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TREMULUS a narrative game.

Posted: Wed Sep 23, 2015 3:21 pm
by Priest
TREMULUS uses the Apocalypse World engine, a narrative system based on the idea that "When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does. The rule for moves is to do it, do it." And simply that is it.

TREMULUS is governed by the use of moves the characters make throughout the game. These moves are broad and flexible enough to cover all aspects of play: from gunfights and car chases, to flipping through an ancient tome while a leathery-winged beast smashes against the window, trying to get through.

The concept of moves may require an adjustment in how you may be used to gaming. Sit back. Don’t worry—this’ll be quick and painless.

When you make a move, you roll two six-sided dice and add an attribute. A 10+ is great, meaning you’re completely successful at whatever you were trying to do. A 7-9 usually means you were successful, mostly, but something else also happened, usually something you won’t like. A 6 or less means you failed, definitely something you’re not going to like. And it’s the Keeper’s job to make sure you won’t :twisted:

The Paradigm Shift
As noted above, TREMULUS is a player-facing game. This means that the Keeper will never roll dice. The player describes their action and rolls the dice and the resulting dice score determines the consequences of that act.

The Power of Narrative
Whenever a move takes place, it doesn’t happen in a vacuum. The player should describe what their character wishes to do, and the Keeper will explain what transpires, based upon the result of the player’s roll. Conversely, if a player says they do it, then they do it. Roll the dice, and deal with what happens. While success is clear-cut, things can get quite interesting on a partial success. And failure is always interesting.

Types of Moves
Basic Moves: Actions available to all characters.
Keeper Moves: Moves restricted to the Keeper, detailed further in the Keeper’s Section.
Lore Moves: Moves powered by the expenditure of Lore, allowing the characters to do some extraordinary things.
Special Moves: Each character has unique moves available only to them (found in each playbook).

Fiction First
Take the action to get its effect.
Narratively decide what you’re going to do, determine the most appropriate move, and roll the dice. If you decide to look through some dusty boxes in the attic, you Poke Around. Simple as that. Roll and see what happens.
Don’t think of things mechanically. Always think of things in terms of what your character would do in any given situation or circumstance, not what move you will take next. The move is fitted to the action.

Using Basic Moves
ACT UNDER PRESSURE (roll + reason)
When to use: whenever the character is under the gun, trying to maintain composure, or wanting to flee.
CONVINCE (roll + affinity)
When to use: whenever the character is in non-violent situation and wants to bring an individual around to her way of thinking, avoid a fight, or get someone to reveal a personal detail.
HELP/HINDER (roll + trust)
When to use: whenever the character wants to help out another character or prevent them from doing something.
POKE AROUND (roll + luck)
When to use: whenever the character wants to explore a new area, check for danger, or look for clues or items that are not obviously evident.
PUZZLE THINGS OUT (roll + reason)
When to use: whenever the character wants to piece together disparate pieces of information, draw conclusions from a clue, read an enemy, or figure out a group dynamic.
READ A PERSON (roll + passion)
When to use: whenever the character is engaged in conversation with someone and wants to figure out what’s really going on in their head or if they’re lying.
RESORT TO VIOLENCE (roll + might)
When to use: whenever the character has decided that the definite use of force is the only way to accomplish his ends.
THREATEN (roll + might)
When to use: whenever the character makes a promise of violence he is not afraid to keep.

Using Lore Moves
Characters may expend a point of Lore to use their Lore Move. Each playbook has a unique Lore Move the character begins with. The Lore Move allows you to push yourself farther and perform tasks normally beyond your abilities. Using your Lore may come with a secret cost that unfolds in play.

Consequences
Every time you attempt some action, it’s like trying to skip a stone across the water. You may get three or four skips. It might skip only once. It might slip out of your hand and hit your friend in the face. Or it might even bounce off a tree branch and hit the windshield of a passing police car. Or you might slip and fall into the water. Who knows? And the stone might sink to the bottom, causing some eldritch horror to stir in its slumber. Keep this in mind as you decide what you’ll do next.

Character Creation
1. Choose Playbook: pick the one you find most appealing, as long as no one else already has chosen it.
2. Choose Name: choose one from playbook or one of your own
3. Choose Look: as above
4. Choose Attributes: Pick a set that works with how you plan to play your character.
5. Choose Gear: Pick the stuff which best reflects your character. Certain things, like weapons, may be difficult (or impossible) to get in play, so factor that carefully into your decisions.
6. Choose Special Move: You get two, so choose wisely.
7. Review Lore Move: See what your uniqueness is all about. Who knows? It might save your life. Briefly.
8. Establish Trust: You begin with a number of Trust points to distribute equal to the number of players (not counting the Keeper) present. Assign a Trust score (from 0 to 3) to each character. You may not start with negative Trust in another character, though it may arise during play. Each Trust score represents your character’s faith and belief in the particular character, and serves to quickly establish relationships. Your Trust in others is used when you Help/Hinder them, so if you have Trust +2 in Meg, and she has Trust +1 in you, you’d roll +2 to Help/Hinder her while she would roll +1 to do the same for you.


Playbooks
The following characters (Playbooks) may be chosen from;

Alienist: You have studied at fine universities the world over. You know the inner workings of the human mind, and have a knack for uncovering people’s darkest secrets and deepest desires. You help to heal the soul, much as a doctor heals the body.

Antiquarian: You have spent your life studying antiquities, turning your interest into your occupation. Over the years, strange items have come into and out of your possession, and you know some things out there are truly evil. You fear what may happen if they fall into the wrong hands, and direct your energies into locking them away from prying eyes and dark dispositions. (Mr Handy)

Author: You are a writer of no small acclaim who devotes most waking moments to pondering the strangeness of this world, so it is no wonder you often have strange dreams that fade with the morning light. Your lustful curiosity has led you to come across occult texts filled with awfulness, only to discover such horror is real. (Supercape)

Detective: You’ve found missing heirs, lost children, and brushed up against more than a few weird things in your hunt for the truth (and a steady paycheck). You’ve been banged around a lot over the years. It comes with the territory. (Carnage_Lee)

Devout: You have been called to minister to a flock of souls who have lost their path. You have encountered evil in its many guises and know it falls upon those of strong heart and conviction to stay the course.

Dilettante: Born with a silver spoon in your mouth, you are filthy rich and jaded beyond your years. Your idle hours are filled with the pursuit of exotic entertainments, each more fantastic than the last. Your wealth allows you indulgences others only dream of. (Dr Peterson)

Doctor: You have more than a calling, you have a gift. You are a skilled healer who has decided to leave the grind of the big city behind in search of greener pastures.

Journalist: Your passion for digging deep to find stories has given you a reputation as a muckraker and a no-nonsense sort. You’re just willing to look where others aren’t…or won’t. You turn over rocks, look for skeletons in closets, and are concerned first and foremost with the truth. You discovered early on the truth is often ugly and harsh, and something most don’t want to hear. In this pursuit, you’ve learned a few unsettling things, things downright strange and weird, and you’ve collected those notes in a box for when you write your memoirs. Until then, you get your by-line when you can. (CrackheadC)

Professor: Learning is your greatest love, and you happily share your knowledge through teaching. You have taught in various colleges and universities across the country. Over the years, you have learned life is strange and history is often hysterical.

Playbooks can be downloaded for free here, (http://www.drivethrurpg.com/product/120 ... term=tremu) All of the various playbooks can be found within. Several of these are not used in this tale. Choose whichever Character you would like to play and download the appropriate playbook. But only one of any given playbook may be used, so, only one Professor, one Journalist and so on.

So, choose you character; dowload the playbook; study up; and once that is done we will move to the next part - Questions.

Re: TREMULUS a narrative game.

Posted: Wed Sep 23, 2015 9:00 pm
by Mr. Handy
I'd like to play the Antiquarian.

Re: TREMULUS a narrative game.

Posted: Wed Sep 23, 2015 9:04 pm
by Priest
He's all yours, please download the relevant playbook. It will tell you about his abilities, moves, lore etc.

Re: TREMULUS a narrative game.

Posted: Thu Sep 24, 2015 5:08 pm
by Supercape
I will have a stab at author!

Re: TREMULUS a narrative game.

Posted: Thu Sep 24, 2015 7:28 pm
by Priest
All yours. Download the Playbook and work out your character.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 6:11 am
by CrackheadC.
If you'll have me, I'd be interested in giving this a go. I'd be interested in the Professor or the Journalist. I'll let DrPeterson pick first though since he joined prior to me.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 8:33 am
by carnage_lee
Stick me on the list too, please, if there's room...

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 2:25 pm
by DrPeterson
What ho, chaps!

I'll be the dilettante.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 4:43 pm
by Priest
So Dr P wants the Dilettante. He's all yours old boy, if you download the Playbooks you'll find all the information pertaining.

CracheadC, welcome aboard either the Professor or the journalist is yours, please choose one.

Lee: You are most welcome too and have the pick of the rest. You are the final victim player. Recruiting is now finished.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 4:54 pm
by carnage_lee
Super! I'm happy to pick after CracheadC has picked - I've downloaded the playbooks.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 5:04 pm
by Priest
carnage_lee wrote:Super! I'm happy to pick after CracheadC has picked - I've downloaded the playbooks.
Excellent.

Everyone:
Once you've had a chance to peruse your characters playbook please create a basic character sheet (as can be seen in the Characters section) from the information supplied in the playbook. All characters start with all the Base Moves, and two chosen from the special moves (Please choose wisely). Don't get hung up on gear, unless its some item specific to the character chosen. Same with Trust, as long as the points are allocated by the close of the first chapter that's fine. As there are five players you will all begin with 5 Trust Points (one point for each player).

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 5:30 pm
by CrackheadC.
I'm gonna go with the Journalist.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 5:44 pm
by Priest
CrackheadC. wrote:I'm gonna go with the Journalist.
Ok CrackheadC will play the Journalist

So Carnage_Lee has a choice of;
Alienist, Detective, Devout, Doctor or Professor

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 8:03 pm
by carnage_lee
Ok, put medown for the Detective, please.

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 8:39 pm
by Priest
carnage_lee wrote:Ok, put medown for the Detective, please.
Done

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 8:46 pm
by Supercape
Just out of interest is there a 1 paragraph synopsis of the setting etc so to help refine character concept a bit?

Re: TREMULUS a narrative game.

Posted: Fri Sep 25, 2015 8:56 pm
by Priest
Supercape wrote:Just out of interest is there a 1 paragraph synopsis of the setting etc so to help refine character concept a bit?
Untill the questions have been answered, next step after playbooks sorted, the only thing I know is what it says in the game recruitment blurb.

"The tale I am running is going to be called ‘The Strangeness of Hezekiah Mason’ it will occur in a town called Ebon Eaves, somewhere in the USA sometime between 1925 and 1933."

At this stage of the adventure development you know as much as I, that's the beauty of TREMULUS the players create the story as they play.

Who is Hezekiah Mason? and why is he strange? All of you will tell me by answering a series of questions. :?

Re: TREMULUS a narrative game.

Posted: Sat Sep 26, 2015 1:29 am
by Supercape
This is awesome. I love indie / non-trad systems!

Re: TREMULUS a narrative game.

Posted: Sat Sep 26, 2015 11:27 am
by Priest
And we haven't even started the Story Building yet, for that there is the question and answer session. I pose a series of questions and your answers give me the information needed to detail the background of the tale. I'm so looking forward to that bit, so the sooner the characters are complete, the sooner we can begin :D

Re: TREMULUS a narrative game.

Posted: Sun Sep 27, 2015 3:26 pm
by Supercape
Just finished mine! Not sure if we had to go with the names given in book, but honestly I was lacking inspiration anyway...

Re: TREMULUS a narrative game.

Posted: Sun Sep 27, 2015 4:03 pm
by Priest
I am going to slightly rearange the order of the creation system, as I feel it is better to know some of the details of the story before completion of characters. It's not going to change your characters much, but it will give you some foresight and allow you to tinker with your characters slightly armed with some knowledge of who,where, what and when.

So please answer the following questions;

WHAT YOU THINK TO BE REAL about the town of Ebon Eaves and its people?:
 Are the locals friendly? A
 Do they exhibit strange behaviour? B
 Is it an old community? C
 Does the town have a tragic past? D
 Are there any secret societies? E
 Are the landmark buildings in disrepair? F
 Is the economy in decline? G

You MUST ANSWER YES to three and ONLY three.
JOT DOWN YES ANSWERS.

WHAT WEIRDNESS HAVE YOU HEARD about the town?:
 Have strange lights been seen in the area? A
 Is there a history of ghost sightings? B
 Has an incident of mass murder ever occurred here? C
 Have there ever been reports of flying creatures? D
 Have there ever been rumours of dark rituals? E
 Is there a history of madness amongst the townsfolk? F
 Are there any old ruins or buildings in or about the town? G

You MUST ANSWER YES to three and ONLY three.
JOT DOWN YES ANSWERS.

WHO IS Hezekiah Mason?
 What is Hezekiah Mason famous for? Is he a famous artist, musician, writer etc.
MAKE A CHOICE and write down what it is.

WHAT IS YOUR CONNECTION TO Hezekiah Mason?
 Distantly related.
 Friend.
 Peer group.
 Business dealings.
 Rivalry.
 Enmity.
 Other (specify)
CHOOSE ONE, and ONLY ONE from the above. If you choose OTHER specify what that connection is.

WHAT STORIES HAVE YOU HEARD about Hezekiah Mason?
 He is said to have sold his soul to the Devil. A
 People say that he has been seen in the company of a strange cloaked figure. B
 He keeps odd hours. C
 Lights have often been seen floating on the water of the lake near his house. D
 Strange noises have been heard coming from his house in the dead of night. E
 It is said that a succession of strangers have been seen coming and going from his house. F
 Other (make one up)
You MUST CHOOSE three and ONLY three from above.
JOT DOWN YOUR CHOICES , IF YOU CHOOSE OTHER SPECIFY WHAT.

Please note down your choices as A,B,C etc in the different categories and pm them to me. From the results I will extrapolate the details of the town and Ezekiah Mason.

Re: TREMULUS a narrative game.

Posted: Tue Sep 29, 2015 3:22 pm
by Priest
I have created a synthesis of details from the answers I have got. Dr P has yet to supply his answers but I've gone with four out of five anyway. From here we begin the tale.

The date is 1926, and Ebon Eaves is one of many small New England towns to the west of Boston.

Here is what you know of the Town of Ebon Eaves;
• The town of Ebon Eaves has small population of a few hundred.
• During the war it lost a lot of young men to the fighting, as a result the town has since then begun a rapid decline into obscurity.
• Previously affectionately known as ‘Patriots Point’ due to its heavy involvement in the war of independence, something commemorated in the plaque outside the town hall and the bronze which depicts the town’s most famous son Colonel Ebeneezer Hallet dying whilst defiantly holding aloft a patriotic flag during the siege of Boston, and the later civil war. Ebon Eaves has been desperately trying to escape from that tag in the years following 1918.
• Local legend has it that the town, or rather the cemetery, was the scene of a gruesome bit of grave robbing a few years back. It seems that a young woman was so distraught on the loss of her baby to whooping cough that she had to be restrained after exhuming the corpse. Later she was incarcerated in a local sanatorium, during which time she slaughtered several other patients in a most horrendous fashion. Her husband was susequently discovered with his heart torn out and missing. The woman in question, a Susan Franklin, was tried for the murders of the patients and her husband, found guilty and hanged. It is said that on certain nights she can still be heard weeping for the dead child.
• Today it is known for two things. One, being the home of the famous peace campaigner and preacher – Deacon Justice Jones. And two, being home to one of America’s finest composers and novelists, Hezekiah Mason.


Here is what you know of Hezekiah Mason;
• He is a famous composer, playwright and novelist. His most famous works are the opera, ‘Lucifers Claw’and a rather infamous play, ‘The Cage’, both of which show an unnatural obsession with the darker side of human nature.
• It has been rumoured that these works, as with most of his other novels on the supernatural, are based on real life episodes from his past. Although he claims that the situations he describes were in fact told to him by a friend he refuses to name.
• A man of few friends, his abrasive personality and fixed ideas makes making enemies easier. However there is no denying his business acumen, which if not bringing friends to his table, assured him of many grudging admirers.
• He lives alone, apart from several cats and an ocasional housekeeper, in a large, rambling house on the outskirts of the town. A situation that many people have sought to change over recent years.
• Due to his love of solitude and privacy, he has been the source of many lurid stories. Such as having sold his soul to the devil, being seen in the company of strange, inhuman looking characters at odd hours, and even having a hidden stash of gold somewhere in his house at Ebon Eaves.

These things are common knowledge easy to find out, and may be true or false time will tell. You may have ideas on changing your characters to take account of the knowledge, this is fine as long as you don't alter the profession or make radical changes outside of the original Playbook.

Re: TREMULUS a narrative game.

Posted: Tue Sep 29, 2015 7:05 pm
by Supercape
Looks great! Would you like us to do a short bio/background for our characters? I'm not going to change anything crunch wise but might add a slender piece of flesh to the mechanical bones?

Re: TREMULUS a narrative game.

Posted: Tue Sep 29, 2015 7:09 pm
by Priest
As you wish.

Re: TREMULUS a narrative game.

Posted: Tue Sep 29, 2015 7:26 pm
by Supercape
I think I might just let that come out in play if thats ok with you.

Re: TREMULUS a narrative game.

Posted: Tue Sep 29, 2015 7:28 pm
by Priest
Supercape wrote:I think I might just let that come out in play if thats ok with you.
Fine :D

Re: TREMULUS a narrative game.

Posted: Wed Sep 30, 2015 9:56 pm
by Papa Gateau
If you have space for The Devout - I'd like to chip in too.

No worries if you're full, I'll watch from afar.

Re: TREMULUS a narrative game.

Posted: Thu Oct 01, 2015 10:38 am
by Priest
Trust

Each character has 5 (the number of players) trust points to distribute over the course of the first few sessions depending on how they interract with the other characters. At this moment each player has 0 level of trust in each other (you barely know each other) as you interract and begin to (hopefully) trust each other you distibute those 5 points to show your trust in another player. Trust cuts both ways, but not necessarilly evenly. For example, the Detective who thinks The Professor hung the moon, while The Professor remembers him as a student who didn’t live up to his potentia; or Anne Dewar falls madly in love with James Crawford and trusts him implicitly (+ 2), however Crawford is indifferent to her advances and gives her little trust (0).

What Trust Means
-3 Wouldn’t sleep in the same house as them.
-2 Wouldn’t turn your back on them.
-1 Find them shifty.
0 Casual acquaintance. No real opinion positive or negative.
+1 A good friend, trustworthy.
+2 Close friend, trust with important personal matters.
+3 Inner circle, trust with your life.

Group Dynamics
You may increase your Trust in someone by 1 at the end of each chapter. If you do, you must reduce your Trust in someone else by 1 as well. Whenever you survive a story arc (whether you succeed or fail), you increase your Trust in a fellow survivor by 1 (without reducing your Trust elsewhere) or gain 1 Lore. This ebb and flow of Trust should be reflected in the narrative.

Secrets
When your Trust in someone will exceed +3/-3, the player must tell you a secret truth about their character, and you gain a point of Lore. Reset Trust to +1, 0, or -1 based upon what you learn (as you view them a bit differently now). You’re under no obligation to keep their secret. If you ever reveal it, and the confider finds out, they reduce their Trust in you by one.

The Circle of Life
When a character dies (or goes horribly insane), each character may reassign any or all of their Trust points, as they reevaluate their present relationships with those still living. This should happen during a narrative lull, not in the middle of a charged situation. Anytime a new playbook is introduced into the story, they may reassign Trust as well.