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The purpose of these rules is to add story like elements to otherwise bland miniature and board games. These rules are designed
to be used with other wargame rule-sets such as: Warhammer, RISK, DBA, 40K, chess, or even Monopoly. By using the rules listed
here you should be able to turn ordinary games into interesting stories and add incredible depth to ongoing campaigns.
What you need to play:
To use these meta-rules you will need some way to keep track of the number of story points you have, such as with beads, tokens,
counters, or whatever. A game master (GM) is also required. The game master is a neutral individual who will arbitrate the
game effects of these rules. And lastly, you will need an ordinary 6 sided die.
Definitions:
Round: A round consists of each player having had a turn.
Game Master: The game referee who settles disputes and arbitrates game effects.
Statement: A short sentence that a player would like to become fact in the game.
Story Element: A statement that has passed the magnitude roll and become part of the game.
Statement magnitude chart:
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Magnitude
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Description
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1
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Adds background information but no game effects
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2
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Effects that don't favor any one side
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3
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Temporary effects that favor one side in a minor way
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4
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Long lasting effects that favor one side in a minor way
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5
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Temporary effects that favor one side in a major way
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6
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Long lasting effects that favor one side in a major way
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The general rules:
1. At the start of each round, each player receives one story point.
2. Players may not have more than 5 unspent story points at a time. Extra points are lost.
3. A player may make a statement at any time, even during another player's turn.
4. The GM determines the magnitude of the statement using the magnitude chart.
5. The magnitude of a statement is reduced by 1 to a min. of 1 if it builds on previous story elements.
6. A statement becomes a story element if the player can roll higher than the magnitude.
7. The GM determines what game effects successful story elements have.
8. A successful story element has a story point cost equal to the magnitude.
9. Failed statements cost 1 story point and may not be tried again during the game.
10. Players on the same side may share points but are not obligated to do so.
11. All statements must be consistent with previous story elements, game background, known facts, etc.
12. The game master may veto any statement that seems abusive, silly, or violates rule #11.
Optional rules:
1. In multi-player games, players that have been eliminated may still earn points and make statements.
2. The GM may give players who are losing badly an extra story point at the start of the round.
3. In campaign games the GM may rule that certain story elements carry over into future games.
4. Players may make only one statement per turn.
Example of play:
Two friends (Nick and Bob) have gotten together to play a civil war miniature game and decide to use the narrative meta-rules
to spice things up. Nick decides to play the union side and Bob takes the confederate side. Both players have decided to have
Matt be the game master. It is decided to play a "take the hill" scenario and both sides set up using the normal
rules their game system dictates. Matt gives each player 1 story point and the game begins.
Nick gets first turn and advances his troops towards the hill. He also decides to make a statement: "the sky is overcast
and it looks like it could rain at any moment". Matt consults the statement magnitude chart and decides this is a magnitude
1 statement. Nick rolls a 4 and the statement becomes a story element. The union side also pays the magnitude cost of 1.
Bob moves his infantry towards the hill and sweeps his cavalry around the west side of the hill. The confederate side
decides to hold on to its story point for later use.
Matt gives each side an additional point as a new round has started. Nick advances the union troops up to the base of
the hill. Nick also decides to make a statement "it starts raining". The game master consults the chart and decides
this is a magnitude 2 statement minus 1 for building on the previous statement "it looks like it is going to rain""
for a total of 1. Nick rolls a 6, pays his last story point, and it starts raining. Because the effects of rain are stated
in the rulebook, the GM doesn't have to do anything else.
Bob moves the confederate infantry to the base of the hill and the cavalry moves into firing range of the union flank.
Bob starts shooting but most shots miss because of wet gunpowder. Bob once again decides to save his story points.
Matt gives out story points. Nick advances the union troops up the north side of the hill while firing at the confederate
cavalry with little effect. Bob decides to jump in on Nick's turn and make the statement "the north side of the hill
is prone to rockslides due to the rain". Matt decides this is a magnitude 4 statement minus 1 for building on the rain
statement for a total of 3. Bob rolls a 4, succeeds, and must pay 3 points. Matt consults the rulebook and finds out there
are no rules covering rockslides so he makes some up. Some of Nick's units take damage and progress up the north face of
the hill is slowed.
Bob advances his infantry up the south side of the hill and moves his cavalry to the base of the north side of the hill.
The cavalry fires on the union troops with marginal success. Bob has no story points left.
Both sides receive story points. Nick decides to move his troops around to the east side of the hill to avoid the unstable
ground on the north side. Nick has only 2 story points and he knows that is not enough to stop Bob from getting to the top
of the hill first. Nick decides to try something new and makes the statement: "the generals of both sides were friends
at West Point before the war". Matt decides to make this a magnitude 1 statement. Nick rolls a 1 and fails (you must
roll higher than the magnitude). Nick is still forced to pay 1 story point for a failed statement. Since failed statements
can't be tried again it seems that the generals weren't such good friends after all.
Bob advances his infantry up to the top of the hill. The confederate cavalry move to the east side of the hill. Bob has
only 1 story point so he can't stop the rain. Shooting has marginal effects on the union troops.
Both sides receive story points. Nick knows he is in a bad spot, the confederates have him surrounded and they have the
high ground. The only thing keeping him in the game is the rain. Nick looks over his 2 story points and starts to ponder.....
You are free to distribute this game as long as no changes are made to the text and you do so without charge.
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