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10 candles

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0% found this document useful (0 votes)
3K views3 pages

10 candles

hame

Uploaded by

Alick Roberts
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ten Candles – Quick Summary

Though you know your characters will die, you must have hope that they will survive.
Cooperative Storytelling: The game focuses around shared narrative control. Everyone will share
the mantle of storyteller and has an equal hand in telling this dark story.

1. Setup & Character Creation


1x gm 4-6 characters
10 x unlit tea candles & 10 x identical 6-sided dice
5 x index cards & 1 x marker & 1 unique 6-sided die per player
1X MOBILE PHONE/VOICE REOCRDER

Step One: Write Traits (Light Three Candles)


· Virtue/Vice: One solves more problems, one causes more problems.
· A single word, a descriptive adjective. Keep it vague.
· Burn and describe how your triat is relatedto reroll all dice that landed on 1.
· Once written Virtues go left, vices go right. (GM is not included).

Step Two: Introduce Module

10 days ago the world went dark, 5 days ago they came. People started to vanish in the darkness,
you do not know who they are or what they are but you know they hate the light and the light lies
safety.

You and others gathered in the town hall of this small town and waited for instructions. None came,
government broadcasts are on loop, the internet has failed and the electricity grids have died, the
small generator running the power here has started to falter, over the last few days others left, some
you are the last.... the fuel is running low, the generator is failing, it is time to leave.

The others have scavenged some supplies befgore they left but there may be some left, the radio
plays a repeating message. It mentions fort victor, allegedly to the south as a rally point, but the
message has not changed for days...

Step Three: Create Concepts


1. Name: What’s their name or what are they called?
2. Look: What do they look like at a quick glance?
3. Concept: In a few words, who are they? What are they?

Step Four: Plan Moments (Light Three Candles)


· “I will find hope…”
· An event that would be reasonable to achieve, and kept succinct and clear to provide strong
direction. However, all Moments should also have the potential for failure.
Step Five: Discover Brinks (Light Three Candles)

Each person writes down what they saw when the person to their left was pushed to the limit “i
have seen you abandon friends, sacrifice your children, become a cannibal, whatever...”
· “I have seen you / Them…” (GM is included).
· A single word and/or short descriptive phrase. Don’t worry about making them too specific. Write
a short explanation outlining when or where you saw the character to your lefts brink. The character
to the left of the GM does not write a brink but defines something about “them” a truth about them
or something they know and gives this to the GM . The GM defines the brink of the character to his
left.

Step Six: Arrange Stacks


cards may be stacked as you choose virtue or vice first brink on the bottom. They must be burnt in
order. Moments sit to the side and a player may attempt a moment whenever it is appropriate.

Step Seven: Inventory Supplies (Light the Final Candle)


· You have whatever you’ve got in your pockets. It begins.

The Final Recording: Once the scene has been set and before fully diving into the narrative, the
survivors have one last task before them: To record a parting message for the world they will
inevitably leave behind. For this recording, pass the digital voice recorder around the table allowing
each player to leave one final message as their character.

Mechanics:

Challenges are resolved by players by rolling a communal pool of dice equal to the lit number of
candles. Any dice showing 6 means it was a success and the player may narrate the outcome of the
challenge, what they find, the defeat of an opponent etc., etc. If no 6's are rolled the test is failed.
Players may choose to burn a virtue or vice to re-roll all ones.

On a succesfull test. Any ones that are rolled are taken by the Gm and become part of his pool. The
Gm pool is rolled whenever the players roll, only 6's are relevant to the GM. Should then GM ever
roll more 6's than the players the players still succeed but the GM narrates the outcome.
Darkening Candles: Whenever a candle is darkened for any reason, the current scene ends and a
new scene begins. Once darkened, candles may never be relit.
A candle must be darkened if a player fails a conflict roll. A player may also choose to darken a
candle after a successful conflict roll in which they would lose narration rights in order to seize
narrative control from the GM.
Changing Scenes: Any time a candle darkens and a new scene begins, two events occur.
1. Everyone collectively speaks new truths through the Establishing Truths phase.
2. The communal pool of player dice refills up to the number of currently lit candles. (The
GM’s pool also fills by the unlit ones)
Players Use Traits to reroll all dice that land on 1. Bring your Trait into the conflict narration in
some significant way. Burn the Trait regardless of the outcome.
Living your Moment allows you to make a conflict roll. On a success, gain a Hope die. Failure
means the scene ends as usual. Hope belong to that player and arer rolled in addittion to the player
pool if that charcter is the one in conflict. dice succeed on a 5 or 6 and are not lost when they come
up 1 . Burn the Moment regardless of the outcome. Failing a moment will extinguish a candle.

If you virtue and vice have been burned your brink becomes available.
Embrace your Brink to reroll all dice. Bring your Brink into the conflict narration in some
significant way. You keep the Brink if you succeed and may use it again. If you fail, immediately
darken a candle, burn the Brink, and lose your hope dice. The GM will narrate the often terminal
outcome. Players may refuse to embrace their brink if it fits the story, and choose to loose the card
and all hope.

Establishing Truths: after each mechanical scene. Truths are established ritually. The GM starts,.
- “These things are true. The world is dark.”

Then each player (starting with whoever was active last) may state in turn one truth, an irrefutable
fact about the world this may be anything so long as it does not conflict directly with a previous
truth and may not ever give “them” a weakness” players take turns defining one truth per lit candle.
The last candles truth is set. When you are on the last candle all players state “and we are alive”
together when there is one candle this procedure will consist of
“the world is dark” followed by
“and we are alive”

Ending a scene mechanically does not mean there has to be a scene break in the narrative although
there often will be.

The final stand.

This is it.

When one candle is left alight it is not extinguished when a roll is failed, instead any character who
fails a challenge roll dies, or is otherwise removed by “them”

When the last test is failed and therefore last character has died the GM should pray for silence and
extinguish the last candle leaving all in darkness. The GM should state “these things are true. The
world is dark” and then play the last words of all players back to them.

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