tales from the floodplain - rules and play deck
TRANSCRIPT
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Talesfrom the
FloodplainA Rude Mechanicalsadventure
By Matthew Tyler-Jones
Tomorrow.
The oil has run out.
Well, not quite, but it became such an expensiveresource that only national governments can affordit. People made adjustments, they forswore more andmore of the luxuries that they had gotten used to,
i t ti l t v l t fi t th i t d d
Introduction
Welcome to Tales from the Floodplain. This gamewas written during Game Chef 2011, for which thetheme was William Shakespeare. I chose not to beinspired by any of his plots, but rather by the
j f lf di th t hi h t k
http://www.jonboden.com/index.html -
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i te ati al t avel we t fi st the i p ted g ds j f lf di th t hi h t k
Part one: Rude Mechanicals
"Men at some time are ma!ers of"eirfate: $e fault dear Brutus%not in&r!ars, But in&rselve,"at we areunderlings."
William Shakespeare, Julius Caesar
This is not a game that uses dice. We are not afterall Fortune's fools. Instead all that may be is in thecards, how it plays out is up to us. To this end, playinvolves a deck of cards: the Play Deck, availableformatted to print on DECAdry business cardpaper, or cut out from any other still card. The PlayDeck is comprised of three sorts of card: Prologue
Cards, Nature Cards, and Story Cards. Prologueand Nature Cards used used by each player todevelop and define their character as the storyprogresses, the Story Cards describe objects, non-player characters (NPCs), incidents, atmospheresand places, and a subset of the Story Cards helpresolve actions. Some of the Story Cards aremarked with Act and Scene numbers, which will to
t t d t i h th i t l
Deck, with the acts in order so that the pilecontaining the last Act (Act 3 in Tales from theFloodplain) on the bottom and Act 2 on the top.
Finally place any remaining cards from the Act 1pile on the top of everything else and the deck isready for play.
The order of play
Players should begin by laying any red and blueNature Cards face up on the table in front of them
for everyone to see. The GM should ask for anyoneholding Act 1 Scene 1 cards to declare them and putthem into the center of the table to create a loosestory/discard pile. (Remember at this point, ifanyone is holding Act 2 cards, something has gonewrong.)
From this point on, play continues as in any
roleplaying game, with players describing theircharacter's actions in reaction to the inceidents andpersonalities revealed in the cards. Players can taketurns around the table, or work collaborativelywhen appropriate.
A player can pre-empt his/her turn by playing aStory Card at any time, as long as its not marked
ith A t/S b th t h t t b
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Scene 2 cards in the hand must declare and playthem. When the last scene in the Act is played, theGM will announce Act 2, Scene 1 and so on...
If the Play Deck runs out before your players havefinished, gather up and shuffle the story/discardpile, and without sorting it, turn it into a new PlayDeck.
Task resolution
As there are no dice task resolution is relativelysimple, with a presumption towards success. If aplayer proposes a reasonable action that is easy,then it will succeed, unless the GM has in his or heran appropriate Nature or Prologue card than cantwart the action if it adds to the story. Example: Aplayer might try to steal a kiss from a drunkenNPC, but the GM has a Vain card which says the
NPC thinks him or herself too good for the player'scharacter.
More difficult actions require that the player's handincludes a Prologue Card that explains thecharacter's ability to succeed in the task. Again, thetask might be thwarted if the GM chooses to playappropriate Prologue or Nature Cards. The rule of
th b i th t if th GM l d th th
parry and counterattack so in this case the playercharacter is winded.
When Action Cards are discarded, they don't gointo the main story/discard pile, but rather aseparate combat pool. Players replace their Actioncards from the pool generated during the previouscombat, unless there are none, in which case theyare dealt card from the Play Deck. This has theeffect of limiting the duration and ferocity of earlycombats, while ensuring there is plenty of
"stamina" for any climactic fights later in the play
Projectile combat may be opposed (if the target isactivly running and dodging) but is more likely tobe unopposed. Whether the shot is easy or difficultwill bedefined by circumstance (range, cover etc.)In the limited resource world ofTales from theFloodplain however, each bullet or arrow is a
precious card that must be discarded into the mainstory/discard pile when played.
Nature Cards
"Oh!$at y&c&ld turn y&r eye
d ' f k df
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As you are using two cards, they will have twicethe effect, but once used you must discard bothcards back into the story/discard pile.
You can also use a Nature card when you don'twant to discard a Prologue Card (see below).
Prologue Cards
"And one man in his time plays many parts" -William Shakespeare, The Tempest
The green Prologue cards replace the skills, assets,traits etc of other RPGs. As described previouslythey can be played to improve your chances ofsuccess in any given action. When you play one(ormore), describe (for example) how the situationyou face is informed by a past experience and use itto modify an action, then discard it into the story/
discard pile.
If it feels right for your character, you may chooseto retain some Prologue Cards, and make them partof your charcter's archetype (example, the Tough,Military, Marksman). Every time you play aPrologue Card you want to keep, hand a NatureCard of your choice to another player. They must
k it d h th i ht t l it t i t t
The suggested location is a fictional village calledBradwell, in the Peak District in the North ofEngland. But you can set it anywhere you like.
Act 1
The first fleeting encounter is designed to set up theworld, and our character's place in it. The hardlydriven motorway has become a pedestrianwalkway, but by chance the players see aprocession of government cars flash by. The don't
stop. The government is so distant from the affairsto ordinary people that these cars might as well bechariots of the gods.
We meet the Gypsy band, Rex Fitzwilliam it'sleader, and his pretty, self-assured daughter Angel.Now the infrastructure of transport has collapsed,and communities have become more insular and
self-sufficient, Gypsies have become defacto Kingsof trade. If our players play their cards right, theircharacters could accompany or follow the Gypsiesto the village.
Act 2
In the village we meet a hostile reception. Gypsies
ti l f t d b t t t t d E il
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The situation
The village is effectively ruled by Canon Davies.
Ironically, just as the Government has become adistant god, so the Church has become the effectivegovernment. Boys aged five and over are takenway from their families and brought up in adisused factory, (an eighteenth century watermill inthe next valley, if you retain the Bradwell setting)which has become a sort of monastery, or perhapsmore properly a sort of Christian madrasah. The
water wheel now generates a modicum ofelectricity. The students devote their time to Biblestudies, and enforcing Canon Davies' strictmorality. In this respect they are a little like AfganiTaliban, today. Canon Davies also has a moreprosaic power. He has a hoard of fertiliser, withwhich he can "bless" the villager's crops, just aslong as they behave like good Christians.
But one of the women has a secret. When her childwas born, a boy called Ben, she couldn't stand thethought that he would one day be taken away. Soshe faked a still birth, and managed to keep hisexistence a secret as he grew. With her cottage onthe outskirts of the village she managed to allowthe boy some freedom, and he grew up knowing it
i t t t i th bi t f hid
Post Script
This was only meant to be a one-off tale. But my
play testers enjoyed themselves enough to askabout Character Progression. So, we said a playercould keep as many Prologue cards as they haveNature cards remaining. A new set of Story Cardswould be required, but players could retain theobjects they had collected. We also discussedcreating a few more Prologue Cards which wouldbe based on the Cards each player had retained,
allowing characters to cascade their previousexperiences, into more specialist skills andknowledge.
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
A preci!sbulet
#eGovernmentCavalcade
#e sweet
perfume ofpetrol,like a loverspa$ing k%s
#e
Motorway
An&l
A preci!sbulet A preci!sbulet A preci!sbulet A preci!sbulet
A preci!sbulet A ragged girl of twenty-onesits laughing in the sun
and were the figures of her fun
Jon Boden Beating the Bounds
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Bullets are hard to make, and easy to
waste in the time of the Floods.
Hoard this and use it wisely.
Lying on the motorway this morning, i
thought I heard a distant thunder
roaring
Jon Boden Days Gone By
And what were they doing, thosepeople from the government, burning
sacrificial gasoline to keep the dogs at
bay?
Jon Boden Days Gone By
Act 1 Scene 1 Act 1 Scene 1 Act 1 Scene 1
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
#e oldfactory
And'rain%coming do(
Out beyond)
e by-pas
,overgro(wi)weeds
#e GypsieRex
Fi,wil
iam
#eB!nd-one D%tantfigureon)e m!ntain Preci
!sseeds
Wild DogsThe leader of the gypsy band. He
has a daughter called Angel.
This is one of the marks that define
the boundary of the parish.
PLAY THIS CARD NOW!
We had no food for ourselves, let
alone our pets, so we let them
go, and they survived, hunted,
multiplied, and now we fear them.
With no fuel for transport, thesetravelers have reverted to their
ponies and caravans and become
vital, if distrusted, traders.
forming silver ribbons on thesodden ground. People say you
can see blood in the puddles, blood
in the puddles, but I only see the
rain.
Jon Boden Has Been Cavalry
Act 1 Scene 2 Act 1 Scene 2
And all that I can think about,is woodsmoke in the valley,kisses in the fall-out shelter anddancing in the factory,that closed so long ago
Jon Boden Days Gone By
Act 1 Scene 2
Take the seeds out to the garden
Sow them in the Soil
Split the wood we gather
Happy when we toil
Jon Boden We do what we can
Wild DogsPLAY THIS CARD NOW!We had no food for ourselves, letalone our pets, so we let them
go, and they survived, hunted,
multiplied, and now we fear them.
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
#e blind-orytelerCanon
DavieSarah Jame
#eB!nd-one Aho-ilerece tion
A hoardof sugar
Sarah James is a widow of the
village who, it is said, lost her babyson shortly after his birth. Though
she is a willing worker in the
community, at home she keeps
herself to herself
This is one of the marks that define
the boundary of the parish.
The preacher is there for this
childrenHe will drive the dogs from the
wasteland
He remembers things weve forgotten
He will lead us to bread and water
Jon Boden
Penny for the Preacher
Act 2 Scene 2 Act 2 Scene 3
Act 1 Scene 2
Sealed tight and hidden away,
which sweet toothed idiot thought
sugar was the thing to hoard?
#e
ChurchH!se
Act 2 Scene 1
Abraham
Bro(
Abraham Brown is a harmless idiot
man in his forties. He works hardwhen told what to do and is always
happily wh istling.
Act 2 Scene 1
Ahab Smi)Pause a while by Nine Elms ReachFor Ahab Smith to make his speech
Fuel the hatred, stoke the fear
Same as he does every year
Jon Boden
Beating the Bounds
Act 2 Scene 1 Act 2 Scene 1
The news was on the Chu rch House
door, and all over the valley.
A storm cloud brewing in the East
and wild fire in the cities
Jon Boden
Dancing in the Factory
Where have
al'y!ng mengone?This old mans stories tell of a time
of plenty, long ago. When peopletravelled well beyond the parish
boundaries, even to far off lands. He
will also tell stories of sadness and
loss, in time of the floods.
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Ben,Sarah Jame
only son
Fe$
il%er
An oldandempty
p%tolA Knife
Sarah faked her babys deathbecause she couldnt bear to lose
him. She has kept him hidden all
these years, until his hormones
made him reckless.
Canon Davies keeps secure in the
Church House, a hoard of Nitrate
Fertiliser, which which he blesses
the Parishs crops.
Act 3 Scene 2Act 3 Scene 1
#e Ap.l
QueenAcross the bypass, in the elm and
ash woods, is a shrine. a goddess
made of the litter of years past, that
looks, to all that know her, like
Angel, the gypsys daughter.
Act 2 Scene 3
#ePreachersMen
Armed with sticks and knives, the
Preachers Men keep order in the
Parish
Act 3 Scene 2
#e
summoningBoys over the age of four arenot allowed to stay with theirmothers, but are taken by the
Preachers Men, for a good
Cristian education, and to
serve the community
A Stick
A KeyA KevlarJacket
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
A St.
ke
Action Action Action Action Action
Action Action Action Action Action
A feint A Block A MoveA St.ke
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
A St.
ke A St .
ke A St .
ke A St .
ke
A St.ke
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Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
Story
A feint A Block A MoveA HoldA St.
ke
Action Action Action Action Action
Action Action Action Action Action
A feint A Block A MoveA BiteA St.ke
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two actioncards in a round, unless your
injuries preclude it. Actions can
be modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
You may play up to two action
cards in a round, unless your
injuries preclude it. Actions canbe modified by other story cards,
as well as prologue and nature
cards. Discard into the action
pool once played.
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Cowardly
C!ra&!sCowardlyRa/
Ra/ Apa)etic
TemperateApa)eticSelf-indul&nt
Self-indul&nt
Mean
ener!sMean
Humble
Ambiti!sHumbleVain
Vain Complacent
Patient ComplacentAngry
Angry
GenerVulgar
Vulgar
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Unasuming
Tru)ulUnasumingBoa-ful
Boa- ful
Wi0yCoarseAnnoying
Annoying
Cantanker!s
.endly Cantanker!s
Shy
ModetShyShameles
Shamele s
Righte!s SpitefulEnvi!s
Envi!s
F.enObsequi!s
Obsequi!s
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Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Ambidextrous
Ambidextrous
Animalhusbandary
Animalhusbandary
Knife fighter
Knifefighter
Marksman
Marksman
Fletcher
Fletcher
Green thumb
Greenthumb
Make do andmend
Makedoandmend
Fake ID
FakeID
Attractive
Attractive
Insignificant
Insignificant
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Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Soldier
Soldier
Hairs on theback of your neck
Hairsonthebackofyourneck
Builder
Builder
Prisoner
Prisoner
Mechanic
Mechanic
Intruder
Intruder
Policeman
Policeman
Faithful
Faithful
Aware
Aware
Contacts
Contacts
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Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Smells a rat
Smellsarat
Excellenthearing
Excellenthearing
Eagle eyes
Eagleeyes
Athlete
Athlete
Chemist
Chemist
Tough
Tough
Refined palette
Refinedpalette
Numerate
Numerate
Hunter
Hunter
Medic
Medic
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Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
Prologue
User
User
HigherEducation
HigherEducation
Sure footed
Surefooted
Calm
Calm
Reputation
Reputation
Rider Lightningreflexes
Lightningreflexes
Electrician
Electrician
Bodger
Bodger
Lawyer
Lawyer Rider