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PANTHEON
D OTHER ROLEPLAYING CAMES
Created by Robin D. Laws
Artwork by Frazer Irving
Editing and layout by James Wallis
Playtested by Christopher Docherty, Mark
Freeman, Louise Hancill, Lynne Hardy, Richard
Hardy, Paul Jackson, Mark Kay, Tracy Lauren,
Greg Small, Kristian Smith and Alex Truman
“al
Special Thanks To Jonathan Tweet
Pantheon and Other Roleplaying Games
's published by Hogshead Publishing Lid
18-20 Bromell’s Road, London, SW4 0BG
United Kingdom
www-hogshead.demon.co.uk
ISBN 1-899749-25-X Stock code: HP404
About the author
‘The multifarious credits of writer and game designer Robin D. Laws Include the
‘games Feng Shul and Hero Wars, co-design work on the King of Dragon Pass computer
¢game, and the upcoming novel The Rough and the Smooth, To research Pantheon and
(Other Roleplaying Games, Robin staged a hostile takeover of a major corporation,
fought off an aquatic monster, dug up loot buried by the Mob, apotheosized, and
‘rushed Tokyo beneatt his massive, scaly feet. Photo crt: ValereLaws
Al contents of this book are copyright 2000 by Robin D. Laws, JAIN.
Frazer Irving and Hogshead Publishing, ‘Pantheon’ is a
trademark of Hogshead Publishing Ltd. No reproduction of any
of the contents of this book is permitted without prior
permission in writing from the publisher.THE NARRATIVE CACE MATCH
2
Step Into the
NARRATIVE
CAGE MATCH
[ALL FIVE OF the games in this book use the same basic
rules. We call these rules the Narrative Cage Match” sys-
‘em, because in all five games you create a story, co-operat-
ing and competing with other players at the same time. You
take a stake In the fate of a particular character — called a
PPC, which is short for player character. You try to steer the
course of the story so that your PC finishes the story in a
better position than all of the others.
Because you're n a sense adopting the viewpoint of your
player character during play, we call each NCM session a
roleplaying game. You probably bought this book at astore
that sellshhobby games, and know that there are lots of other
roleplaying games that take a different approach. Some
people get al tangled up in definitions of what is and isnt a
roleplaying game. We also call the flve games inthis book
roleplaying games in order to annoy these people. If you
see anyone getting hot and bothered over this issue on the
Intemet, be sure to mock them for us.
What You Need
Each NCM game requires 4-6 players. Each player needs
the following:
+ Sbx standard (6-sided) dice
+ 53 beads, coins, jellybeans, eal beans or other sort of
counter. Three of them must be distinctive: each player
needs a white bead, a black bead and a green bead.
‘The others can be any other colour. If you substitute
counters (say, using walnuts for white beads, almonds
for black, and so on), make sure everyone understands
the substitutions before you start.
+ Anotepad and a pen.
+ One of the games in this book.
Pantheon and Other Roleplaying Carer
Starting Play
Situate yourselves comfortably around a room, within easy
earshot of one anather. Decide among yourselves which of
the five games in this book you want to play. The choices
are as follows:
+ Grave and Watery: action and horror in an undersea
base with a killer aboard,
+ Boardroom Blitz: high drama and big money clash ina
battle for control of the family megacorporation.
+ The Big Hole: modern-day gangsters meet in a tale of
crime, blackmail, double-crosses and revenge.
Destroy All Buildings: there's panic in Tokyo as giant
monsters converge on the city to fight!
+ Pantheon: your chance to create the universe anew and
mess around with it
If you're with a group of people who have never played an
NCM game before, we recommend that you start with ‘Grave
land Watery’ or ‘Boardroom Blitz.
If you haven't played an NCM game recently, the player
‘who will next celebrate their birthday takes the first turn. If
you have, the player who got the lowest score last time
around gets to start Play proceeds clockwise around the
room from the starting player.
Set-Up
‘The starting player finds the set-up forthe chosen game
and reads i aloud to the other players. It stats the story for
you. Some games provide elaborate beginings, in etfect
starting your story in the middle ofthe action (or In media
res f you ever want to impress a cute ierature student