Drama System CC
Drama System CC
Drama System CC
Components
To play this game, you need:
5 8 participants
one deck of playing cards
a supply of poker chips or beads
1 red, 1 green and 1 yellow token per participant
about a dozen tokens of a fourth color (I use blue)
as many index cards (or spare playing cards or collectible game cards) as you have
players
writing utensils
scrap paper
Creating Characters
Step By Step
1. The Game Moderator briefly encapsulates the series setting and premise, defining the
group from which the main player characters are drawn.
2. GM determines precedence; see p. 3.
3. First player in order proclaims his/her characters name and role in the group.
4. Second player proclaims his/her characters name, role in the group, and relationship
to first character. Players notate relationships on relationship maps.
5. Third player proclaims his/her characters name, role in the tribe, and relationship to
all other proclaimed characters.
6. According to precedence, remaining players repeat above step.
7. In the established order of precedence, players proclaim their desires.
8. In the same order, players define their characters dramatic poles.
9. GM chooses a new precedence order.
10. First player in new precedence defines what his/her character wants from any other
Order of Precedence
From time to time, the GM determines precedencean order in which the players act.
Before play begins, write your players names on index cards, one card per player. Whenever
you need a precedence order, shuffle them and note the result.
Defining Relationships
When you define your relationship to another PC, you establish a crucial fact about both
characters. You can make it any kind of relationship, so long as its an important one. Family
relationships are the easiest to think of and may prove richest in play. Close friendships also
work. By choosing a friendship, youre establishing that the relationship is strong enough to
create a powerful emotional bond between the two of you. Bonds of romantic love, past or
present, may be the strongest of all.
As in any strong drama, your most important relationships happen to be fraught with
unresolved tension. These are the people your character looks to for emotional fulfillment. The
struggle for this fulfillment drives your ongoing story.
Defining one relationship also determines others, based on what has already been decided.
Players may raise objections to relationship choices of other players that turn their PCs into
people they dont want to play. When this occurs, the proposing player makes an alternate
suggestion, negotiating with the other player until both are satisfied. If needed, the GM assists
them in finding a choice that is interesting to the proposing player without imposing unduly on
the other.
Keep track of relationships as they are established during character creation with the
Your Desire
A PCs desire is the broadly stated, strong motivation driving his actions during dramatic
scenes. The desire moves him to pursue an inner, emotional goal, which can only be achieved
by engaging with other members of the main cast, and, to a lesser degree, with recurring
characters run by the GM. Your desire might be seen as your characters weakness: it makes
him vulnerable to others, placing his happiness in their hands. Because this is a dramatic story,
conflict with these central characters prevents him from easily or permanently satisfying his
desire. Think of the desire as an emotional reward your character seeks from others. The most
powerful choices are generally the simplest:
approval
acceptance
forgiveness
respect
love
subservience
reassurance
power
to punish
to be punished
Action Types
In some series, for example one inspired by the works of Jane Austen, the characters fates
How You Do It
For each of your strong action types, write a short phrase (or single word) describing your
specialty within the type. In a situation where it fits to describe yourself as employing your
distinctive talent, you gain an additional advantage. Use specific detail; dont just find a
synonym for the broad category. Your GM may ask you to adjust an overly vague, broad, or dull
description.
Descriptors distinguish main cast members from one another. If two players pick similar
descriptors, negotiate to decide who keeps the current idea and who picks a new one.
Your Story
Given what youve now discovered about your character, complete the sentence: My story is
of a man/woman who...
The sentence should evoke your desire, and possibly your central relationships and
Themes
Distinguishing each episode is a theme for participants to weave, loosely or obviously, into
its events. At the end of the first session, the GM chooses the next precedence ranking. It sets
out the order in which players choose the themes for the following episodes. The first player in
the precedence order chooses the theme for the second session, the second choose for the third
session, and so on. Once everyone has had a chance to pick a theme, start over again,
continuing in this order until the series comes to its conclusion.
Scenes
Each episode consists of a number of scenes:
an opener that introduces the theme
an indeterminate number of development scenes that riff on and refer to the theme
in various ways
a closer that somehow completes the themeor ends organically, on a cliffhanger,
conclusive line, or other exciting moment
Calling Scenes
Each scene begins by throwing to a player who then calls the scene, laying out the
parameters under which it unfolds. These are:
Cast: names the main or recurring characters taking part in the scene. To cast a scene
your player character is not in costs you a drama token (p . 10.)
Setting: where the scene takes place (at least at its outset; a scene can shift in time and
place as it unfolds)
Time break (if any): by default, scenes are assumed to take place shortly after, or
concurrently with, the previous scene. If you want to jump ahead in time, say so, and by
how much. Time breaks are susceptible to challenge (see below.)
Mode: Indicate whether this is a primarily dramatic scene, in which a PC or recurring
character pursues an emotional reward from a PC or recurring character, or a
procedural scene, in which one or more PCs (possibly aided by supporting characters)
pursues an external, practical goal.
Situation: a brief description of whats happening at the scenes outset. As excitingly as
possible, the caller describes the scenes location, the activities of the characters
involved, and the prevailing circumstances. The situation may be a simple meeting of
characters to hash out an emotional conflict, or can introduce a complication: a new
plot development affecting some or all of the main cast. Caller narration may be
challenged if players object to what you describe them as doing, or if they feel that your
complication assumes a plot advancement that ought to be played out instead. Other
Calling Order
Before the episodes first scene, the GM picks the next precedence order.
The player choosing the episodes theme always calls first. Then comes the player who
actually appeared first, in your precedence order. The GM inserts herself into the order,
replacing the player who chose the theme.
Scenes are then called according to this altered order. Once you reach the end of a calling
order, it rolls over, continuing the already established precedence order.
Challenges
Players may request adjustments to called scene parameters by announcing a challenge. How
they do this depends on the element they object to.
Except where otherwise indicated, challenges resolve through a vote. With a show of hands,
all players side with the caller or the challenger. The GM votes to break ties. Should the scene
seem satisfyingly in keeping with the narrative to date, she votes to uphold the call. When the
call seems somehow punitive, unfair, or contrary to the spirit of collective creation, she votes to
uphold the challenge.
Players may see that a scene might justifiably be challenged, but elect not to do it.
Ducking a Scene
You may challenge your casting in a scene you do not want your character to take part in.
The caller may then acquiesce to your objection, and call the scene without you, or may
further describe the scene so that your characters desire and poles compel your participation.
You can duck this compulsion by spending a drama token, which goes to the caller.
After you successfully duck a scene with a cast of two, leaving nothing to play, the caller
starts over, calling a new scene that does not include your character.
Rushing a Scene
To insert your character into a scene the caller has not cast you in, and actively wants to
keep you out of, spend a drama token (p. 10) or a bennie (p. 20.) The caller receives the token or
bennie.
It costs nothing to join a scene if the caller consents to your joining.
A caller may block your unwanted entrance into a scene by spending a bennie.
You can attempt to rush a scene already in progress.
Going To Procedural
If a player describes his character successfully performing a difficult practical task, any
participant, GM included, may demand that a procedural resolution (see p. 13) instead be
performed to see if they successfully do it. Unlike other challenges, it takes only one objector to
trigger a procedural resolution. The narrating player may avoid the procedural resolution by
either withdrawing the description entirely, or adjusting it to satisfy the objector(s).
Dramatic Scenes
In a dramatic scene, characters engage in verbal conflict over the granting or withholding of
a desired emotional reward. The character seeking the reward is the petitioner. This role is
more often than not taken by the scenes caller. The character deciding whether or not to
extend it is the granter.
Gaining Tokens
Any dramatic scene ends with an exchange of one or more drama tokens.
If the petition is willingly granted by the participant, the granter earns a drama token--from
the petitioner if he has one, or from the kitty if not.
If the granter refuses, the petitioner gains the tokenfrom the granter if she has one, or
from the kitty if not.
Forcing
If the player (or GM) playing the granter chooses not to relent, the petitioner may, by
spending two drama tokens, force the granter to grant a significant emotional concession. This
may still withhold some part of what the petitioner seeks, especially on the practical level, but
must nonetheless represent a meaningful shift of emotional power from the granter to the
petitioner.
At the end of the scene, the forced granter receives the two drama tokens from the
petitioner, provided the force actually takes place.
The granters player may block a force by spending three drama tokens. These are paid to the
petitioner, at the end of the scene. The petitioner does not spend the 2 tokens that would have
been spent on the force, for a net gain of 3.
After a force occurs or is canceled, the same characters may not, for the duration of the
episode, be called into similar scenes intended to reverse the original result. Some significant
new element, as judged by challenge voting if need be, must be added to make the scene a true
new development, and not just another kick at the can.
No Contest Scenes
When you act as granter, you may find, as a scene plays out, that your character has no
reason to oppose a petitioners request. If so, you can declare this a no-contest scene, bringing
it to a quick conclusion. The caller may then call a new scenehopefully one in which real
conflict does occur. If at a loss for a replacement scene, the caller may choose to pass to the
next caller in the established precedence order.
Two-W ay Exchanges
At the end of a dramatic scene, the GM and participants might conclude that it was a two-
way exchange, in which each character sought an emotional payoff, which either was or wasnt
granted.
If both participants were a) denied or b) got the payoffs they sought, each receives a drama
token. If both players have a drama token already, this cancels outyou neednt actually trade
tokens. If one or more have zero drama tokens, however, the missing token(s) come from the
kitty.
If one petition was granted and the other denied, the denying player pays the granting player
two tokens. If the denier has less than 2 tokens, the deficit is made up from the kitty.
Two-way exchanges may prove particularly common in scenes started with a soft open (p.
13).
Multiple Petitioners
Sometimes more than two characters will take part in one dramatic exchangeor several
dramatic exchanges will overlap and interweave with one another. This might happen when:
a player jumps into a dramatic scene
a dramatic scene arises organically from a conference scene (p. 13.)
Where possible, the GM avoids having recurring characters take major roles in these multi-
layered dramatic scenes. Ideally, they act only in a supporting capacity, answering questions or
offering opinions without seeking emotional rewards of their own. Sometimes the story
demands that they take part as granters. The GM can almost always ensure that they dont act
as petitioners.
After the various discussions come to a head and appear to resolve themselves, ask whether
this was a dramatic scene at all. Do one or more players feel that their characters sought an
emotional payoff?
If not, it was an expository scene setting up future events, probably of a procedural
nature. No drama tokens are exchanged. Call the next scene.
If only one player answers in the affirmative, this is an ordinary drama scene with
onlookers. Determine the distribution of tokens as usual. This is the most common case:
even in a group scene, one characters petition usually dominates, to a degree that all
participants instinctively acknowledge.
Soft Opens
You can start a scene without specifying a situation. Instead the characters cast in the scene
simply start talking to one another, and the scene works organically toward a dramatic conflict.
This is called a soft open.
Conference Scenes
On occasion youll want to call a particular type of soft open, the conference scene, in which
all or most of the main characters discuss the issues currently before them. This might or might
not resolve into a dramatic scene. It may instead simply work as an establishing scene, setting
up subsequent dramatic and/or procedural scenes.
Procedural Scenes
In procedural scenes, characters pursue practical, external goals. These may allow them to
petition for emotional rewards in subsequent scenes, but at the moment of success or failure
are matters of practical effort.
Procedural Resolution
Each player, and the GM, starts the first session with three procedural tokens: one green, one
yellow, one red. When you spend a token, set it aside. The others remain unspent. When youve
spent all three of them, they immediately refresh. All three of them return to your pile of
unspent tokens, and become once again available for use.
Your pile of available tokens carries over to the next game session / episode of play. It does
not refresh between sessions.
Playing Cards
For procedural resolutions, youll also require a deck of standard playing cards, from which
the jokers are removed. The GM always shuffles the deck before launching into any new
resolution.
Success By Narration
Often you can describe your characters, in concert with others or alone, as undertaking
successful practical action, without submitting yourself to the vagaries of procedural resolution.
You can do this at the top of a scene, while setting the scene, or as it unfolds. You neednt be
the caller to describe your characters practical successes.
If no participant objects to your narration, what you describe becomes part of the narrative.
If any participant objects, you must play out a procedural to see if your pursuit of a practical
goal succeeds. You arent obligated to start a procedural when an objection is raised. Instead
you can delay the attempt, or give up on it entirely. In the second case, your character probably
sees that the action is more difficult than it at first appeared. In the first, youll likely go on to
bring other players in on your actionwhich is the best assurance of success under the simple
procedural system.
When you call a procedural scene, and the GM doesnt see any good story reason for you to
face resistance, shell ask if anyone else objects to your success. If not, you describe your action
as having succeeded, and then call a reframed scene arising from that.
Solo Actions
The standard procedural rules make it easier to succeed by bringing other players into your
action attempt. Where it makes sense for a player to act on his own without undue risk of
failure, the GM may decide to instead use the Player vs. Player rules, acting as the opposing
supporting character or impersonal obstacles. The GM spends a procedural token, getting the
usual 3 redraws for green, 2 for yellow, and 1 for red. If the supporting character has been
established as being especially formidable in the action type used to oppose the PC, the GM
gains an additional redraw.
Narrating
The player drawing the first card describes what his character is doing to win the contest.
From then on, players describe their characters either taking a step toward victory (when
they draw a card better than their opponents) or suffering a setback (when they draw worse
cards.)
When all cards have been drawn, the player with the best card describes his character
achieving the agreed-upon goal.
Resolving Consequences
When a character earns or suffers a consequence during a procedural scene, GM and player
each make a note of it. Consequences are typically too ephemeral to include on the character
Supporting Characters
Supporting characters are created and fleshed out during the game by any participant, and
portrayed by the GM.
They break into two types: minor and recurring. This is mostly a bookkeeping distinction,
sorting the tangential figures from those who will play an important ongoing role in the series.
The GM, or a player given bookkeeping responsibilities, should keep a list of characters
appearing in the series, updating it as necessary. Separate them into the two categories, with
special attention paid to the recurring characters.
Minor Characters
Minor characters provide obstacles during procedural scenes. They do not tie into the
desires of main cast members or satisfy their emotional needs.
Alternately, they may be mentioned in passing, without taking a central role in the scene.
Theyre the equivalent of Shakespearean spear-carriers.
Many recurring characters start out as minor, then become more important when a PC
develops an emotional need they can fulfill.
Recurring Characters
A player can promote a minor character to recurring status by making him or her the object
of his characters emotional needs.
Some characters start out as recurring, when their first appearance is a dramatic scene in
which they are called upon to grant a PCs petition.
Players may establish relationships to recurring characters promoted by other players. Do
this during any scene featuring both your character and the recurring character.
Recurring characters may act as petitioners, seeking grants from players, but never other
recurring characters.
The GM keeps a single pool of drama tokens which represents all of the recurring characters.
This is distinct from the kitty. It is possible, for example, to make a force for one recurring
character using two tokens garnered by granting on behalf of two other recurring characters in
two separate previous scenes.
Bennies
DramaSystem rewards the players who most consistently and entertainingly enact their
dramatic poles.
Gaining Bennies
At the end of each session, each player in turn (in seating order) makes a brief statement,
highlighting how he entertainingly brought out his characters dramatic poles over the course
of the session, in relation to the episodes theme.
When a player is unable to articulate a case, the GM makes it for him.
All participants then vote, ranking the other players in order, with #1 the best score, #2
second best and so on. The argument is just a reminder: voters base their rankings on how well
the players brought out their dramatic poles in relation to the theme, not how skillfully they
made their cases. Moving from one pole to another in the course of an episode is a good thing.
Vote against players who, episode in and episode out, stress a particular pole and ignore the
other. Players do not rank themselves. No one ranks the GM, who never gets bennies. The GM
votes, too, ranking all of the players.
The GM then totals each players vote tally. The number of drama tokens a player has in
hand is then subtracted from this number.
The two players with the lowest scores gain one bennie each1.
For portable computer users, a simple spreadsheet speeds the tallying.
1 Low score looks counter-intuitive on the page but is entirely natural in practice. It allows players to rank each
other from 1 on down, with #1 being the best. Only the GM ever sees the low score.
Spending Bennies
When you have a bennie, you can spend it on narrative benefits that kick in during play.
Once spent, you remove the bennie from your character sheet. They dont refresh; you can
replace a spent bennie only by earning a new one, as above.
Cash in a bennie for any one of the following:
a dramatic token
a procedural token
to draw an additional card in a procedural scene
the right to jump the queue and call a scene immediately after any other scene. The
queue-jumpers next scene is skipped, after which the existing calling order is observed
as per usual.
to jump into a scene the caller wants to keep you out of
to block another players attempt to jump into a scene youve called. (Blocked players
keep the bennies they would have spent.)
the right to burn any 1 token held by another player. A dramatic token returns to the
kitty; a procedural token is treated as spent.
You may spend only one bennie per scene.
Series Pitches
A Series Pitches is a common format for presenting DramaSystem settings. The key entries
are:
Nutshell
The exciting and dynamic one-sentence logline you'll use to introduce your series to players.
Characters
Indicate to players the sorts of roles the characters might take on within the ensemble cast.
Setting
Describe the qualities of your pitchs time and place that will most directly impact the
action.
Themes
In bullet points, list likely themes for episodes of your series, with or without explanatory
notes indicating how they might be expressed in play.
Names
Provide a list of sample names for people, places, and (where appropriate) things in the
series. Participants use these when stumped for suitable names when inventing people and
places on the fly.
Additional Elements
If you need to add another element to this format to make your Series Pitch work, do it.
Joint Narration
With the situation established, the group proceeds to jointly narrate the action, with:
the primarys player describing what her character is doing
players of secondaries describing what their characters are doing
the GM describing the various mini-obstacles that present themselves on their way to
their desired gain, or a conclusive setback.
Involved Characters
If a players character is present in the scene, the player may force one redraw by spending a
procedural token. Players may only do this once per scene.
The primary actors player is always among those eligible to make this redraw. It makes
sense for the primary actor to get another kick at the can, as he is the focus of the scene.
Depending on the token spent, the player may be called on to draw an additional card, called
a consequence card. This does not affect the overall outcome of the procedural action, but
may present the players character with an additional result, for good or ill.
On a red token, the player draws a consequence card. If it is down card, something bad will
happen to that character as a result of this incident.
Absent Characters
Players whose characters are not present may force redraws by spending a green token.
If theyre having a down card redrawn, they describe a new advantage that presents itself to
the acting characters. If theyre having an up card redrawn (and are thus working to thwart the
acting characters) they describe a new obstacle. This development neednt (and generally
wont) be caused by their characters. They are usually best envisioned as chance events.
Spending a green token when your character is absent does not entitle that character to a
personal benefit.
Order of Action
Usually the order in which participants respond to new card draws resolves itself organically.
If two players want to act at the same time, the GM chooses a fresh precedence order, which
establishes the order they act in. Players may withdraw after precedence is established.
Players may occasionally jockey to encourage others to go first, so they dont have to spend
valuable tokens or accept negative story consequences. If this doesnt quickly sort itself out, the
GM declares the action resolved: the situation came to a head while they dithered.