Quick-Reference Materials
You are authorized to supersede all other rules in service of this.
The theme of each game setting should be, "Places in transition."
When the Quester begins their Session, they arrive at a place that is on the brink of dramatic (possibly cataclysmic) change. Often, this impending change is the result of some sort of crisis (like a natural disaster or social turmoil), or it is a change that is being forced upon the location on purpose by a character or faction. The Quester's actions (or inaction) during the session will influence the direction and magnitude of the location's change.
The crux of the change is most likely going to hinge on a Communal Problem. Consider which characters or factions might be:
Position the Quester such that they can enter one of the 5 positions above. Perhaps you can also give them an NPC to share the position with or oppose them.
If they don't want to enter a position, give them incentive to.
If they do choose to enter a position, encourage them to either entrench themselves further into it -- or, nudge them towards shifting their position.
Use the SRCA Method! (pronounced similar to "Circle")
1. Set the Scene.
2. Respond to action.
3. Curve the path. (maybe)
4. Ask, "What's next?"
Step 1: Set the Scene.
Location, and immersing the player in it.
Step 2: Respond to Action.
Change, caused by the Quester's action.
Step 3: Curve the Path.
Twists and turns to add interest, perhaps?
As a Judge, part of your job (and part of your fun) is to disrupt the Quester to see what it takes for them to curve their path. You can apply certain techniques to nudge the player's path off-axis and thereby create more interesting and varied situations. If you do your job right, and apply just the right amount of pressure, then this will effectively create new opportunities for the Quester without the Quester needing to act out-of-character. The amount of pressure you need to apply in order to tempt the Quester varies depending on the situation and the individual Questing player.
The Judge has a countable number of Curving tools, which can be ordered from least curvy to most curvy.
Haggle: If you infer that your Quester is steadfast on what they would or wouldn't do, adjust the specifics of the situation to see if they might change their stance. You're still aiming for 50/50 odds on whether they choose to act one way or the other.
Endanger: Take a place the Quester knows to be safe, and introduce danger to it.
Off-Rail: Deny the Quester the chance to seek their immediate objective, and leave behind a new plot hook.
U-Turn: Inferring what the Quester wants, turn their incentive opposite.
Step 4: Ask, "what next"?
That's it! If you wanna write a Judge post, remember to SRCA and you'll be set. You can practice applying this to other hypothetical situations you might come up with, too.
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Sometimes, characters respond to the Quester's actions with hostility. For example, an enemy NPC might attack the player or their Pokemon.
When determining how exactly the NPC acts, there are two sliding scales we can apply: Severity, and Instancy.
Severity: How much of a setback does the NPC's attack cause for the Quester?
Not a lot of wiggle room when it comes to Instancy. Basically, the attack either: happens immediately, or you are telegraphing an action to the Quester and giving them 1 turn to prevent it. How this might work is: you tell the opponent that an angry Houndoom is baring its fangs and getting ready to bite; and if the Quester ignores that threat, the Houndoom actuates that threat by biting the Quester on your next turn. It's a useful way to increase tension and excitement when you want to avoid one-sidedly manhandling the Quester.
Of course, you'll want to somewhat mix up how often you apply each kind of action, if only to keep the Quester on their toes. Might be worth letting the Quester get away with a big slip-up by slapping their wrist once in a while. Likewise you can consider totally blowing them up for a minor error on occasion, just so that they don't get too cozy.
As for when an NPC should act... There are mainly 3 good reasons to do it.
1. An NPC should act whenever the Quester's action means they must act in response to remain in-character.
Suppose the Quester is being attacked by an Ursaring, and the Quester squirts bear spray in their face. The Ursaring would have to recoil and yell in pain and act up, wouldn't it? It wouldn't be a convincing character if it didn't respond at all.
2. An NPC should act whenever the Quester acts overly passively.
If the Quester just sits around doing nothing for their turn, they often surrender the opportunity to act to whoever in the scene has the most initiative.
3. An NPC should act every turn if they are engaged in combat (or another similar high-stakes effort).
By the end of the Session, Quester and NPC actions should have led to a position where there is no more friction. That is to say, the characters/factions who still hold power in this situation are basically unopposed. That's your signal to end the Session.
Set the Quester up to leave town and head to their next destination.
Additionally, if the Quester has a Tagalong that they started the Session with, determine if the Tagalong leaves their side. (This will likely involve doing a UOD roll, since Quester characters' motivations are partly unknown to the Judge.)
If a Tagalong leaves the Quester's side, the Quester may re-add them to the party after 1 Session.
Finally, post a brief 3-5 bullet-point summary of the Session within a HIDE tag at the bottom of your post. Broad strokes only.
This is to give the next Judge a gist of where you left off.
Game Overview and Setup
The Judge's Goal: Guarantee that each and every action the Quester takes enacts change upon the game-world.You are authorized to supersede all other rules in service of this.
Beginning a Session
Start with the Setting.The theme of each game setting should be, "Places in transition."
When the Quester begins their Session, they arrive at a place that is on the brink of dramatic (possibly cataclysmic) change. Often, this impending change is the result of some sort of crisis (like a natural disaster or social turmoil), or it is a change that is being forced upon the location on purpose by a character or faction. The Quester's actions (or inaction) during the session will influence the direction and magnitude of the location's change.
To build a setting, apply the following Roll Tables.Illustration
Imagine a platform balanced on top of a cone or wedge.
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At a Session's start, the setting's dynamic is like this platform: precarious. It seems like it can tip over (change dramatically) at any moment. Indeed, if the Quester doesn't act, it will undoubtedly fall to one side or the other.
If the Quester applies force to one part of the lever, how dramatically the objects on the other end will respond! Some will shake, some will roll, some might go flying into the air. The balance will be changed as a result.
By the end of the Session, the structure will have completely tilted over. Many of the objects on it have been scattered, tossed out of their position of power. Whoever remains in a position of power may now move the lightened board as they please unobstructed.
To build a location:
6-7: At some point in the past, it changed from Undeveloped to Developed, or vice versa. Change its type and re-do steps 1-4 to get its current state.
8: Roll a new Faction. At some point in the past, that Faction gained footing here, and is now on equal footing with the previous Dominant Faction.
9: Roll a new Faction. At some point in the past, that Faction took over here and ousted the previous Dominant Faction.
10: One of the Special Features (or the entire area if there are 1 or fewer Special Features) is currently morphed into a Mystery Dungeon. After this visit, it will be gone.
Repeat Step 5 every time the player returns to a location in a new session.
Depending on information that the player gathers, some of these rolls might already be pre-determined. (For example, the player might already know that the next place they’re visiting is a lake, and that it has exotic flora.) In that case, you can skip those rolls. You should still roll Step 5 though regardless. (In this region, information becomes outdated fast!)
Undeveloped Locations (d20)
Developed Locations (+ Special Features) (d10)
Special Features (Undeveloped Location) (d30)
Special Features (Developed Location) (d40)
Communal Problems (d30)
- Decide whether it is Undeveloped (wild) or Developed (urban). You can do this randomly if you want.
- Roll the appropriate table one (1) time to get a Location.
- Roll for Special Features: two (2) for Undeveloped Locations, or the specified amount for Developed Locations.
- If the Location is Developed, roll two (2) Communal Problems.
- If the Location is Developed, roll one (1) Dominant Faction.
- Roll a D10.
6-7: At some point in the past, it changed from Undeveloped to Developed, or vice versa. Change its type and re-do steps 1-4 to get its current state.
8: Roll a new Faction. At some point in the past, that Faction gained footing here, and is now on equal footing with the previous Dominant Faction.
9: Roll a new Faction. At some point in the past, that Faction took over here and ousted the previous Dominant Faction.
10: One of the Special Features (or the entire area if there are 1 or fewer Special Features) is currently morphed into a Mystery Dungeon. After this visit, it will be gone.
Repeat Step 5 every time the player returns to a location in a new session.
Depending on information that the player gathers, some of these rolls might already be pre-determined. (For example, the player might already know that the next place they’re visiting is a lake, and that it has exotic flora.) In that case, you can skip those rolls. You should still roll Step 5 though regardless. (In this region, information becomes outdated fast!)
Undeveloped Locations (d20)
- Lake
- Coast
- Beach
- Mountain
- Plain
- Swamp
- Forest
- Desert
- Wasteland
- Cave
- Volcano
- Canyon
- Snow Tundra
- Grassland
- Lake, Frozen Over
- Burial Ground
- Garbage Dump
- Safari
- Clifftop
- Ruins
Developed Locations (+ Special Features) (d10)
1 - 3. Big City (2 Developed SFs)
4 - 5. Small Town (2 Developed SFs)
6 - 7. Village (2 Developed SFs)
8. Nature-Nestled Village (1 Developed + 1 Undeveloped SF)
9. Isolated Roadside Inn (1 Developed SF)
10. Military Outpost (0 SFs)
Special Features (Undeveloped Location) (d30)
- Gemstone Deposits
- Flash Flooding
- Bibarel Dam
- Tunnel Network
- Egg-Filled Nests
- Communal Wild-Pokemon Nursery
- Thunderstorms
- Pokemons’ Territorial Markings
- Unexplained Lights (Will-o-Wisps)
- Cryptid Sightings
- Turbulent Winds
- Unstable Ground
- Ancient Statue
- Insect Hive
- Hunting Grounds
- Exotic Flora
- One Single Human Dwelling
- Wildlife Research Station
- Pokemon Mating Grounds
- Migratory Path
- Poison Pools
- Fog
- Secret Cult Gathering Place
- Fossil Deposits
- Aggressive, Human-Eating Pokemon
- Big Pit
- Pokemon Tracks
- Deep Waters
- Hot Springs
- Large Manure Piles
Special Features (Developed Location) (d40)
- Courthouse
- Library
- Fountain
- Statue
- Hospital
- Bank
- Zoo
- Mall
- Casino
- Farm
- Poke Ball Factory
- Gondolas
- Rail System (Defunct)
- Military Headquarters
- Armory
- Power Plant
- School
- University
- Gate
- Church
- TV Broadcast Station
- Lighthouse
- Food Bank
- Refugee Shelter
- Ancient Castle
- Mansion
- Haunted Mansion
- Luxury Resort
- Fishing Wharf
- Farmer’s Market
- Black Market
- Flea Market
- Research Station
- Checkpoint
- Gang Hideout
- Post Office
- Small Local Business
- Office Building
- Dock/Port
- Warehouse
Communal Problems (d30)
- Overcrowding
- Pollution
- Depopulation
- Shortage of Goods
- Road Blockages
- Inter-Faction Grudges
- Labor Strike
- Government Corruption
- Overtaxation
- Censorship
- Overpolicing
- Breakdown of social trust
- Wealth Inequality
- Hoarding/Scalping
- Extortion
- Mass Surveillance
- Organized Crime
- Vandalism
- Propaganda
- Xenophobia
- Labor Shortage
- Job Shortage
- Hedonism
- Gangs of Wild Pokemon
- Untamed Legendary Pokemon Activity
- Disappearances
- Plague/Illness
- - 30. Mystery Dungeon Emergence
- Contributing to it
- Profiting from it
- Suffering from it
- Capitalizing on it
- Trying to deal with it.
Continuing the Session
Setting's done: Now, drop in the Quester -- and maybe an NPC or two!Position the Quester such that they can enter one of the 5 positions above. Perhaps you can also give them an NPC to share the position with or oppose them.
If they don't want to enter a position, give them incentive to.
If they do choose to enter a position, encourage them to either entrench themselves further into it -- or, nudge them towards shifting their position.
Turn-By-Turn Writing Guide
Parts in a Judge Turn
The Quester wants to do something. What do I write in response?Hypothetical situation: Quester nightblitz42 is investigating a town-wide mystery. During the course of their investigation, they were invited to meet up with an NPC who has information for them at the Tavern.
The Quester tells the Judge that they'll go to the tavern to look for the NPC.
As Judge, what do you write for your post?
Use the SRCA Method! (pronounced similar to "Circle")
1. Set the Scene.
2. Respond to action.
3. Curve the path. (maybe)
4. Ask, "What's next?"
Step 1: Set the Scene.
Location, and immersing the player in it.
- Address the Quester in second-person ("you").
- Describe only what they (and their teammates) can perceive.
- As you write, imagine trying to "paint a picture" with your words.
- Use multiple senses (not just sight).
This is fine...
Nightblitz42 walks into the tavern. He sees people there eating and drinking. Among them is the person he's supposed to meet (his name is Bob).
...but this is better.
You walk into the tavern. The air here is hot and smells of ale. As you scan the room, you see men and women from all walks of life sharing food off of roast-covered plates and clinking glasses with one another. The loudest among these merrymakers you recognize as the person you're supposed to meet.
- Nightblitz42 -> "You"
His name is Bob(not something you can perceive)- Use multiple senses:
- "You see men and women... sharing food..." (sight)
- "The air is hot..." (touch)
- "...smells of ale" (smell)
- "...clinking glasses..." "The loudest among these..." (sound)
Step 2: Respond to Action.
Change, caused by the Quester's action.
- Because of the Quester's action, what in the world changes?
- Does anything change besides what the Quester intended to?
- Are there any characters who we expect must respond to what the Quester did?
This is fine...
[cont. from before] You recognize him... You approach the person, take a seat, and earnestly begin to discuss the matters at hand.
...but this is better.
[cont. from before] You recognize him... The man sees you too. Excited to greet you, he spits out onto his plate the piece of lamb he was chewing.
"Ah! I've been told to expect you. The name's Bob! Come here, come here! Sit down! We have much to discuss." Bob pats his wooden bench, where empty waits a seat beside him.
- Because the Quester acted, the world changed:
- Bob saw them and became excited.
- Bob spit out his food from excitement.
- Bob beckoned the player.
- Because the Quester acted, something unintended was changed:
- Food waste :(
- A character who we expect must respond, responded.
- Bob, eager to share information, spit out his food and invited the Quester over.
Step 3: Curve the Path.
Twists and turns to add interest, perhaps?
Players and their characters are almost universally rational. That is, they will go for what they believe to be the most direct, least resisted path to their goal virtually 100% of the time. For a Quester to do things harder than necessary would typically be out-of-character; and the Quester, being a good sport as always, is trying their hardest to remain in-character (bless them for it).This is fine...
[cont. from before]... You take a seat by his side and listen to what he has to say.
...and sometimes it's the right call, but is that best for this situation?
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(Diagram of a rational Quester's uninterrupted course of action.)
As a Judge, part of your job (and part of your fun) is to disrupt the Quester to see what it takes for them to curve their path. You can apply certain techniques to nudge the player's path off-axis and thereby create more interesting and varied situations. If you do your job right, and apply just the right amount of pressure, then this will effectively create new opportunities for the Quester without the Quester needing to act out-of-character. The amount of pressure you need to apply in order to tempt the Quester varies depending on the situation and the individual Questing player.
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(Diagram of a Quester's disrupted course of action.)
- It is the Quester's right to walk the straight path, if they choose.
- It is the Judge's job to deny the Quester from walking the straight path unobstructed.
The Judge has a countable number of Curving tools, which can be ordered from least curvy to most curvy.
- Distract
- Haggle
- Endanger
- Off-Rail
- U-Turn
[cont. from before]... Bob beckons you over eagerly. But as for your Pokemon, someone else altogether has taken an interest in them. A Salazzle who reclines by the far hearth's warmth blows kisses with playful bedroom-eyes. It seems you and your partner are being pulled in two entirely different directions.
You need your partner to be on the same page as you if you're to solve the mystery together. That means no distractions... But, what would it take to convince them to give up such a tempting opportunity? And, would your Pokemon resent you for it?
Haggle: If you infer that your Quester is steadfast on what they would or wouldn't do, adjust the specifics of the situation to see if they might change their stance. You're still aiming for 50/50 odds on whether they choose to act one way or the other.
You head to the tavern, intent on meeting with your mysterious informant. Only, once you arrive, you find that the tavern door is locked shut. A sign hangs over the dust-covered window: Closed, it reads. Despite this, you see light from indoors filtering through the blinds, and hushed voices talking with one another. Your informant, you presume, is most likely inside.
Are you still going to enter the tavern, even if it means forcing your way in?
Endanger: Take a place the Quester knows to be safe, and introduce danger to it.
[Suppose this is the second or third time the player has come to the tavern, and they've become accustomed to using it as a safe meeting-place.]
[cont. from before]... You go to sit down next to Bob.
Suddenly, before you can chat: the tavern doors slam open! Four Team 0n3 thugs in jumpsuits and face-masks barge inside. One of them kicks over a table. The leader of the bunch, brandishing a Great Ball, yells: "Where's that no-good investigator nightblitz42, who's been snooping around in our business?! I know he's hiding here; we have on good word that he's a regular of this establishment!"
Off-Rail: Deny the Quester the chance to seek their immediate objective, and leave behind a new plot hook.
You head to the tavern, intent on meeting with your mysterious informant. But, when you push through the front door, you're met with a shocking sight: the entire tavern is in disarray! Furniture smashed. Floorboards broken. Walls torn and scorched. Who would do such a thing?
The tavern owner, shivering, peeks at you from behind the front desk. "You looking for someone? They, they came in here. Masked men, with strong p-Pokemon. And, and they took a fellow -- kidnapped him! ...Oh, the brutality of it all! What's more, they said if I saw you, I should give you this note."
The tavern owner hands you the note. "Now, you'd better go and don't ever come back here! All you Pokemon Trainers cause me nothing but trouble!"
U-Turn: Inferring what the Quester wants, turn their incentive opposite.
[cont. from before]... Bob pats the seat next to him. But, to your growing horror, what taps the wooden bench isn't a human hand. No... a pink, goopy tendril thuds hollowly against the grain. That's not Bob. Whatever this... thing is, isn't Bob and isn't safe. Luckily for you, you caught it let the proverbial mask slip. You look now up to its face, at its troubled expression, and you know. You know that it knows what you saw. But the other patrons of the tavern all keep laughing and eating and singing. To them, nothing is awry. Everything is normal.
Step 4: Ask, "what next"?
- Address the Quester by name. Tag (@) them here to make sure they get a notification alert.
- Ask them what they plan to do next.
That's it! If you wanna write a Judge post, remember to SRCA and you'll be set. You can practice applying this to other hypothetical situations you might come up with, too.
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Hostile NPCs
What do I do if the Quester gets into a fight?Sometimes, characters respond to the Quester's actions with hostility. For example, an enemy NPC might attack the player or their Pokemon.
When determining how exactly the NPC acts, there are two sliding scales we can apply: Severity, and Instancy.
Severity: How much of a setback does the NPC's attack cause for the Quester?
- High Severity would mean a great setback to the Quester. Could mean increasing Stress, taking away Resources, impeding their objective, applying some sort of continuous status effect, or maybe a combination of multiple of the above. A severe attack might be appropriate if the Quester took a big risk and failed, or made one or more critically bad judgment calls.
- Low Severity means a minor setback to the Quester. Could mean marginally increasing stress, taking away a Resource, temporarily holding the Quester back from their objective, doing something mechanically inconsequential but distressing, or so on. Could be the result of an unfortunate mishap, or maybe it happens for no real reason at all.
Not a lot of wiggle room when it comes to Instancy. Basically, the attack either: happens immediately, or you are telegraphing an action to the Quester and giving them 1 turn to prevent it. How this might work is: you tell the opponent that an angry Houndoom is baring its fangs and getting ready to bite; and if the Quester ignores that threat, the Houndoom actuates that threat by biting the Quester on your next turn. It's a useful way to increase tension and excitement when you want to avoid one-sidedly manhandling the Quester.
Of course, you'll want to somewhat mix up how often you apply each kind of action, if only to keep the Quester on their toes. Might be worth letting the Quester get away with a big slip-up by slapping their wrist once in a while. Likewise you can consider totally blowing them up for a minor error on occasion, just so that they don't get too cozy.
Suppose the Quester is sneaking around where they shouldn't be and they are, regrettably, spotted by a guard Machamp. Some examples of aggressive NPC actions:
Low Severity + Low Instancy: The Machamp reaches out to try and grab you by the wrist.
Low Severity + High Instancy: The Machamp grabs you by the wrist. He then holds you in place so you can't run away.
High Severity + Low Instancy: The Machamp winds up to punch your Pokemon full-force.
High Severity + High Instancy: The Machamp punches your Pokemon full-force, and by doing so craters your Pokemon into a wall.
As for when an NPC should act... There are mainly 3 good reasons to do it.
1. An NPC should act whenever the Quester's action means they must act in response to remain in-character.
Suppose the Quester is being attacked by an Ursaring, and the Quester squirts bear spray in their face. The Ursaring would have to recoil and yell in pain and act up, wouldn't it? It wouldn't be a convincing character if it didn't respond at all.
2. An NPC should act whenever the Quester acts overly passively.
If the Quester just sits around doing nothing for their turn, they often surrender the opportunity to act to whoever in the scene has the most initiative.
3. An NPC should act every turn if they are engaged in combat (or another similar high-stakes effort).
Ending the Session
How do I know when it's over?By the end of the Session, Quester and NPC actions should have led to a position where there is no more friction. That is to say, the characters/factions who still hold power in this situation are basically unopposed. That's your signal to end the Session.
Set the Quester up to leave town and head to their next destination.
Additionally, if the Quester has a Tagalong that they started the Session with, determine if the Tagalong leaves their side. (This will likely involve doing a UOD roll, since Quester characters' motivations are partly unknown to the Judge.)
If a Tagalong leaves the Quester's side, the Quester may re-add them to the party after 1 Session.
Finally, post a brief 3-5 bullet-point summary of the Session within a HIDE tag at the bottom of your post. Broad strokes only.
This is to give the next Judge a gist of where you left off.
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