100867_RAA_Quill & Codex_R1_PROOF

Quill & Codex

There is no spoon. Make it up and keep the story going.

interpretive dance to demonstrate their actions? Make it so! Do you hate dice? Throw them out! As long as everyone in your gaming group is having a great time, then what else matters? I mean… lots. Your friends. Your family. Your rent or mortgage. Your physical and mental health. There are lots of worries and troubles in the world that matter. But this is a game … and hopeful ly it helps you forget your troubles and worries for a little while. In other words—make it your own and have a terrific time. • Challenge Die – These are the dice rolled in Challenges. • Challenge Thresholds – Some enemies are so dangerous that Adventurers must spend Adven ture Points just to face them. • Faith – This represents miracles that can be performed in the name of one’s deity. These feats require the expenditure of Faith Points . • The Game Master (GM) – The narrator and referee of the game. On the fridge in my studio, I have a magnet that features a Game Master sitting at the game table. “I am Your God Now,” it reads… which isn’t completely off–base. • Game Session – This is a sin gle night of playing the game. It might last a few hours. Many Adventurer attributes (such as Health Points, Spellcraft Points, and Faith Points) reset at the be ginning of each Session. • Health Points – This is a measure ment of an Adventurers health and vitality. If it reaches zero, the Adventurer is in danger of dying.

This is your game!

Play it the way you want! Noth ing in this system should stand in the face of the enjoyment of those playing the game. In fact, much of this system is left intentionally vague so you can interpret or ignore elements as you see fit. Do you want to devise a much more elaborate grimoire of magic spells to be used in your campaign? By all means, do it! Do you want to require all players to sing the words their Adventurers speak and use S everal Core Concepts shape QUILL & CODEX into the game you’re about to play: • Advantages – All Adventurers have special abilities that set them apart from everyone else. • Adventurers –The characters the Players control throughout the game are called Adventurers. Af ter all, we’re all Adventurers in this thing called life. They are the avatars through which wonder, mystery, fright, and thrills are ex perienced. • Adventure Points – Adventur ers have a supply of Adventure Points that they can use to influ ence the game, face dire enemies, and improve over time. • Bumping a Die – Using Adven ture Points (and maybe some other circumstances) a Player may Bump a Challenge Die up or down, tinkering with the possi bilities of success or failure. • Challenge – These opposed die rolls determine the success or failure of almost all actions in the game.

ThE bASICs

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