thelightofhumanityandprogress flickersandsparks.Booksandlorearehiddenawayinsecretlibraries,andsmallacademies andmasterilluminatorsworktopreserveandimproveupontheknowledgeofthepast.Most cronestakeitasapointofpride,andplaceahighpriorityinprotectingthesesmallholdsof humanityandwisdom,andmanytakeitastheirpersonalresponsibilitytorecordandresearch theworldaroundthem. History,math,physics,biologyandothersciences,madeplaythingsbymagic,arenonetheless pouredoverandstudiedbymanycrones.Inmanyvillages,cronesseektoenlightenaswellas protect.Theycarrymethodsofnewcroprotation,orofstrangenewdevicesthatcandivinethe movementsoftheheavens.Occasionally,iftheysurvivetheencroachingchaos,theseflickers ofknowledgebecomeflames,andmanycroneshaveseenvisionsofafuturetimewhenthese flamesbecomebeaconscitiesofartandsciencethatshineoutabovetheforest...foratleast aslongastheirlightisnotextinguished.
Character Cards
Everyplayerbeginsthegamewithacharactercard.(Charactercreationwillbecoveredin anotherchapter.)Everycharacterbeginsthegamewithsixthings:aname,aclass,attributes, initiative,health,andskills. Eachcharacterhasfourbasicattributes,listedbelow. Strength,whichdeterminesthephysicallycapabilityofthecharacter Dexterity,whichdeterminestheirmaneuverability Intelligence,whichdeterminestheirabilitytothinkontheirfeet Willpower,whichisthecharactersrawforceofpersonalityandcharisma Eachoftheseattributesrangesfrom0to3.Thoughtazerosoundslikeacharacterhasno capabilities,infactitmeansthattheyareonparwithmostpeople.Athreemeansthattheyare aboutthreetimesasstrong,fast,intelligent,orcharismaticastheaverageperson,depending upontheattributeinquestion. Skillsdeterminethespecializedtrainingthatthecharacterhasreceived.Maybesheknowsa thingortwoaboutplants,ormaybesheisamasterofswordandshield.Again,skillsrangefrom zerotothree,wherezerosimplymeansthatyourcharacterhasnospecialtrainingandknows aboutasmuchaboutthetopicasanyoneelse. InitiativeandHealthareusedprimarilyincombat,andtheydeterminewhatthecharactercando inacombatsituationandhowmuchpunishmenttheycantake,respectively. Finally,eachcharactercardhasahealthtracker.Playerscanmoveindicatorsalongthistracker inordertokeeptabsontheirhealthasitrisesandfallsduringcombat.
Playing a Witch
Asmentionedearlier,Croneisaroleplayinggame(orRPG),whichmeansthatthegameis playedbycreatingacharacterandplayingouttheirrole.TheGMsetsthestageforthegame, controllingnonplayercharacters(NPCs)anddeterminingtheoutcomesofanyactionsthe playerstake. Oneoftheuniquethingsaboutmostroleplayinggamesisthatplayerscanhavetheir charactersattempttodoanythingtheylike:negotiatewithadragon,knockdownamountain,or
setfiretoahaplesspeasant.Theanswertothequestion"Canmycharactertryanddothis?" shouldalwaysbe"Yes."Butjustbecauseacharactercantrytodoanythingtheylikedoesn't meanthattheywillalwayssucceed.InCrone,weusediceandandcharactercardsto determinewhetherornotanactionsucceedsorfails. Wheneveracharactertakesanactionthatcarriesariskoffailure,theGMwillcallsomethingout somethinglike"Roll3d6,Strength+Endurance,TN13."Whatthismeansisthattheplayer shouldrollthreesixsided,standarddice(3d6),addtheirfaceupsidestogether,andthenadding theircharactersattributeandskillrankaccordingtowhattheGMcalledout(Strength+ Endurance).Then,iftheplayerstotalisequaltoorhigherthantheTN,orTargetNumber",that theGMcalledout,thecharactersucceeds!Otherwise,theactionfails,andtheGMwillletthe playerknowtheconsequencesofthisparticularfailure.Mostofthetime,afailurejustmeans thatacharacterhasbotchedtheirfirsttryandcantryagainontheirnextturn.Othertimes,it meansacharacterhasfallenoffaclifforsetthemselvesonfire.Itreallydependsonthe situation.
TN
11 13 15 17 19
Combat
WhilemostofCronecanbeplayedusingthesimple3d6versusTNmechanicdescribedbefore, occasionally,thegamewillswitchovertoCombatRules.Theserulesaremeanttohelpkeep battlesfast,easy,andfun.
GM TheGMdrawsanumberofcardsfromtheirEncounterDeckequaltothenumberofplayers, plus2.TheythensettheirHealthandInitiativeforthisencounter(seeRunningAnEncounter)
Playing Cards
Atthebeginningofeachround,theGMwilldrawtheircardsandplaythemfacedownonthe tableinfrontoftheirintendedtarget.OncetheGMhascompletedtheirturn,theplayersturn begins. Theplayersmaydiscusstheircardsandstrategiesduringthisphase.Eachplayermayplayany numberofcardsaslongasthetotalInitiativeCostofallthecardsplayedisnothigherthan theirInitiative.NotethatplayersmaydiscardinitiativetokensinordertoboosttheirInitiativefor oneturnonaoneforonebasis. Example: Afterbrieflydiscussingwithherfellowplayers,Michelledecidesnowisagoodtimetolaydown somehurt.Sheplaystwocards,ReaveandLongsword.Reavecosts4initiativeand Longswordcosts2initiative,bringinghertotalinitiativecostto6forthisturn.Ashercurrent initiativeisonly3,shemustdiscard3initiativetokenstobringherinitiativeupto6tomatchthe totalinitiativecostofthecardsplayed.
Resolving Cards
Player Afterallcardshavebeenplayed,playersshouldbegintoresolvetheirindividualcards.Every cardhasaparticulardicerollthatmustbemadetoresolveitseffect.Thisrollismadeofan Attribute,aSkill,andaTargetNumber.Toresolveacard,playersrollthreedice.Thentheyadd thelistedSkillandAttributetotherolltotal.IfthetotalrollisequaltoorgreaterthantheTarget Number,orTN,listedonthecard,thecardsucceedsandtheSuccesseffectshouldbe applied.IftherollislessthantheTN,thecardfailsandtheFaileffectisapplied.Notethatmany cardsstillhaveapartialeffect,eveniftheyfail.
[ExampleText] [ExampleDiagram]
Ordered Resolution
Inorderedresolution,playersresolvetheirturnsonebyone,goingaroundthetableinasetorder whiletheGMwatchesandtracksgameeffects.Thismethodofresolutionisrecommendedfor newgroupsandthosewhopreferamoretraditional,organizedapproachtogameplay.Ithasthe benefitofallowingtheGMtoprovideadviceandexplaintherulesofabilityandencountercards. [ExampleText] [ExampleDiagram]
Chaotic Resolution
ChaoticresolutionismeanttoofferanexcitingalternativetotheOrderedstyleofcombat.Inthis style,playersresolvetheircardsallatonce,rollingforsuccessorfailureandannouncingthe resultsastheyarecompleted.Thisstyle,whileslightlymoredifficulttokeeptrackof,more closelymirrorsthefranticpaceofbattleandkeepsthegamemovingfasterthanOrdered Resolution.Thisstyleisrecommendedforexperiencedplayers.Itishighlyrecommendedthat afteroneortwobattlesusingOrderedResolution,allgroupsatleastgivethismethodatry.
[ExampleText] [ExampleDiagram]
Narrative Action
Whilethemechanicaleffectsofallcardsarebeingresolved,playersnarratetheactionsoftheir characters,describingthespellstheycastandtheattackstheyland.TheGMjoinsin occasionally,describingtheeffectsthattheplayershavehadupontheirenemiesandany actionsthattheirfoeshavetaken.
Clean-Up
Finally,allplayercardsnotstillinplayarereturnedtotheindividualplayershandsandtheGM returnshisplayedcardstoareshufflepile.Whenthispileisexhausted,itisshuffledbackinto theEncounterDeck.Oncethetableisclear,theroundisoverandanewroundofcombat beginsfromthePlayingCardsphase.CombatcontinuesinthiswayuntiltheGMisdrainedof theirhealth,someonefleesthebattle,oralloftheGMscardsarediscarded. Torecap:
CombatOverview
TheGMplaystheircardsfacedown Theplayersplayanumberofcardssuchthatthetotalinitiativecostdoesnotexceed theircharactersinitiative Playersflipovertheircardsandresolvethem,determiningsuccessandfailure Theeffectsofallcardsaredetermined TheplayersandtheGMnarratetheactionoftheround Playercardsarereturnedtotheirhands,andtheGMputstheircardsintoareshufflepile ThepreviousstepsrepeatuntiltheGMisdrainedofhealth,someonefleesoralltheGMs cardsarediscarded
On Health
Inmostroleplayinggames,HealthandHPrepresentabstractconceptsratherthanactual physicaldamagedealttothecharacters.Afterall,itwouldntmakesenseinmostgamesfora charactertokeepfightingafteraflurryofarrowshaveturnedthemintoapincushion.Butin Crone,thecharactersaremadeofheartierstuff.Theycanbeshot,burned,sliced,stabbed, crushed,electrocutedandstillkeepfightingwiththesameferocityasbefore.Inotherwords, dontbeafraidtobegoryandbrutalindescriptionsofdamageforfearofupsettingthemetaof thegameworld.
Chapter 3 - Characters
InCrone,allplayersexcepttheGMcreatetheirown,uniquecharacter.Thepurposeofthis chapteristoexplainhowtocreateexcitingandinterestingcharactersthatliveandbreatheinthe worldofCrone.
Character Sketch
Tobegin,havetheplayerstakeamomenttothinkaboutwhatkindofcharactertheywanttoplay, andwhattheywanttheirroleinthegametobe.Askthem,Doyouwanttobethekindofwitch whothrowsherselfheedlesslyintobattle,ordoyouwanttousecunningandschemesto achieveyourobjectives?Isyourcharacterjovialorstoic?Altruisticorpragmatic?Takingafew momentstocomeupwithabriefsketchofacharacterisalwaysworthwhile.
Class
Classesmakeupthefoundationofcharacters,buttheyarenotstrictdefinitions.These descriptionaremalleable,asyourplayersdonothavetoplaytheseclassesasdescribed,but shouldtakethemasatemplatestobuildtheirownuniquewitch.Formoredetailsontheclasses availableforyourplayerstochoosefrom,seepageXX.
Abilities
Everyclasshastenstartingabilitycardsassociatedwithit.Thesecardsrepresentthemagic thatcharactersbringtobattle.Inadditiontoclassabilities,charactersalsohaveaccessto equipmentcards.Equipmentcardsrepresenttheweaponrytheplayerscanuseinafight. Eachplayerchoosesatotaloffivecardsfortheircharacteratthestartofthegame.Eachof thesecardshasstrengthsandweaknesses,andplayersmaywishtocoordinatewithone anothertoformcomplementarysetsofabilities.
Skills
Eachcharacterhastheirownskills,talentsbothinnateandlearnedthathelpthemovercome obstaclesinthegameworld.Eachcharacterbeginsthegamewithfiveskillpoints,whichare distributedovertheirskills.Notethatnooneskillmayhavemorethanthreeskillpointsinvested init.Formoreinformationonwhataparticularskillisusedfor,seetheSkillsGlossaryonpage XX. [SkillChartGoesHere]
Reputation
InmostRPGs,charactersstartoffasyoung,wideeyedadventurers.Afreshslate,ifyouwill.At thestartofmost,ifnotall,gamesofCrone,thewitcheswillalreadybeafairlypowerful magicuserswhohavelivedforatleasthalfacentury.Itwouldthereforemakesensethateach characterhasalreadydoneafewnotabledeeds,andacquiredabitofareputation. Therefore,itisrecommendedthatyourplayersjotdownoneortwosentencestalkingabout whattheirparticularwitchisknownfor,priortotheeventsofthegame.Reputationscanbefairly epic:maybeawitchisrumoredtohaveslainadragon,ormadeapactwithaforgottengod? Reputationsdonotneedtobesograndiose:awitchcouldsimplybefamousforherrhubarbpie.
Alternatively,youcansimplybalancereputationsbymakingsurethatanyadvantageitgivesis balancedagainstanequaldisadvantage.Seethelistbelowforsomeadvantages/ disadvantagesthatarealltangiblyequivalenttooneanother. +1d3/1d3toskillchecks +1d6/1d6health +1/1initiative +1handsize/1handsize +1alldamagedealt/1alldamagedealt 1alldamagetaken/+1alldamagetaken +1initiativetoken/1initiativetoken
ACondition.Playersmustdosomethinginordertoupholdtheirreputation.Thiscanbeas simpleasoccasionallyplayingintoitabittofullonritualsthatmustbeperformedeverymoon. Asmentioned,thebenefitandpenaltyofareputationcanbebalancedbyhavingthebenefitturn intoapenaltyifnotmet.Alternatively,simplyremovetheeffectsofthereputationifaplayergoes toolongwithoutfulfillingtheircondition.Though,generally,itsgoodformtogiveareputation backonceaplayerstartsmeetingitsconditionsagain. Examples HellehasareputationasaPlagueEater SoftBonus:Whiletroublingtosome,theprospectofbeingcuredofanydiseaseormalady generallymakespeoplebehavefavorablytoHelle.
Benefit:Oncepersession,Hellecanconsumeapermanentillnessordeformityafflictingan NPC.Whendoingso,shegains1d6health,evenifsheisalreadyatmaximumhealth. PenaltyandCondition:IfHelledoesnotconsumeatleastoneillnessinthiswayatleastonce everytwosessions,sheloses1d6fromhermaximumhealthuntilsheconsumesanother illness. ClaishasareputationforherFearsomeShield SoftBonus:ItiscommonlyknownthatClaissshieldismadefromthebonesandfleshofa manwhooncewrongedher. BenefitandPenalty:IfClaisiseverthreateningortryingtointimidatesomeone,shegains +1d3totheroll.However,ifsheiseverytryingtopersuadeornegotiatiewithsomeone,she takesa1d3penaltytotheroll. Condition:Claissshieldisimportanttothisreputation,andshemustcarryitwithherwhenever shecan.
Finishing Touches
Nowthatyouhavealltherawmechanicsofthecharactersworkedout,itisrecommendedthat theplayerstakeaminutetothinkabouttheircharacterbeforejumpingintothegame.Askeach playermorequestionsabouttheircharacter.Whatareherhopes,herdreams?Heraspirations? Herweaknesses?Whatwasherlifelikebeforeshebecameawitch?Thesequestions,and otherslikethem,willhelpyourplayersfleshouttheircharactersandgivethemmoreofa personality.
[SideboxDetailedBackstory]Ifyourgrouplikestogivetheircharactersdetailed backstories,considerusingthisrule.Haveeachcharactertakeapieceoflinedpaper andthenwritedownonesentenceanswerstothefollowingprompts. TheMaiden:Describeaformativeeventinyourcharacterschildhoodor adolescence. TheMatron:Describeyourcharacterslifebeforeshebecameacrone. TheCalling:Howdidyourcharacterlearnthatshewasawitch? TheTeaching:Describewhattraining,ifany,yourcharacterhadinthewaysof magic. TheCrone:Describethefirstactyourcharacterperformedonceshebecamea fullfledgedCrone.
Advancement
CharactersinCronearenotstatic.Theygrow,theylearn,andtheybecomemorepowerful.Of course,witchestendtobequitepowerful,butforthewomenofCrone,theresnolimittohow strongtheycanbecome!
Experience
Experience,asaconcept,representsthecumulativetraining,knowledge,andinsightthata cronegainsduringhertravels.Itisusedtomakecronesmorepowerfulbyincreasingtheirskills anddevelopingtheirabilities.
Gaining Experience
Experienceisgainedthroughinteractingwiththegameworldandcompletingobjectivessetforth bytheGM.Usually,theGMdisplaysatleastoneQuestorGoalcardonthetableduringplay. Thesecardsstatetheobjectivethatmustbecompleted,andmayindicatetherewardthatthe partywillreceiveforcompletingthequest.
Using Experience
Experiencemaybespentinordertoincreaseacharactersrankinaspecificskillona oneforonebasis. [Exampleofusingexperience] Note:NoskillmayevergopastRank3,thoughplayerscanalwayspurchasenewskills.
Character Goals
InadditiontothequestslaidoutbytheGM,playersmaysetpersonalgoalsfortheircharacters. Thesegoalsshouldbeappropriatelyepicanddifficult,suchasSlayaDragonorDiscoveran AncientKingdom.WheneveraplayercreatesaGoal,theyshoulddiscussitwiththeGMsothey maychoosetoprovidearelevantrewardforcompletingthatgoal.Typically,completinga CharacterGoalgrantsthecharacter+1toarelevantstat. [Exampleofhowgoalswork]
Chapter 4 - Classes
[Thischapterisstilltocome.PleaseseeCharacterCads.pdfforclassdescriptions]
Chapter 5 - Encounters
Running an Encounter
ChapterXXXdescribedthebasicmechanicsofhowcombatworks,butthissectionisdesigned todelvefurtherintohowtheGMplaysonceabattlestarts. TheGMhavethreenumberstokeeptrackof.Thesenumbersvaryalongwiththeamountof playersparticipating.Seethetablebelowforadescriptiononcalculatingthestartingvaluesfor eachencounter.
[Sidebox]:TherearemanywaysaGMcanchangethedifficultyofanencounter.Itis highlyrecommendedthatyouexperimentwithdifferentadjustmentstothestandard encounterinordertofindstylesthatworkwellforyou.Someexamplesinclude:Starting withextraorfewercardsonthefirstturn,creatingEnvironmentorEffectcardsthat introducepenaltiesorbonusesfortheplayers. ResolvingCards TheGMisuniqueinthatthemajorityoftheircardsdonotneedtoberolledtodeterminetheir successorfailuretheysimplytaketheeffectstatedonthecardunlessotherwisecounteredby asavvyplayer. PushinganEncounter IftheGMfeelsthatanencounterismovingtooslowly,ortheywanttoraisetheintensityof combat,theycanPushtheirEncounterDeckinoneoftwoways.
Chapter 6 - Sessions
Session Creation
AseveryGMhastheirownuniquestylewhilerunningagame,sotoodomostGMshavetheir ownwayofpreparingforagame.Therefore,theintentofthesenextfewchaptersisnottolay downanyofficialrulesthatmustalwaysbefollowed,butmerelytoprovidesuggestionsonhow anaspiringGMcanadapttheirstyletotheworldofCrone.
Start Epic
Incontrastwithmanyotherroleplayinggames,thecharactersofCronedonotstartatalow pointofskillorability.Instead,theyareimmenselypowerfulwitches,andthethreatstheyface andgoalstheypursueshouldmirrorthatpower. Catchingcommoncriminalsandhuntingbanditsmaybeacceptableinothergames,butin Cronetheywillfeelsillyandoutofplace.Anysensible,mundaneopponentwouldfleeinterror themomenttheylearnedtheywerefightingawitch.Tomakethreatsbelievabletheymustbe morethanmundane. Looktofairytalesandthelegendsforinspiration.Thinkdragons,giants,andotherstrange beasts.Theseareopponentsworthyofacrone.
Cast of Characters
Theprimarydrivingforcebehindallroleplayinggamesisthecharacters.Mostofthecharacters inCronearenot,infact,controlledbytheplayers.Instead,theyarethetownsfolk,kings,and beaststhattheGMdreamsup.Goodcharacterizationofthesenonplayablecharacters(NPCs) canmakeorbreakanyroleplayinggamegoodcharactersmakeaworldseemmorevibrant andalive.Noonewantstoplayagamepopulatedwithcardboardcutouts. Whenpreparingforasession,itisagoodideatotakeafewminutestothinkaboutthedifferent charactersthattheplayersmayrunintooverthecourseofthegame.TheGMdoesntneedto createanexhaustivebackstoryforeveryvillagertheplayersmightrunacrossandNPCscanbe createdontheflyaswellasinadvance.However,everygoodNPCneedsatleastthreethings:
Creating Challenges
Thelifeofawitchisseldomaneasyone.Fraughtwithdangeranddespair,imposingchallenges springupateveryturntotryandfoilthemachinationsofthecrones.SomeGMsprefertocreate thesesortsofchallengesonthefly,reactingasdynamicallyaspossibletotheplayersactions. ButwhetheraGMiscreatingobstaclesinadvanceormakingitusastheygo,thereafew goldenrulestofollow.
CreateObstacles,NotSolutions.Noonelikesbeingtoldwhattherightwayistosolvea problem.Halfthefunofroleplayingisfiguringoutyourownsolutions,andhalfthefunofGMing isseeingallthecreativeandunexpectedthingsplayersdo!Dontstiflecreativitybydesigning challengeswithspecificsolutionsinmind.Simplyplunkarockdownintheroadandstepback: donttelltheplayerstheyhavetogoarounditiftheywanttogothroughit. PlugandPlay.Itsbesttocreatechallengesthatdonthaveasetorderofevents.Dontgointo planningasessionassumingthattheplayerswilldoX,thenY,thenZ,becausesureenough,the playerswillignoreX,blowYtosmithereens,andthendoQinsteadofZ.Instead,trytocreate interchangeable,dynamicchallengesthatcanbepluggedintothestorywhenappropriate. Unusedchallengescanalwaysbebroughtbackfurtherdowntheroad. PlaytotheirStrengths.Itmaysoundcounterintuitive,buteverychallengetheplayers encountershould,atleastinsomeway,playtothestrengthsoftheircharacters.Mind,this doesntmeanthatthechallengeshouldbeeasy,simplythatitshouldbefair.Inotherwords,ifno oneinthepartyhastheLoreskill,dontcreateanswerstoriddleswritteninforgottenlanguages onthepagesofdustytomes. DontUsePuzzles.Justdont.Puzzlesareindividualactivities,androleplayingisasocial experience.Mostgroupswillnotenjoyspendingtwentyminutestryingtofigureouthowtopush blocksaroundatempleinordertounlockadoor.Ifyourgroupdoeslikepuzzles,createthem withatleastthreesolutions,oneofwhichisbruteforce. [sideboxCollaborativeDetails]Ifyourgrouplikestotakeacollaborativeapproachto storytelling,considerusingthisrule:Wheneveryouarecalledontocomeupwithsome detailofthegameworld,oransweraquestionthatyouwerentpreparedfor,outsource it!Assigneachplayeranumber,andthenrolladie.Pointtowhomeversnumberyou rolled,andputthequestiontothem.Whatsthenameofthisvillage?Howisthis characterdressed?Usually,thesedetailswontbeparticularlyplotrelevant,butdont beafraidtouseanycleverideasthatyourplayerscomeupwith!
Chapter 7 - Campaigns
Campaign Types
TherearemanydifferentcampaignsthatcanberuninCronecampaignsthattakeplayers acrossdistantlandstofaceformidablefoes,orqueststhatdealinsubtlenegotiationand intrigues.Thepurposeofthissectionistobreakdownsomeofthesecampaigntemplateswhich aGMmaywishtodrawfromincreatingtheirownadventures.Thisisfarfromanexhaustivelist, buthopefullyitwillbeenoughtogetstarted.
The Journey
Perhapsthemostarchetypalofallstories,thejourneysimplyseekstotakeplayersfromone placetoanother.Whilemanycampaignshaveplayersthattravel,inthejourney,thattravelis itselftheprimaryobjective.Maybetheplayersaretakingapilgrimage,orreturningtoaoncelost home.GoodexamplesofjourneystoriesvaryallthewayfromBattlestarGalacticatoThe WizardofOz. Whenpreparingajourneycampaign,itisessentialtogivetheplayersacompellingreasontogo towhereveritistheirdestinationis.Thisiswhysomanyofthesestoriesrevolveonareturn home,butthatisfarfromtheonlyoption. Alsokeytoagoodjourneyisthemap.Onedoesnotneedtobeagreatartistorevenincludea lotofdetailinthismap,butitiswisetoplotout,geographically,whatareasliebetweenthe playersandtheirdestination.IftheGMwishestoinvolveyourplayersinthedesign,theymight considersolicitingsuggestionsforvariousplacesandregionsthatthecharacterswillhavethe optionoftravellingto. Whenrunningajourneycampaign,itisimportanttokeepthereinsloose,sotospeak.Letthe playersdecidetheirownroute,butdontbeshyaboutplacingobstaclesintheirway.Dontplan toofaraheadattheendofeachsession,asktheplayerswheretheyareheadednextandthen buildsessionsaroundthat.TheGMdoesnotneedtohaveasessionbuiltforeverycontingency orregion. Indesigningsessions,keepinmindthattheplayersprimaryobjectiveisthejourneyitself. Offeringshortcuts,settingupdelays,orimploringthecharactersforassistancemayserveas impressivelurestothecharacterstostayawhileinaregionandexploreabit.However,dont
The Pursuit
Aclosecousintothejourney,thepursuitconsistsofastoryinwhichthecharacterstravelin pursuitofandsearchforagivenobjective.Theobjectivecanbeanything,really.Ahatedenemy, aworldsavingrelic,oralostchild.Therearemanyexamplesofpursuitstories,datingallthe waybacktothearchetypalQuestfortheGrail. Sittingdowntoprepapursuitcampaignmayseemlikearelativelyeasytask.Simplydecide whattheplayersshouldbepursuing,givethemagoodreasontodoso,andthensetthem loose.However,likeinajourneycampaign,worldbuildingisessential.Takesometimetoplotout amap,giveroughdescriptionsofregions,andmaybejotdownafewideasofwhatleadsor rumorsmightcausetheplayerstogothere.Again,solicitingideasforplacesandregionsfrom theplayersisanexcellentidea. Inrunningthegame,keepinmindthattheplayerswillbeexpectingcluesandguidanceintheir quest.Theobjectiveinthesegamesisoftenunclearandtheplayersmayoftenneedhintsand guidanceintheformofportents.Alsokeepinmindthatthereshouldbeflexibilityinhowoptions arepresentedtotheplayers.Givethemtheopportunitytofollowmultiplepathsandinvestigate differentleads. Sessionbuildingshouldbefairlystraightforward.TheGMcanreliablyexpecttheplayerstofollow theportentsgiventothem,andthepointtopointnatureofthepursuitmakesitrelativelyeasyto plotouttheexpectedcourseofagivenadventure.Thatbeingsaid,itisessentialinapursuitthat theplayersfeelliketheyaremakingrealprogress.Havingtheirobjectiveconstantlyeludetheir graspcangetveryfrustratingveryquickly,sobesuretoalwaysgivetheimpressionthatthe playersaregettingcloserandclosertotheirgoal. Playerswontalwaysinvestigatetheinformationprovided,andmaychoosetoignorecertain leads.Bepreparedtothrowdownaquickprepreparedsessionthatoffersanalternativetothe currentcourseofactionintheeventthattheplayersdecidetooptout.Thisquicksession shouldbedesignedsothatitcanbedroppedintoanypointofthecampaignmaybeashort sidequestoratangentialrumor.
The Guardians
Inmanygreatstories,theheroesfindthemselvesprotectingsomethingthattheycaredeeply about.Theirhome,theircity,theirlovedones,andsometimeseventhewholeworld.Inguardian campaigns,thecharacterstakeontheroleofprotectors,guardingandsafekeepingsomething ofgreatimportance.ClassicexamplesofguardianstoriesincludeXXXXXX Preparationofaguardiancampaignbeginswithselectingwhatthecharacterswillbeprotecting.
Thiscanofcoursebeliterallyanything:acity,aperson,oranimportantartifact.Notethatitneed notbesomethingallthecharactersnecessarilylove,butitmustatleastbesomethingimportant thattheyseethevalueinprotecting. Ofcourse,itwouldberatherdullifthecharactershadnothingtoprotecttheirobjectivefrom! Yournextstepshouldbetodecidewhatfactions,foes,andinterestedpartiesmightbetryingto acquireordestroywhatitisthatthecircleisprotecting.Hereyoucansolicitideasfromthe players,thoughasalways,becarefulthatyoudontgettoodetailedaboutwhatexactthreatsthe partywillbefacing. Becarefultokeepsessionsvariedandinteresting.Someonetriestotakeobjective,theparty stopsthem,etcetcquicklybecomestiresome.Maybethepartycangoontheoffensive,or occasionallytheyhavetoretrievetheirobjectivefromanenemy.Throwinatrickortwoenemies thatusewitandcunningratherthanbruteforcearealwaysgoodtoliventhingsup. Itisimportanttohaveanendgameinmindforthiscampaign.Whatisthepurposeofprotecting theobjective?Howlongdotheyhavetoprotecttheobjectivefor?Willthereeverbeatimewhen theyarefinallysafe?Playersmaygrowtiredorapatheticiftheresnoprogressmadeandno conceivableendinsight.
Campaign Advancement
WhensettingouttorunacampaignofCrone,itisimportanttokeepinmindthepaceand speedofadvancement,aswellashowitaffectsyouastheGM. AsdiscussedinXXXadvancement,bydefault,issetsothatcharactersgainexperienceata regular,evenclipastheyaccomplishobjectives.AswediscussedinXXX,charactersshouldbe completing,ormakingsignificantprogresstowardscompletingobjectiveseverysession. Thissystemworkswellforaquick,easycampaignwherethecharactersgaininpoweralmost everysession.ThissortofdefaultcampaignshouldlastanaverageofaboutXXX,assuming youplayaboutonceaweekforatotalofXXsessions.
Extended Campaign
However,ifyourelookingforalonger,moreepiccampaign,itisprobablyworthittospreadthe experienceoutabitmore.Insteadofhavingplayersgainapointofexperiencewitheverygoal theymeet,youmighthavethemgainobjectivepointswhicharethenrolledintoexperience.As ageneralrule,foralong,spacedoutcampaignyouwanteachpointofexperiencetotaketwice aslongtogainasthepreviousone.Seethetablebelowforanexample:
PointsofExperience
1st 2nd 3rd 4th 5th
ObjectivePoints
1 2 4 8 16
Usingthissystem,yourcampaignshouldrunforaboutXXX,assumingyouplayonceaweekfor atotalofXXsessions.