Page 69 - Chronicles of Darkness
P. 69

Infernal Engines:



                     Dramatic Systems







                                                    Chronicles of Darkness games straddle the line between telling collaborative
                                                  stories and playing a game of chance and skill. This chapter lays out the basic game
                                                  systems that glue the two together. Whenever a player decides that her character
                                                  does something — like convince the prison guard to let her out, hurt the monster
                                                  that’s about to devour her brother, or follow the trail of an eerily inconsistent
                                                  story to discover the truth — a combination of the character’s decisions, the game
                                                  systems, and the Storyteller’s rulings determines what happens next.
                                                    Game systems provide rules for situations where the outcome is uncertain, and
                                                  it’s exciting to roll dice to see what befalls the characters and what their struggles
                                                  accomplish. Players roll dice to see how well their characters succeed — or how
                                                  miserably they fail — at overcoming obstacles and achieving their goals. Failure can
                                                  be just as thrilling as success, and the systems that are explained here show how
                                                  to make all of these possible outcomes work in a game. Books and films contain
                                                  moments when the audience is on the edge of their seats, waiting to see whether
                                                  the protagonists will survive or die, win or lose, save the world or watch it burn. A
                                                  storytelling game makes those moments happen by applying systems to key parts
                                                  of the story, and this chapter details how.
                                                    This chapter gives players and Storytellers everything they need to play through
                   Fred nodded and said,          most scenarios that crop up over the course of the chronicle, from fighting and
                  “So what you’re saying          seduction to solving crimes and modifying guns. An obstacle standing between
                   is, if we all die, that’s      a character and her goal might be a person or a monster she must talk to, escape
                  not even the worst-case         from, track down, or fight. It might also be a physical obstacle that needs smash-
                          scenario.”              ing, a lack of a vital resource, or even her own inner demons and insecurities.
                                                  The systems in this chapter use all the traits the player gave her character in the
                   John replied, “I’d still       previous chapter to present options for how the character can try to overcome
                    like to shoot a little        these obstacles and deal with whatever she encounters.
                      higher than that,             Because the Chronicles of Darkness depict a world where even the most irrational
                           Freddy.”               of fears is justified and things that never should have been are real anyway, charac-

                        David Wong,               ters resort to all kinds of extremes to solve problems and get what they want. This
                   John Dies at the End           chapter presents an extensive system to adjudicate violence between characters, as
                                                  well as systems that explore the emotional and mental consequences of seeing and
                                                  doing strange, awful things. It also provides ways for characters to change and grow
                                                  by earning Experiences, and ways their actions affect them and those around them
                                                  with Conditions that guide roleplay. It covers many ways for characters to interact
                                                  with the setting, including Social Maneuvering, investigation, building equipment,
                                                  and heart-thumping chases. It even explains how Storytellers and players can work
                                                  together to figure out how to adjudicate niche situations that aren’t included here.

                                                  Rolling Dice


                                                    When your character is trying to accomplish something and the outcome is in
                                                  doubt, you roll a pool of ten-sided dice based on his relevant traits and read the
                                                  results to determine success. Most of the time, you roll a number of dice equal to
                                                  an Attribute plus a Skill. For example, to get the cop off your back, you use your
                                                  character’s Manipulation Attribute of 4 and Subterfuge Skill of 3, so you roll seven

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