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FWW - RPG Core Rulebook - Parte7

The document provides an introduction to the core rules of a tabletop roleplaying game set in a post-nuclear wasteland. It describes how the gamemaster guides the story and uses the core rules to resolve situations of uncertainty, failure, or risk through skill tests. Players can freely describe their character's actions and the gamemaster narrates the results. When combat occurs, play is divided into rounds and turns to represent a short period of time for each character to act.

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Gustavo Paixão
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0% found this document useful (0 votes)
84 views2 pages

FWW - RPG Core Rulebook - Parte7

The document provides an introduction to the core rules of a tabletop roleplaying game set in a post-nuclear wasteland. It describes how the gamemaster guides the story and uses the core rules to resolve situations of uncertainty, failure, or risk through skill tests. Players can freely describe their character's actions and the gamemaster narrates the results. When combat occurs, play is divided into rounds and turns to represent a short period of time for each character to act.

Uploaded by

Gustavo Paixão
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Chapter One

CORE RULES
TABLETOP ROLEPLAYING. . . . 12
SKILL TESTS. . . . 13
ACTION POINTS. . . . 18
LUCK. . . . 20
INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS

Chapter One

CORE RULES
TABLETOP ROLEPLAYING
When you play a tabletop roleplaying game, your
gamemaster (also called the GM) and fellow players
are asking you to share your own story of exploring
The Gamemaster
The gamemaster is another player at the table with differ-
the post-nuclear wasteland, where mutated monsters
ent responsibilities than everyone else. They run the game,
lie in wait around every corner and fellow survivors
roleplaying as non-player characters and creatures, asking
harbor a deep suspicion of others. As a group, you will
for skill tests, interpreting their results, and describing what
travel ruined highways and ramshackle towns, com-
happens as you explore the wasteland.
pleting quests, and building settlements by describ-
ing what your character does as an improvised story.
It’s their job to introduce the story and respond to how your
When you want to accomplish something in this
character’s actions change the story, and how non-player
story, you’ll use the game rules to resolve whether you
characters respond, but they use these core rules as well
succeed or fail at your task.
when taking actions with their NPCs.

In any situation where your character’s success is


in doubt, their failure is interesting, or they are at
risk, you need to attempt a skill test. A skill test is
a moment in the game where the rules are used to
resolve a situation or conflict, but once that’s figured
out the gamemaster continues narrating the scene
based on your actions, and might describe how their
non-player characters and creatures react.

This mode of play is freeform, where each player can


act freely in no particular order, and fictional time
passes as it makes sense to the actions your group
attempts. When you begin fighting, play is divided up
into rounds and turns, with each player taking a turn,
and each round representing a short period of time in
which every character gets to act.

12 FALLOUT  The Roleplaying Game

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