0% found this document useful (0 votes)
26 views

ten candles flowchart

The document outlines the role of a Game Master (GM) in a storytelling game, emphasizing the importance of setting the scene, introducing challenges, and engaging players in collaborative storytelling. It describes mechanics for conflict resolution, including the use of hope dice and the consequences of player actions, such as burning traits or moments. The document also details how to manage the narrative flow during dire conflicts and the implications of character deaths within the game structure.

Uploaded by

birkoku
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
0% found this document useful (0 votes)
26 views

ten candles flowchart

The document outlines the role of a Game Master (GM) in a storytelling game, emphasizing the importance of setting the scene, introducing challenges, and engaging players in collaborative storytelling. It describes mechanics for conflict resolution, including the use of hope dice and the consequences of player actions, such as burning traits or moments. The document also details how to manage the narrative flow during dire conflicts and the implications of character deaths within the game structure.

Uploaded by

birkoku
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
You are on page 1/ 1

GM = storyteller / mediator

- set the scene


- establish environment “What do you
- introduce dangers want to do?”
- provoke challenges
- instigate conflicts
(use the module, and add other details)

Ask questions. Let players help create


the story.

Instill terror. Moments and hope dice


Play tricks through Them.
Use the light and dark. “Do you want to live
Be patient. your moment?” (if it is
No
showing)
The dark (minions) - scenes 1-6 Players
The darker - scenes 7-9 - assume character roles
The darkest (cannot die) - scene 10 - gather supplies
- seek shelter
Yes Cooperative - Live Moments
Yes storytelling. - try to stay alive
- try to stay away from the
Dark and Them

Gain a hope die


that succeeds on Did any If the player narration
a 5 or 6 (and is player roll has an unclear outcome
not lost on a 1) 6s? …
Dire conflict
If an outcome might be lethal or
Burn the moment ruinous, the GM can label it as “dire.”
card.
No

Make a conflict roll.

Players roll dice


equal to lit candles.
1s & Traits Player 1s versus 6s & Successes (and failures)
GM rolls dice equal
to unlit candles (lost Any player
dice) roll 6s?

Do you want to burn


your trait (virtue or
vice) if showing, to
reroll 1s?” Yes No
Brinks

No The conflict
Yes Reroll all succeeds. If players succeeded in
dice. If players have living their moment, they
Keep most 6s … win narration rights.
brink.
Players win
Set 1s aside. “Do you want to narration rights.
They are lost for Yes embrace your
Describe the result in a
the remainder of brink?” If GM has most
Burn the trait and simple, reasonable,
the scene. 6s (wins ties) …
reroll 1s. interesting way. Add to
the good story.
No
If players burned
a moment
or trait
Seize narration GM wins or brink
narration rights. in the roll, they must
Burn Do players want bring it into the
brink. to darken a storytelling
candle to seize
narration rights?
Lose hope
die.

Yes No

QUESTION
How can two candles be darkened
instead of one when seizing narration?
Before darkening candle …
Page 31 in the rulebook.
Players (or GM) describe the result in a simple,
reasonable, interesting way. Tell a good story.
If players use a moment or trait or brink
in the roll, they must bring it into the storytelling.

Dire conflict
If a “dire” roll fails, players may narrate
the death of their character (and can If a candle goes
give their hope die to another player) out for any
reason ...
Darken a candle.

The scene ends.

More than 1 Only 1 candle is lit.


candle is lit.
No truths other than:
GM: “These things are true.
The world is dark.”
Establish (helpful or harmful) Together: “And we are alive.”
truths.
- move action forward
- reach places
- find others The Last Stand begins. When every character has died, darken the last
- acquire equipment candle.
- move story along GM: “Play continues normally, except that
unsuccessful conflicts no longer result in a GM: “These things are true. The world is dark.”
GM: “These things are true. darkened candle. Instead, they result in the
The world is dark.” character’s death.”
Players and GM: one truth per
candle (in turns) (only the GM No die to roll = failed conflict.
may speak about Them, the Player narrates their character’s death. Play the final message.
Refill dice pool equal to Dark, or the Sky).
number of lit candles. Together: “And we are alive.” Don’t turn on the lights right away.

You might also like