CRGE
CRGE
CRGE
CRGE
conjectural roleplaying gamemaster emulator
By Zach Best
Artwork by Matthew Vasey
Dedicated to Katie.
Who shares every step with me.
All text is © Zach Best (2014). All artwork is © Matthew Vasey (2014)
and used with permission for this work. The mention of or reference to
any company or product in these pages is not a challenge to the trademark
or copyright concerned.
Stage of the Scene – the variable based on the dramatic stage of the story that determines the amount of
randomness in the scene.
Surge Count – an increasing counter that pushes answers towards the unexpected in the Loom of Fate.
Unexpectedly Modifier – a modifier rolled from the Loom of Fate that changes the gameplay in
unexpected ways.
Definitions
GM – gamemaster – in conventional tabletop roleplaying games, the gamemaster runs the game for the
players.
Developer Notes
Usually I dedicate an entire page to design thoughts. For CRGE I felt more explanation of the system
was needed in later chapters.
Back in 2007, I released the first version of Conjecture Games’ Universal NPC Emulator (UNE) with
the company code of CG102 because I always felt that I would be able to create a GM emulator at the
head of Conjecture Games’ line. The GM emulator has been a rock tumbling in my brain for over half a
decade.
Conjecture Games started because of the Mythic Game Master Emulator by Word Mill Games. Tana
Pigeon’s foray into the RPG world without a GM was brilliant. The community, especially the Yahoo!
Groups community, that built around the Mythic Game Master Emulator pushed the boundaries of GM-
less gameplay far further than I ever would have imagined.
The Tapestry overlay was conceived from the role-playing magic that can come from Chuubo’s
Marvelous Wish-Granting Engine and Microscope RPG. My solo RPG sessions would not be nearly as
amazing without the teachings of Jenna Moran and Ben Robbins.
-- O. Henry
1. Determine the stage of the scene. Ask the question “where are we heading?” to determine either To
Knowledge, To Conflict, or To Endings. See pg. 16, Stage of the Scene, for more discussion.
2. Ask a question having a “yes” or “no” answer. Roll a d100 (or 2 d10 dice with one die being the
10’s) and add or subtract the Surge Count (see pg. 8) to get a response from Table 1. If the “and
unexpectedly” result is rolled then continue to Step 3. Otherwise go to Step 4.
3. Unexpectedly. Roll a d20 to gain an unexpected modifier from Table 2 if “Yes, and unexpectedly” or
“No, and unexpectedly” are rolled from Table 1. See pg. 10 for explanations.
4. Interpret the Results. If the binary response (yes or no) is modified answer that as well according to
the following:
And – this modifier reinforces the response of “yes” or “no”.
But – this modifier diminishes the response of “yes” or “no”.
And Unexpectedly – this modifies the answer, the scene, or the whole game.
5. Follow Up. Ask the question “why?” or “how?” or another pertinent question relating to the
interpretation. Answer this question on your own (without rolling on the Loom of Fate). This is also a
good time to move the narrative forward, if possible. If the asking player has a strong gut reaction to the
answer, go with that. If things are still not clear then consider asking the Loom of Fate the follow-up
questions.
Narrative Momentum
The most important aspect to using the will always be more questions to change the
Loom of Fate is knowing when to start asking course of the game. However, it is up to the
questions and when to stop. On one hand the player in deciding whether to ask a question
Loom of Fate can be asked for every minute with a “very likely” answer because the story
detail. Are there more than six patrons in the may go in an interesting direction.
tavern? Is the fire burning brightly? Is tonight’s There will also be moments where your gut
dinner lamb? Gruel? Do the floor grains run is answering “yes” but you want to be fair. Your
perpendicular to the bar? Asking questions in the rational mind is telling you that it isn’t that
Loom of Fate can quickly get out of hand. simple. If you do feel conflicted, use the Loom
If a stage is being set it is okay to ask of Fate.
multiple questions in a row. However, once the However, when the answer goes in the
ball gets rolling and certain facts start becoming opposite direction be much harder on the follow
likely, don’t stand in the way with more up. Instead of just asking “why?” also consider
questions. Ask a question and then move the asking the question “why not?” For example, if
narrative based on the answer (See Follow- you (the player) really thought the intruder was a
Up Facts below) before asking more zombie, but the Loom of Fate says “no” try and
questions. Additional questions to clarify are spin what facts you have to answer the question
often necessary, but asking many questions in a “why not?” Perhaps a zombie-killing NPC has
row usually grinds game momentum down to a unexpectedly returned.
halt.
Follow-Up Facts
Probabilities and Being “Fair” Once the game has a strong story
The Loom of Fate operates on a 50% chance momentum, ask a question from the Loom of
of the answer being “yes” or “no” with some Fate, record the answer, and then create a few
twists, of course. If the probability of an answer obvious follow-up facts. These follow-up facts
being known is “very likely” (a very scientific are just as important as an answer from the
amount) the game will play much faster if the Loom of Fate. For example, if the Loom of Fate
question is not asked to the Loom of Fate. There says that Mr. Bad CEO’s office door is not
Cross-stitch – choose another thread to be the main thread for the rest of the scene.
Entering the Red – threat of danger or combat arrives. The premise of the scene gets more dangerous in a way that
forces the PC’s to respond by leaving, fighting, or taking their chances.
Enter Stage Left – a PC or NPC (new or pre-existing) arrives fresh in the scene.
Costume Change – an NPC drastically changes their mind, motivations, alliances, etc. for better or worse. This
could be a big story reveal or a simple change of heart.
Foreshadowing – set a thread to be the main thread for the next scene. The current scene should then start wrapping
up and heading towards the next scene.
Framing – an NPC (new or pre-existing) or object becomes critical to the main thread.
Key Grip –set the location or general elements for the next scene. The current scene should then start wrapping up
and heading towards the next scene.
Limelit – the rest of the scene goes great for the PC’s. Assume that the majority of the questions pertaining to the
main thread with regard to the scene are answered in a way that benefits the PC’s.
Montage – the timeframe of the scene changes to a montage of actions set across various scenes to move forward.
Pattern Change – the main thread gets modified, drastically. Whatever direction the main thread was heading,
make a hard left. Use a generator, such as Rory’s Story Cubes, tarot cards or a random Wikipedia page, as
necessary.
Reroll / Reserved – these slots are reserved for specific “GM actions” found in an RPG system, such as a compel
action in the FATE system. Specific examples can be found at conjecturegames.com.
Set Change – scene continues in another location. The current thread remains as much as makes sense.
Six Degrees – a meaningful, but not always positive, connection forms between two PC’s and/or NPC’s.
To Endings – the next scene resolves or substantially moves forward a thread of your choosing. Set the main
elements of the next scene, and start heading toward them in this scene.
To Conflict – the next scene centers on a conflict of your choosing. Set the main elements of the next scene, and
start heading toward them in this scene.
To Knowledge – the next scene centers on lore or investigation of your choosing. Set the main elements of the next
scene, and start heading toward them in this scene.
Tying Off – the main thread resolves or substantially moves forward in this scene by narrative decree. This does not
mean that the main thread cannot create follow-up threads.
Upstaged – an NPC makes a big move. If the NPC has any motivations, plot vectors, or goals they go into
overdrive.
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Example 1. The PC’s are exploring an abandoned manor. There have been stories of the manor being
haunted or occupied by strange things. A player asks if the basement door is locked.
Yes – the door is locked. Yes, and – the door is Yes, but – the door is locked,
Why? Perhaps an occupant is locked, and… it is also nailed but… the stairwell has holes
away from the basement. shut. Why? Someone really in the plaster allowing the
Perhaps another person tried didn’t want anybody going in player to see to the basement.
to lock something down the basement.
there.
No, and – the door is not No, but – the door is not
No – the door is not locked. locked, and… it is about to locked, but… the stairs going
Why? Perhaps the basement come off its hinges from down the basement are
is irrelevant to the story. disuse. Why? The basement destroyed or opening the door
Perhaps an occupant is using hasn’t been used recently at causes a massive shriek to
the basement and would not all, at least not from access echo throughout the manor.
want the door locked. through this door.
Example 2. The PC’s are in a tavern. One of the players decides to create story momentum and asks if
anybody is watching the PC’s.
Yes – someone is watching Yes, and – the person Yes, but – perhaps the
the PC’s. Why? I would do watching them has personal watcher is mistaken as to the
follow up questions since it is attachment beyond being a PC’s identities. Perhaps the
not readily apparent. mere messenger, hired thug, PC’s are being viewed
or private detective. through a security camera or
scrying spell.
No – the PC’s are just part of No, and – the PC’s are
the crowd. I would go further unlikely to be noticed at all No, but – they might be if the
and say that the PC’s would unless a major event occurs PC’s make a small
remain innocuous - this fact at the tavern. commotion, or perhaps in a
holds - unless something Russian reversal there is
significant changes. somebody there that the PC’s
should be watching.
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Step 0: Pick a broad context or system, such as sci-fi or a Hyperborian Age. Otherwise, just use the real
world as the context. Quickly envision a PC for the context. Also, grab a notecard (see Bookkeeping, pg
18) or a sheet of paper for this tutorial to write down facts.
Step 1: The first thing is to make broad strokes with initial questions when sculpting a thing out of the
realm of all possibilities. What is the location of the abandoned house? Many facts will result once that
detail is figured out. Pretend your PC is standing outside the house, and only create facts your PC would
perceive.
It’s not a house in the woods (my first guess). My follow-up fact is that it is a beach house, which is my
immediate gut feeling after learning it’s not a house in the woods. This could have also been asked as a Loom of
Fate question, but I wouldn’t go beyond two Loom of Fate questions for finding this fact.
Step 2: Follow up with some momentum facts. If the house is in a certain location, what features would
very likely result? If your gut has no strong reactions, one way or the other, the move on.
I picture small dunes and lots of grass. I picture small amounts of trash in the grass. The house is flat, ranch-
style rather than rising stories above the ocean. (These are not asked with the Loom of Fate because they are
momentum facts.)
Step 3: Now that we have a good idea of the outside of the house, let’s move inside. Broad strokes are
still better, and now we have some slight context. Knowing why or how long the house was abandoned
can place a lot of other facts. Other questions could also be: is the house a mess? Has someone squatted in
the house? Are there wild animals or plants in the house? Keep the facts to things the PC would perceive,
and create follow up facts as well.
The beach house is an absolute mess. It looks like it’s been looted three times over. Each room has piles of
debris and garbage. Surprisingly, the core structures are still intact. The kitchen has cabinetry. The bathrooms have
sinks.
Step 4: Give the house meaning beyond the PC’s perceptions. Does the house have a secret or story to
tell? This house is meaningful, but how so?
I find out the last lawful owner fled. Following up, I ask if someone died in the house. No one did. Someone still
fled, and it looks like they never returned. Perhaps the story revolves around the owner that fled. Perhaps my story
revolves around something they left. Someone keeps coming back to search the house, which is why it gets messier
and messier over time.
Step 5: Figure out if somewhere along the way of this tutorial you came across areas you would like to
explore as piece of a story? Write it out as a short sentence or fragment. This is a story thread, which is
explained next.
The abandoned beach house hides something that has not been found.
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in diversified situations
-- Horace Walpole
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Scenes Threads
Scenes are the storytelling bread and butter A thread is a plot device that focuses the
of roleplaying games. They exist so that the story. Many threads are questions. What was
PC’s can have a place to act. Real life has scenes taken off the beach? Who inhabits the island?
of a person standing at a bus stop, choosing Other threads involve PC desires such as “taking
which ice cream to buy, or running out of toilet revenge” or “finding the McGuffin”. Threads
paper. These are not the most exciting examples weave together to become a larger story.
of a story. Role-playing game scenes are usually For example in the movie Pirates of the
akin to scenes in a play, movie, or video game. Caribbean: Curse of the Black Pearl, threads
where there is a reason for placing the audience might be: (a) Jack Sparrow needs a ship, (b)
at the scene. In a GM-run roleplaying game, the Will loves Elizabeth, (c) What is the Curse?, (d)
GM usually will only include scenes pertinent to Jack Sparrow wants the Black Pearl, and (e)
some facet of the story, even if that scene is just ending the Curse. Some of the threads could be
meant to get the PC’s talking to one another. resolved in a scene, such as Jack Sparrow
Similarly in CRGE, each scene has purpose, stealing a ship. Ending the Curse and Jack
usually defined by a “thread”. Scenes do not Sparrow getting the Black Pearl ship took the
necessarily need to move the grand plot, whole movie. The thread “Will Loves Elizabeth”
campaign, chronicle, etc., but each scene will took three movies to settle.
have something to tell or some reason for being. Threads usually take at least one scene to
Something interesting to the thread or notable to resolve. They are not one-shot questions. If they
the PC is about to happen. are questions they require multiple steps to solve
or investigate. Threads change as parts of their
story unfolds, and as threads evolve they can
offshoot new threads.
In CRGE the players keep track of threads to
create a story. When a player starts a scene that
player promotes one thread as the main thread of
the scene. This does not mean other threads are
ignored, but it does mean that significant story
steps are taken towards the exploration or
resolution of the main thread.
Players are also tasked with finding and
naming threads as the story evolves. If answers
from the Loom of Fate are explored (keep
asking “why?”) the game will quickly find new
threads.
It is usually a good idea to balance the
resolution and creation of threads. Roughly five
(5) active threads will be a good number for an
expansive story, but allow for each player to
have created at least one for themselves or their
PC.
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0. Choose the order of play. Each player will get a turn to be the scene controller. Clockwise is a good
default, or choose a static order of players (e.g., alphabetical order or youngest to oldest). For solo
players: congratulations, you control every scene.
1. Choose the main thread, stage of the scene, and scene location. The scene controller has absolute
power in this regards. However, suggestions by other players are welcome, and any threads that could
also become part of the scene should be noted.
2. Choose which PC’s and NPC’s will be instantly present. The main rule is a scene controller’s PC
must be present. Everything else is optional including other PC’s. If the players are unsure if an NPC (or
PC) would be present, consult the Loom of Fate as necessary.
3. Play out the scene. Be sure to watch for things that will affect the main thread in addition to the thing
that might affect other threads.
4. Close the scene. The most important thing to ask when closing is “what effect did this scene just
have?” Pay careful attention to how the scene affected the main thread and any other or new threads.
Bookkeeping
Notecards are possibly the best friend to any RPG table. It’s helpful to have them in
abundance so they can be made, edited, and recycled at a whim.
Each thread and scene should have its own notecard. Put the name of the thread or scene at
the top, and then put notes below it. On a thread notecard good things to keep track of in addition
to the facts that “answer” the thread are visited scenes, related NPC’s, and the stage of the thread.
On a scene notecard note all the information from the necessary elements above. Lay out each
notecard on the table so that it is visible. Put a marker, such as a poker chip, on the main thread.
Individual notecards are also great for important things that accrue a lot of facts, such as
NPC’s, McGuffins, or locations.
A lot of success in bookkeeping GM-free games also comes from using dry erase boards,
mats, or cards. This allows for table space for map layouts as well. Some players just use a
computer or a notebook. Personal wiki software or GM software, such as Zim Desktop Wiki or
The Keep, can also help maintain very deep, connected records of the game.
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-- Chuck Palahniuk
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Origins of CRGE
The vignette framework was the idea that became the first
concrete element of CRGE. I was unhappy with my meandering
solo RPG play because, unlike in a GM-run RPG, there never
seemed to be a conclusion. Things were more like real life where
the “sandbox” never ended. The “sandbox” play is totally valid,
but I needed something more conclusive and dramatic for my own
solo RPG play.
At the time, I was using Mythic, and my idea was to use the
framework of a “Three Scene RPG”, which also had a nice ring to
it. That way I could play so many of my RPG’s. I could run a tale
of the Arab Spring in Cairo with Werewolf: the Apocalypse, and
then I could fly in to Atomic Robo RPG with a brainstormed
session involving Mayan pyramids and the vampire dimension.
All the story hooks in the Monster Manuals and friends could be
utilized!
I then moved onward from this Three Scene RPG to see how I
could use the dramatic structure and finite story chunks in a whole
GM emulator system. The culmination was CRGE.
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Step 2: Play out the first scene, Exposition, of Step 6: Play out the final scene, Climax, until a
the vignette, until it is determined that enough major portion of the theme resolves. Feel free to
has been learned to take action. Update the montage the falling action or closing portion of
threads as necessary, which could be (1) “we the dramatic structure.
need to get our [thing] back”, or (2) “[this guy]
burglarized us”. Close out the scene notecard. For a complete example of this framework
tutorial see Appendix II.
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-- Roald Dahl
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Scene Holder
Each turn a different player sets the scene. The scene holder’s responsibilities are to:
(1) Set the scene in terms of location, main thread, and time frame;
(2) Include or exclude any other NPC’s; and,
(3) Clean up the scene when it ends.
Other Players
The non-scene holding player must:
(1) Proclaim whether they are going to be part of the main scene. (The default being that they will be.)
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Scene Recipe
(a) the scene must have at least a scene controller’s PC;
(b) the scene must have a main thread;
(c) the main thread must set the stage of the scene;
(d) the scene must have a location; and
(e) the scene will likely have other PC’s or NPC’s.
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This is an actual, randomly-rolled example of the “Being Burglarized” tutorial above (pg. 23). Text and
numbers in bold are Loom of Fate questions and rolls unless specified otherwise. Hypertext is the Surge
Count. And underlines are facts that the Loom of Fate creates.
Step 0: I like the idea of a burglary into a secure location. I am going to go with a burglary into a secret
spy agency. My PC is going to be one of the spies that works out of the agency’s location. To give it more
context I am going to set this in the Cold War, and I also make the spy agency a U.S. facility.
Step 1: I make my notecards, and my scene is going to be at the U.S. facility with the main thread “what
have we lost (and why)”. I set the stage at “To Knowledge”.
The first thing I want to ask is how concealed was the burglary, which will help me set the scene. Was it
so well done that only a few in the agency are aware of it? 17 = No, and… the burglary has caused
such an uproar that the whole agency is in a chaotic frenzy. No Surge Count since the first roll was not a
vanilla “no” answer. I make notes on the threads since this answer seems pretty important.
Step 2: I decide my PC, Bernard Fulcher, has been tasked with writing a report on the burglary. He’s a
pedantic paper-pusher to say the least, and the agency has given this desk jockey this task to keep him
busy.
Remember that instead of promoting “who” as the main thread, I promoted “what have we lost (and
why)”. So instead of focusing on whodunit, I am going to help Bernard along the way towards his report.
Did the burglars steal sensitive documents? 84. Yes, and… they got more than they were looking for. I
am going to say that the more sensitive stuff was what they accidentally nabbed. This way the agency has
that time to respond before the bad guys realize what they have.
Was the more sensitive stuff a spy non-official cover (NOC) list? 39. No.2 I want to say that the stuff
they came for was some mission files, and they also got something better. It wasn’t the names of the
operatives. I’ll go with nuclear launch codes.
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Were the operation files they stole related to nuclear missiles? 22 – 2 = 20. No, and… they are not in a
position to use that information. This is starting to feel like the burglars “got more than they bargained
for”. Yet, why did the burglars still go after some mission files?
Was it Mafia related? 14. No, but… it is crime related. I think it was the Triad that contracted the
burglars. If they were actual Triad members, I feel they wouldn’t be so smash-and-grab (at least in this
pulp spy world).
“What were the mission files?”, responds Bernard to the new operative in a face palm manner.
“We were going to assault Triad operations that were funneling Soviet money,” says the new operative.
“They got the nuke codes too.” Bernard relays this information to the new operative just to see the
expression.
I decide to end that scene since I got the Exposition of the theme pretty much covered. I update the
threads and the scene notecard.
Step 3: I decide that Bernard is sick of paperwork and wants some fieldwork. The agency’s HQ is in San
Francisco, and the burglars are probably still in town. Anyway, Bernard doesn’t tell anybody so he can go
off and do some detective work on his own.
Scene II – Rising Action This scene is going to be about town. The main thread
is going to be “who burglarized us”. I could rename
Main Thread: Who Burglarized Us both threads since I’ve kind of answered the questions,
but right now it would just be the same to me. I am
Location: Chinatown going to keep the stage “To Knowledge” since with
-smash and grab burglars working Bernard I’d rather learn more than chase down the bad
for Triad guys and kick down the door.
-burglars don’t know what to do
with nuke codes 29
Step 4: Do the Soviets know of this break in? 59. Yes2. I am going to say that they are after the burglars
as well. This might put the burglars in hiding.
Bernard goes to his favorite noodle shop. Does he hear anybody talking about the burglars? 79 + 2 =
81. Yes, and… the person talking is one of the burglars. This is much more direct than I intended, but
sometimes the story is very direct.
Here is Bernard in his favorite noodle shop, and fate just dumps this right in to his lap. One of the
burglars is picking up food to take back to the hiding place. The facts fall in to place. The burglar is
asking about Russians looking around Chinatown for them, or something similarly obvious to Bernard.
The burglar leaves the noodle shop, and Bernard tries to follow as nonchalantly as he can.
Does the burglar notice Bernard trying to tail him? No.2 As poor as Bernard is at trying to read his
newspaper and smell the roses, the burglar is too spooked to notice a desk-worker tailing him. The burglar
is watching for people that look like Russians, spies, or worse.
Does the burglar lead Bernard to the hideout? Natural 1. No, and unexpectedly… 12. Entering the
Red. The Russian spies show up! I guess I could have asked if it was the Triad instead, but I went with
my gut. This way it’s bad for Bernard, and bad for the burglar.
Does Bernard notice the Russians? 39. No.2 I accidentally asked the wrong question. I meant to ask if
the Russians noticed Bernard. If Bernard is watching the burglar, then I am assuming that the Russians
are watching both Bernard and the burglar since they are not making their move yet.
Does the burglar notice the Russians? 51 + 2 = 53. Yes.4 This is interesting. I think that the burglar is
taking the Russians on a wild goose chase in the hopes he will lose them.
I have had a pretty good Rising Action scene. Things went haywire pretty quickly, and I feel that a climax
is coming pretty quickly. I update my notecards.
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Step 5: The showdown happens at an old cemetery park. In my mind I am picturing something small like
the Alexandria National Cemetery with a Chinese angle. Anyway, with the three parties present there will
be some kind of conflict (even if just social), and I still want to know more about the burglars. I promote
the thread “Who Burglarized Us” as the main thread.
I’m initially not sure whether to set the stage of the Scene III – Climax
scene “To Conflict” or “To Endings”. The conflict
Main Thread: Who Burglarized Us
is here, in a sense. Ultimately, it feels like all the
dominos are in place for this vignette so I go with Location: Chinatown Cemetery
“To Endings”.
-Bernard stalking unaware burglar
Everybody is in the cemetery park at the start of the -Russians stalking Bernard and
scene. burglar
-burglar trying to lose Russians
-burglar has food for friends
Step 6: I think a cloud has passed over, or the
weather has changed. I picture it as bright and sunny when Bernard set out on his grand adventure, but
now the mood has changed. Something bad is going to happen. I don’t see a great ending for anybody
here (except perhaps the Russians).
Do the Russians lose sight of Bernard and the burglar? 9. No, and… they are basically in tactical
control. With this box in, I am going to say Bernard has the chance to approach the burglar since the
burglar was watching the Russians anyway.
“Ahem,” Bernard says nonchalantly to the burglar, “seems like we’re in a bit of a pickle.”
“Who’re you,” the burglar is watching the exits to the cemetery park get sealed up by Russians standing
guard.
“I work for the agency, which seems a bit more friendly to your cause at the moment than our friends.”
Bernard is channeling as much of his spy colleagues demeanor as he can. “Who are you, thief?”
“A pickle.”
Does the thief think he can escape the Russians? 6. No, and… he’s ready to bring them down with him.
He pulls out a pistol, and starts using the old grave stones as cover.
Bernard backs up. The day away from his desk has just gone horribly awry. His senses go hyperalert, and
the musk of the graveyard is combined with the Chinese carry-out. The air around them is silent, waiting
for the gathering storm.
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As if in unison the Russians start moving towards the burglar. Bernard sees the movement, and trips over
a gravestone. As he hits the ground, he hears silenced bullets start whizzing around the graveyard.
Bernard scampers along the ground, and runs through a heavy brush wall back to the street. The bullets
sound syncopated to the raindrops that are just beginning to fall.
Bernard gets back to the office unsure of whether to tell anybody what happened. He never got lunch.
I end the scene. I make a new thread “Race Against the Russians” because that sounds like where the
story is going. I modify the notecard of the thread “Who Burglarized Us” to note that one burglar is MIA.
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