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Adam “Doc” Brackin and Chris Krueger


for the podcast

Role With It
from the crew at

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The Role With It System (v1.0) is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
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THE ROLE WITH IT SYSTEM

Introduction
The Role With It System (RWIS) is a diceless, narrative- RPGs as a framework for improvised storytelling. We
driven tabletop roleplaying game for two to five feature a number of excellent RPGs on our show,
players, including a game master. The rules are and each is compelling in its own way. However, we
lightweight and designed to enable fast-paced, also wanted a proprietary option, designed with our
improvised, episodic storytelling. Players determine play styles and the show’s episodic format in mind,
the outcomes of scenes using notecards they that would draw out more of what we like to hear in
create, strengthen, and possibly destroy throughout Role With It — in-character dialogue and descriptions
the game. Each card represents an aspect of their of action — and less of what we tend to trim down
character and influences how they develop over in post-production: talk of numbers, dice, and rules.
time. This game helps us do that, and it’s proven to be
a fun and flexible system to use in our personal
We have a few tags we like to use to describe what campaigns too.
sort of system this is:
In a lot of ways, this game plays out like an episodic
• Collaborative: Though the GM will put obstacles TV show, radio drama, comic book, or similar story
in the protagonists’ way to help generate conflict, format. At its best, it facilitates compelling conflicts
their job is neither to “beat” the players nor to that engage multifaceted, dynamic characters. Of
carry them through a meticulously pre-planned course, the protagonists in any of our favorite stories
scenario. Instead, the objective is for the GM and will find things don’t always go according to plan, and
the players to work together to tell an entertaining the ups and downs of all memorable narrative types
story, which will call for improvisation and creative are hardwired into Role With It.
contributions from everyone at the table.
When their characters are inevitably met with
• Cinematic: This isn’t what we’d call a “crunchy” hardships and failures, players are encouraged
game. The rules are streamlined and geared to — well, "roll with it" — to embrace them as
to facilitate storytelling — to keep the narrative opportunities to make their characters and the
moving forward. Your character is defined narrative more interesting. Role With It isn’t about
more by you, the player, than a list of skills and gaming the system; it’s about coming together to
attributes, and the system is more concerned tell a great story. And, if you’re anything like us, you’ll
with the outcomes of scenes than of individual have a lot of fun doing it. We hope you enjoy.
actions. Within each scene, you’re free to play your
character however you wish and convey the action
with exactly the amount of detail and flair you If you made this system for your show,
desire (or don’t). does that mean I can’t use it on mine?

• Diceless: The outcomes of scenes are not By no means! In fact, we’d be flattered if you did.
determined by dice rolls but, instead, by the We designed this game to help make it easy and
strategic use of notecards that represent your fun for us to tell improvised stories, and we wanted
character’s influence on the story. Incidentally, to share it because we thought fellow roleplayers
these notecards double as the closest thing this like you might like it for the same reasons we do.
system has to a character sheet. At one point, we even considered changing the
name just to be sure no one would worry about
• Generic: This game has no built-in or prescribed that, but we kept it because, ultimately, it began
setting. It can be used to tell any kind of story, and ended as the game we made for our show.
with any tone, and in any genre. You may import
a setting you already know or create one on your So, just as we feature other games we enjoy on
own. It’s up to you. Role With It, you’re more than welcome to play
and even hack our game for your own campaigns,
What’s with the name? whether you plan to feature them on your podcast
or stream or just enjoy them privately with friends.
We originally designed this game for our audio- And, if you feel like sharing, we’d love to hear about
drama and actual-play podcast Role With It at what you do with the game, so let us know!
Backward-Compatible.com, in which our cast uses
1
THE ROLE WITH IT SYSTEM

About This Book


This game doesn’t have a ton of rules. However, For example, when you play a scene, there are only

.
because the rules are somewhat loose and open- so many hard-and-fast rules about what you’re
ended, there are some nuances that may take some required to do and when. And, as with all tabletop
getting used to when you first start playing. RPGs, even those rules can be bent.

That’s why, for most of this book, we’ll list the rules Beyond that, though, there are many different ways
.

in their simplest form in the left-hand column. you might choose to approach scenes. We’ll suggest
On the right, we’ll share things that may help you a few that have worked well for us, but the one you
understand the game better, but aren’t rules per se. decide to use might vary from game to game, or
even from scene to scene, based on the group you’re
You’ll also find occasional sidebars in gray boxes. playing with, the story you’re telling, and the specific
These are usually examples of play or other extras. circumstances of the moment.

On the next page, you'll find a quick run-through You might even find a totally different solution that
of the game's cycle of play. Don't worry if there are we don’t mention at all. When that happens, we
some terms you don't understand yet; it's mainly encourage you to use it. We think one of the greatest
there to let you get a sense of the big picture before things about RPGs is their flexibility, so please don’t
we go into more detail. You can also refer to it when let our rules get in the way of your story or your fun.
you need a quick reminder of how things work
during play. Rather than bogging down the rules with extra
commentary, examples, and alternative approaches,
we thought we’d use this design to make it easier for
you to just find the next step in the process when
referring to this rulebook during play.
Learn to play on the go!

If, like us, you sometimes New to roleplaying games?


find yourself too busy
to sit down and read We do our best in this book to help newcomers
through a whole rulebook, understand how tabletop RPGs work (or at least
you might enjoy learning about The this game), but some of what we talk about
Role With It System by listening to The Doc & Krueger assumes at least some background knowledge
Cast, the official podcast of Doc & Krueger Games, on the part of the reader. Please don't let any
hosted by the designers. technical-sounding jargon deter you! Roleplaying
can be an incredibly fun and rewarding hobby,
Our first season is all about The Role With It System. and we're excited to welcome you into the fold.
In the “audio rulebook,” available in full with the
game’s launch, we cover: While the best way to learn, always, is to find
a game and start playing, there are many well-
• The complete rules of play produced and entertaining examples of play that
• Character creation best practices can give you a sense of what it's like, and some
• Advice for setting and playing scenes even include primers on the basics of roleplaying.
• Strategies for playing “the card game” Here are just a few of the shows we could
• Tips for storytelling and character development recommend to introduce you:

In the episodes to follow, we’ll discuss games that • One Shot by James D'Amato: an often-comedic
influenced RWIS and wax philosophical about podcast featuring self-contained adventures
designing and playing tabletop RPGs in general. run in a variety of systems.
We hope you’ll join us! • Titansgrave by Geek & Sundry: a science-fantasy
series run in the Fantasy AGE system.
Available on iTunes, SoundCloud, and at • Critical Role by Geek & Sundry: an ongoing,
docandkrueger.com. weekly Dungeons & Dragons livestream.

2
THE ROLE WITH IT SYSTEM

the cycle of play


An RWIS campaign (or "series," if you prefer) consists Many campaigns need only one season to tell their
.

.
of one or more seasons. stories, but if you find you want to explore your story
further or revisit it after a hiatus, you may play a new
A season consists of 12 episodes. season to do so.
..

An episode consists of five scenes. While it sometimes makes sense to imply time gaps
...

between episodes (or even scenes) within a given


A scene plays out in this sequence: season, it's often even more natural to have some
time pass between seasons, so feel free. You might
• The GM sets the stage. take advantage of this to approach your characters
• One PC opens the scene by playing a card face-up or the story differently than you did before. Also,
and announcing their intention or question. there’s no rule saying you can’t change your cast of
• The GM sets the obstacle by playing one or two characters between seasons, so feel free to work
cards. The first must be played face-down. The with the GM to introduce new characters or entirely
second is optional but must be played face-up. new parties.
• PCs describe their characters’ actions and speak
in character to play out the scene narratively. They .. You may make each of your seasons longer or
may also choose to make certain optional moves: shorter to suit your story, but we’ve found it’s almost
• PCs who did not open the scene may play a always best to decide on a number of episodes
card face-up to enter and announce their ahead of time so the group can build to a satisfactory
angle: to assist or hinder the opening PC. conclusion by the end. We like using 12 episodes
• Whenever a PC enters, the GM may optionally because it mirrors a format some TV series follow
answer each new card with one from their and because it allows the PCs time to develop
hand, face-up, to increase the obstacle. without becoming too overpowered.
• The PC who opened may play a card face-up
to self-assist. The GM may not answer this Though elements of the narrative will carry over
card. At the end of the scene, the lower-value between seasons, the transition also allows for
card returns to the opening player’s hand and something of a mechanical reset. This serves not
does not increase its star value. This is the one only to keep things balanced but also to sharpen the
exception to the usual rules. focus of each PC’s development and allow room for
• The GM moves to close the scene. This is the last new, fresh growth.
call for PCs to enter or self-assist.
• The GM mechanically closes the scene. Before It's likely you'll play multiple episodes in a row during
...

calculating the result, they may choose to reveal any given night of gaming. A typical "session" could
their face-down card or return it to their hand. be a half or maybe even a whole season!
• With the final obstacle determined, the PCs have
one last opportunity to use abandonments or The number of episodes in a season and seasons
epiphanies to alter the outcome. in a series can be adjusted to your liking, but the
• Narrate the final outcome of the scene based on number of scenes per episode should remain at five.
the mechanical outcome. This will generally be a It's important to the game’s flow and balance.
brief statement of what happens, perhaps with
a short exchange between characters, before An episode will ideally contain a complete narrative,
moving on to the next scene. even if it's short and simple. You might think of each
episode of play like an episode of a TV show. Be
The GM and PCs perform all appropriate aware of which scene you’re on and work together to
"housekeeping" tasks between scenes and between reach some sort of resolution (or cliffhanger) by the
episodes, then proceed to the next scene or episode. end of the final scene.

Of course, some conflicts (or “story arcs”) may take


more than one episode to work through, so while
you’ll always want to conclude an episode in a
satisfying or compelling way, you can also tack on a
“to be continued” when needed.
3
THE ROLE WITH IT SYSTEM

Setup
To play, you will need plenty of notecards and We recommend using 3” × 5” notecards with one or
.

.
something to write with. both sides unruled, but you could use anything that
has a fairly uniform appearance from card to card.
A game master (GM) is always required. They will The important thing is to be able to flip all the cards
facilitate the game, make sure the rules are enforced and not tell between them. In a pinch, though, you
as needed (or allow for exceptions), and convey could grab whatever printer or notebook paper is on
what’s going on in the game world; this includes hand, fold it up, and tear it into roughly same-sized
playing as most or all non-player characters (NPCs). pieces. The show must go on!

You will also need three to four players, each of Ideally, whatever you’re writing with will be bold
..

whom will play as a player character (PC). enough for everyone at the table to read it at a
glance without it bleeding through the notecard.
Note: For the purposes of these rules, the GM is Again, you'll want to avoid giving away what’s on the
not considered a player. The phrase "any player," card when it’s flipped. If the cards have only one side
therefore, means any player who is not the GM. that is ruled, choose a side you won’t write on for
consistency's sake.
Decide as a group what sort of story you want to
tell, including the setting, tone, genre, and whether On most notecards, just about any bold marker
anyone has any elements or themes in particular should be fine as long as you don’t write too heavily.
they do or do not wish to be present in your game. You might also consider using highlighters. On
thinner or more translucent paper, it may be best to
The GM will take three notecards. Making sure to make due with pencils or other light writing tools.
leave one side completely blank, write “GM” on all
of them, plus the numeral zero (0) on one, one star You could play with more than four PCs, but the
..

(★) on one, and two stars (★★) on one. These three game might feel overcrowded. The rules are
cards are unchanging and will be the GM’s starting designed to make sure that, most of the time,
hand at the beginning of every episode. everyone will get at least one spotlight scene per
episode. With more than four players, that might not
always happen, so you’ll want to be mindful of that
GM GM GM and be sure to share screen time.
0 ★ ★★ There are special rules when playing with only one or
two PCs:
GM cards do not represent a character and, unlike
PC cards, will never have a motif written on them. • Each episode will consist of three scenes instead
of the usual five.

• If there is only one PC, the player will have 10 stars


to work with during character creation. They still
have a minimum hand size of three cards and a
maximum hand size of six.

4
THE ROLE WITH IT SYSTEM

Examples of play
The Chronoptimizers couldn't dig up every scenario we wanted to cover
in this book. We also took a few liberties with the
We decided to debut The Role With It System in our rules when we played, just like we say you should.
fourth season of Role With It. Because the system (Hey, we practice what we preach!) As a result,
is setting agnostic, we thought it would be fun to some of our examples are partially fictionalized.
showcase its versatility: how it can be used to play Others are 100% real. You can try to figure out
just about any type of story with just about any which are which if you feel so inclined.
characters.
The takeaway is this: you can absolutely rely
So, we asked our GM, Will Parsons, to come up on this book to give you mechanically correct
with a scenario in which our players could play examples of play. Just bear in mind that there may
a character from any genre of their choosing. be discrepancies between the book and the Role
The result was the inter- With It series. Trying to reconcile the two might
dimensional, time-hopping get confusing, so go with the book if ever you're in
adventure we would later doubt.
title The Chronoptimizers.

Ahead of the game, we players knew


it would be some sort of crossover story
that would probably involve time travel. It is
Will, after all. But beyond that, all we had coming
in were our character concepts. And while
Will had a rough outline
in mind, most of the
story was improvised.
With that in mind, especially,
we felt it was a great debut for the
system. And, more importantly, it was
a blast for us to play.

For the same reasons we


thought The Chronoptimizers would make for
a good debut series, we thought it would be good
source material for the examples of play we've
included throughout this book. We also liked
that it let us use real examples from actual
play.

Some Grains of Salt

While these examples are intended to help


you understand the game better, please
remember that they are in no way meant to be
prescriptive. Yes, they'll tell you a bit about how we
play, but we'll be the first to admit our personal
play styles won't be to everyone's tastes. Our way
isn't The Right Way, and neither is anyone else's.
Yours is. We want these examples to inspire you
— no more and no less.

Also worth noting: The Chronoptimizers was entirely


improvised and only five episodes long, so we

5
THE ROLE WITH IT SYSTEM

character creation
After deciding what sort of character they want to If you're familiar with RPGs, you might have an
.

.
play, each player will spend stars to generate the approach to character creation that's at least
notecards that will help define their character. somewhat affected by what skills or traits you
can afford and how you imagine your PC will play
Each player has six stars to work with. They must mechanically. That's not a bad thing — we do it
spend them all before the game begins. A star may ourselves — but, for this game, we encourage you to
be spent in one of two ways: think of your PC first and foremost as a character in a
story, not a game. Don't feel constrained by anything
• Create a new card other than your creativity. Just work with the GM to
• Add ★ to an existing card make sure your character makes sense (or can be
made to make sense) within your setting.
New PC cards always start with a star value of zero,
denoted simply by the absence of stars. Do not write If you're not sure who you want to play, see who your
"0" on a PC card. group's playing, then fill in whatever gap you find
interesting. You might also bounce ideas off your GM,
On each new card, the player will write a motif. see what gets both of you excited, and go with that.
..

The player will also write their character's name in A motif is a word or phrase that reflects your
..

the corner of each new card. As the GM did, players character's background, their personality, a skill, a
should be sure to write on only one side of any card. goal, a relationship (PC or NPC), an important or
signature item, a saying, a belief, or anything else you
Each player is required to start the game with at least want to highlight in their story. You could even write
...

three cards. They may not have more than six. down a theme or idea you want to explore.

The maximum star value for a card is ★★★. As the name suggests, motifs will naturally become
recurring elements in your story. They'll play into
Each player may only have one ★★★ card in the most or all scenes in which your character appears,
game (in their hand, in the GM's hand, or discarded) but they don't need to be on the nose — in fact,
at a time. The maximum value for the rest of that subtlety will probably be more fun and interesting in
player's cards is ★★ until the ★★★ card is destroyed most cases.
(torn up and removed from the game permanently)
by an epiphany or an abandonment. If a motif is something tangible, feel free to interpret
it in a different light each time it appears. If it's a
me me me
Character Na Character Na Character Na theme or idea, find different ways to communicate
Motif Motif Motif it or explore different perspectives around it. Get
★★ ★ creative!

For example, the motif "Sailor" could call on skills or


Example 1: A starting hand with the minimum-required three knowledge from the PC's sailing background in one
cards. The three remaining stars are distributed across them. scene and then, in another, explore what sailing and
the sea mean to them. Later, you might contrast that
Character Name Character Name Character Name Character Name Character Name
outlook against those of other PCs or NPCs.
Motif Motif Motif Motif Motif

Having more cards with lower star values will give
...

your character a lot of screen time early in the game,


Example 2: A starting hand with five cards. The one remaining but you'll likely "lose" many of those scenes. That can
star is added to one of them. be narratively interesting, but if this is your first time
playing, we recommend starting with just three cards
and distributing your remaining stars across those.

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THE ROLE WITH IT SYSTEM

Character Creation:
EXamples
A Warrior from the Future The Girl of Your Dreams (Literally)

Jim is creating an action hero inspired by the pop Sarah is creating an anime-inspired magical
culture of the 1980s. Knowing this will be a cross- girl character. She spends one star for her
genre adventure with a mixed cast, he decides to first card, on which she writes "All I want
lean heavily into the tropes of his source material is faith, love, and happiness." She then
and play up the camp. spends two additional stars on it because
it's going to be important to her story.
He spends three of his six available stars to
establish his starting hand of three cards. His With three stars left, Sarah spends two of them
motifs (which you'll notice are all song titles from to grab two new cards. On one, she writes
the 80s) are "Bad," representing the way he wants the motif "Dream Princess" to represent the
to play his character's attitude; "Take On Me" to theming of her magical girl persona. On the
introduce a bit of drama; and "Pac-Man Fever" other, she writes "Glimmer," the name of her
since his character is a competitive gamer who magical half-bunny, half-lion companion.
happens to own a light cycle reminiscent of a
certain other arcade game. With her last remaining star, Sarah decides to
give a ★ boost to "Dream Princess" since she
Jim could use his three remaining stars to wants her magical girl motif to have a some teeth
purchase more cards but instead chooses to when it comes into play. She names her character
distribute them evenly across his existing cards. Becky and writes that name on her three cards.
Finally, he decides to name his character Maxim
Ray and writes that name in the corner of each of
Becky Becky Becky
his cards to indicate ownership. ith,
All I want is fa ess
Glimmer Dream Princess
love, and happin
★ ★★
Maxim Ray Maxim Ray Maxim Ray
Bad Take On Me Pac-Man Fever
★ ★ ★

7
THE ROLE WITH IT SYSTEM

Setting the stage


Roleplaying Is a Conversation Alternatively, an RPG could be described as a

.
more structured form of improv acting, where the
On a fundamental level, almost every tabletop RPG players are actors and GM is a host, mediator, and
.

(this game included) is a conversation between sometimes fellow actor. This metaphor is especially
the GM and the rest of the players. As a matter useful for improvisational, story-focused games like
of course, this conversation takes place during all Role With It.
phases of the game. It can and will be both formal
and informal — structured and unstructured. We would also say the GM could be thought of as a
sort of director. They will often have the clearest idea
The GM describes what's going on in the game world of what's going on in the world and where the story
then asks the players, explicitly or implicitly, "What is headed, so it's up to them to keep things cohesive
do you do?" In response, the players speak as their and drive the narrative forward if things begin to
characters or describe what their characters are stall.
doing, then the GM describes how the world reacts
to their words or actions, and the cycle repeats. While everyone will be contributing their own ideas,
and the PCs' actions should most definitely affect
Depending on each participant's preferences, the the trajectory of the story, the GM is always the final
conversation may happen in character (primarily authority if ever there's a call to be made. Listen well,
through first-person dialogue) or out of character work together, and find the balance that works best
(describing what's happening in the second or third for your group and the story you want to tell.
person) and may sometimes transition seamlessly
between the two modes. If this phase of play is happening between scenes, it
..

may be difficult to tell where the close of the previous


The conversation may also veer into topics outside scene ends and the setup for the next scene begins.
of the story that may nevertheless affect it, however This is normal and totally acceptable. If it helps you
directly or indirectly. These topics might include the not to think about where to draw that line, don't.
rules of the game, what the participants think about
the story, and what they think they should do next. Sometimes the players will wait until the GM finishes
...

their setup and asks them what they'll do next,


Narration Before and Between Scenes transparently inviting someone to open the scene.

Before a scene is opened in a formal, mechanical Other times, a player might interrupt (intentionally or
..

sense, the GM will establish what's going on in the not) to react to something the GM says. When this
story so the PCs can react to it, possibly introducing happens, the GM is free to react back as though in
a conflict, threat, or obstacle that might drive the the middle of a scene. As a rule, roleplay isn't bound
PCs to action or keep them from getting what they strictly to the formal confines of scenes. In fact, it's
want. Again, this may be done in character, out of encouraged whenever and however it feels natural.
character, or both.
If there is still more to set up following this
As part of this process, the GM may choose to ask interaction, the GM may have the players wait a bit
the players questions about the PCs' backgrounds longer before opening the scene. If, however, the
or what they're doing, thinking, or feeling in the GM is okay with treating a player's interruption as
moment. The GM may also choose to let a player set an organic scene opener (assuming the player is
the stage, perhaps giving a prompt for direction. mechanically eligible to open the upcoming scene by
having the most unplayed cards), they may declare
A player may open a scene as soon as the GM feels it that they are doing so and let the play proceed from
...

is appropriate. there.

8
THE ROLE WITH IT SYSTEM

Setting the stage:


EXamples
The Opening Sequence Trouble's Brewing

To kick off the first episode, before allowing any When the second scene closes with a win for Jim,
players to mechanically open a scene, Will decides Will asks him to narrate how Maxim almost gets
to introduce the plot hook he devised for the the time machine working but requests that he
campaign, which will serve to bring together the not push the button to start it yet because he has
disparate cast of PCs and provide a central conflict something planned.
to help drive the narrative forward.
After Jim's narration, Will begins to set the stage
Will describes a quiet, crisp fall night in which for the third scene, signaling the approach of
Chris's character, a modern-day college student some unknown potential threat with "crunching
named Silas Joyner, makes his way to a weekly noises" that are coming from outside.
roleplaying game. Both to paint a picture and to
characterize Silas a bit, Will asks how he's getting Knowing that Sarah has the most cards remaining
there. Chris offers up "a beat-up, late 90s car," in her hand and will be required to open the next
and Will translates that into the Toyota Celica Silas scene, Will explains that, from her perspective,
is driving to "[what he does with his time] when there appears to be "a strange, humanoid
[he's] not doing classes or working a part-time creature standing outside of the giant, silver not-a-
job." Within moments, the audience can begin to car." Sarah plays a card and opens her scene.
draw inferences about Silas's life situation and the
sort of character he is. Let's Not Interrupt

Will goes on to describe how a mysterious vehicle During the third scene, a mechanical being calling
appears as if from nowhere, flies over Silas, and himself "the Chronographer" attacks the time
causes the world around him to fall away, leaving machine. The scene ends in a loss for Sarah, so
him surrounded by a surreal landscape where it's while Becky and Maxim Ray team up and manage
hard to tell what exists and what doesn't. repel the attacker, he escapes with an important-
looking device from inside.
Up close, Silas sees the mysterious vehicle
as something vaguely resembling a camping The group takes a moment to talk about what just
trailer. From it emerges Doc's character, a young happened. At one point, Will says he's going to
Leonardo da Vinci. With two of the PCs now speak as the old man for a bit but opens the floor
present, Will asks that someone open a scene. for anyone to open when they're ready — he is
content to let things proceed organically for the
Meeting the Characters moment. Shortly after that, since Sarah again has
the most cards remaining, she plays one to open
Since Chris won the first scene with an open- the fourth scene and move the conversation in a
ended intention of learning where Silas and new direction.
Leonardo find themselves, Will brings in an NPC to
provide some answers: an old man who lives there The Call to Adventure
on "the Banks of Time," where "all the flotsam of
the entire void of the universe and the timestream It turns out the device The Chronographer stole
eventually end up." He also tells the PCs that the was a chronoptimizer, a device that enables time
vehicle that brought them there is a time machine, travel. Without it, the group would be stranded on
as they had begun to suspect. The Banks of Time. But, to close scene four (which
Sarah won), the old man leads them to his house
After a brief exchange, Will calls the scene done. and gives them a piece of a chronoptimizer he no
Because he wants to introduce all the player longer needs.
characters before the end of this episode, he
decides he doesn't need to do any more to set the After toasting to a good journey, the group files
stage for the second scene and instead asks that out, but Silas hangs back as Chris opens the fifth
either Jim or Sarah open it. and final scene of the episode.

9
THE ROLE WITH IT SYSTEM

OPENING A SCENE
Each scene will be opened by one and only one of Though other characters may be involved, every
.

.
the players. scene should spotlight the PC belonging to the player
who opens it. At the very least, this should be an
A player may never open a scene if any other player opportunity to "point the camera" at this character
..

currently has more cards in their hand. If two or and keep them involved in the story, giving them
more players are tied for the most cards, they may some quality screen time. Whenever possible, use it
decide among themselves who should open the to develop that character in some way, perhaps in
scene. light of their interactions with other characters, and
let the proverbial "audience" learn more about them.
The opening player must choose one card from their
...

hand and place it face-up on the table. The motif on When a player opens a scene, it is also an
that card should in some way tie into the player's opportunity for them to take some ownership over
intention for the scene. the story and move it, at least for the moment, in a
direction they want to see. Often, this will parallel
If necessary, the GM may speak into the player's their character's role in the narrative, but it can also
intention, reigning them in if their intention is be a way to work in some of the tonal and thematic
impossible given the rules of the world or if they're elements the player wants to explore.
veering too far from the greater story or present
situation. The GM, the opening player, and the rest of the
players should collaborate as much as possible to
The GM must play one card from their hand face- pursue the idea being introduced and make every
down. When the scene closes, this card may either scene awesome.
be returned to the GM's hand or flipped. Flipping it
would add its star value to the cumulative obstacle A good rule of thumb is to go with whoever has the
..

for the scene. most compelling idea or the motif that best fits the
situation. If no one can decide, the GM may choose
Note: Regardless of its true star value, while face- someone.
down, a card is always treated as though it has a star
value of zero. Your intention will usually reflect what your character
...

is trying to accomplish or a narrative question you're


At this time, the GM may optionally play one seeking to answer by the end of the scene. It is
additional card from their hand face-up, adding often best to have something specific and tangible
its star value to the obstacle. This card cannot be — something that can "succeed" or "fail" — to make
withdrawn once played, nor may it be played "for the mechanical result of the scene easier to translate
free" later in the scene (though additional cards may into a narrative outcome.
be played when players enter the scene).
For example, "I'm trying to open this door" or "Will
Once the initial obstacle is set, the GM and opening my character be able to hold their tongue?" might
player will proceed to play out the scene. Additional work better than something vague and open-ended
players may chime in if their PCs are involved like "I'm going to talk to this person" or "What's going
narratively but may not influence the outcome on here?"
mechanically unless they enter the scene.
However, an open-ended intention is sometimes
Note: When adding a PC's card to the obstacle, the the most sensible option, especially when there's no
motif does not come into play — only the star value. clear and immediate conflict or obstacle or when the
However, the card's motif and owner may become PC is trying to learn something they can't yet name.
relevant if an abandonment or epiphany is triggered. In these cases, the mechanical result of the scene
might indicate, in a broad sense, whether things go
well for the PC or whether things turn for better or
worse at the end of the scene.

10
THE ROLE WITH IT SYSTEM

opening a scene:
EXamples
Out of My Element Asking the Right Question

Doc is playing a time-stranded Leonardo da Vinci It's the final scene of an episode. Chris opens with
who has had no screen time yet this episode. "Undeclared" (★) — an interesting choice since
Because he now has the most cards in his hand, it's Silas's character flaw. The party finds itself in a
it's his turn to open a scene. world of dreams, and Silas is starting to give in to
the voices of nightmares whispering that he will
Will sets the scene, telling the players they're in never amount to anything.
a futuristic arena where they're going to have
to beat the Chronographer in a light-tank battle In a certain sense, that Silas is indulging these
game. Chris's character, Silas, is driving, and Leo thoughts suggests that, at least in this particular
is firing the light cannon. Doc plays "O, Draconian moment, he "wants" to give in to them. But Chris
Devil!" (★★) to learn the mechanics of this ultimately wants for Silas to face these feelings
potentially deadly, real-life video game, and his and overcome them. Thus, one could argue that
question to be resolved is "How do I beat him?" the character's desires and the player's intention
knowing that could mean anything from learning are at odds.
the rules to engaging in an all-out, high-stakes
gamble to resolve the duel in one scene. Chris declares that his intention for the scene is
for Silas to not to give in to despair. Put another
From his hand of available cards, Will plays the way, the narrative question to be answered in this
required face-down card and chooses to also scene is, "Will Silas give in to despair?" Winning the
play the optional face-up card, which was recently scene will mean no, Silas won't give in, while losing
upgraded when the players lost a previous scene. will mean yes, Silas will give in.
So, the current obstacle is the GM's ★★ (plus the
unknown, face-down card) versus Doc's ★★. At the same time, Chris knows it's unlikely that he'll
be able to overcome the GM's hand of multiple
At the moment, Doc has met the obstacle but has high-value cards, meaning that he's purposefully
not overcome it, so the GM would get to decide setting Silas up for a probable failure. Great
who wins the scene and also has de facto narrative drama!
control in the scene unless something changes.
(See the "Additional Tips" section for more on The GM sets the initial obstacle by playing one
mid-scene narrative control.) Plus, since Doc card face down and an optional second card face
doesn't know the hidden value of the face-down up. It's Chris's ★ versus the GM's ★★ + [?]. Already
card, he expects he might be facing some serious outmatched, it looks at this point as though Silas is
opposition. going to give in.

After some fun narrative back-and-forth between


Doc, Chris, and the GM, Leonardo understands
the rules of the game, but nothing changes
mechanically in the scene. When Leo finally fires
his first shot, the GM uses his narrative control to
tell the players that the shot has bounced off the
walls and hit their own tank.

The damage is purely narrative, but Doc will need


more star power on his side to get through this
fight without a humiliating defeat.

11
THE ROLE WITH IT SYSTEM

Entering A SCENE
Any character present in a scene may contribute As we've mentioned, a scene should always spotlight
.

.
narratively, but if a player wishes to enter a scene the opening PC. While other PCs may speak and
mechanically, they must play one card from their otherwise be involved as appropriate, it's often best
hand face-up. practice to sit back and let the GM and opening
player lead — to speak when spoken to, as it were.
Upon entering a scene, the player will state their
..

angle relative to the opening PC's intention: Entering mechanically gives other players a bit
more license to influence the direction of the scene,
• Assist: The entering PC will directly or indirectly though what they do and say, generally, should still
help the opening PC succeed in their intention, be in response to the opening player's intention.
adding their card's star value to that of the Even if entering introduces inter-character conflict
opening player's. or drastically changes the tone, players should try to
avoid introducing distracting non sequitur.
• Hinder: The entering PC will directly or indirectly
prevent the opening PC from succeeding in their Feel free to stretch the definitions of "assisting" and

..
intention, adding their card's star value to the "hindering" if the line starts to get fuzzy. Ultimately,
obstacle established by the GM. even if an entering PC seems to be doing something
completely unrelated to the opening PC's intention, it
A player may not change their angle in a scene after should almost always be possible to determine if the
declaring it. If they wish to withdraw their star value action is working for or against the PC in at least a
from their chosen side, they may only do so via an narrative sense if not necessarily a practical one.
abandonment.
You're also free to separate a player's intentions
Just as the opening card's motif should play into the from their character's. A player might move to
opening player's intention for the scene, the motif on hinder the opening player even though, in-game,
the entering PC's card should somehow play into the their PC thinks they're helping. Inversely, a PC who
entering player's angle. thinks they're working against the opening PC might
unwittingly be helping them succeed, making their
Multiple players may enter a scene, each with only angle "assisting" anyway. In some cases, the GM
...

one card, as long as each player has a card to spare. might even rule that, mechanically, the angle should
be switched from what the player initially stated.
A player may not enter a scene using the last card
remaining in their hand unless it is the final scene of We'll always recommend doing whatever you think
the episode. your character would do — whatever is best for
the story — and figuring out how to make it work
Each time a player enters a scene, the GM may mechanically after the fact. But if, for whatever
optionally answer the new card by playing any reason, you feel too limited by the binary options,
single card from their hand face-up, increasing the you might consider hanging onto the card you'd buy
obstacle. The star value on that card is added to the in with so you can follow up in a later scene all of
obstacle. your own.

Because a player may only play a given card once


...

per episode, using cards to enter may mean they


don't get to open any scenes. It's a trade-off between
having a lot of "secondary" screen time and possibly
having less time, but in the spotlight. Neither way is
inherently better, but it's something to keep in mind.

12
THE ROLE WITH IT SYSTEM

entering a scene:
EXamples
Simple Geometry With a murderous statement like Leo's, it might
seem like Doc is playing on the side of the GM
As Leo struggles with the light cannon, Chris and is thereby raising the obstacle (which he
decides it's time for Silas to enter Doc's scene seriously considers doing for story reasons). But,
mechanically. He plays "The Obvious Choice" remember, the narrative question in this scene is
(★★) to assist Doc, explaining to Leo that he can "Will Silas give into despair?" which makes the lines
use his understanding of geometry to reflect the a bit blurry when it comes to figuring out what
light cannon's laser around the arena and hit the "assisting" and "hindering" mean.
opponent's tank. This brings the total on their side
to ★★ + ★★ versus the GM's ★★ + [?]. Taking a step back, it is clear that Leo doesn't want
Silas to give in to the voices. Nor does he really
Chris roleplays as Silas giving instructions to want him dead.
Leo, but the players know that the GM now has
the opportunity to play another card since Chris If the GM chooses to allow it, what Doc really
entered the scene. He declines to do so, however, wants to do is raise the stakes narratively
which does not bode well for the team's chances as a condition for Leo and Maxim assisting
of overcoming the unrevealed card. On the other mechanically. Doc pitches an "adjusted" intention
hand, Will could be planning to cede this scene, for the scene: if the players fail, Leo's going to
saving his hand and the face-down card for a expect Maxim to kill the despairing Silas in a future
future scene. scene.

Just whose side are you on? It's an unconventional move, especially since it
would mean affecting Doc's character based on
It appears Silas is succumbing to the nightmares' the outcome of Chris's scene. But the GM likes the
mind games. Becky won't allow this, so Sarah dramatic implications, so he agrees to add Doc's
plays "All I want is faith, love, and happiness" (★★) and Jim's cards to Chris's side.
to enter the scene, declaring that her angle is to
assist Chris. This is roleplayed through dialogue The GM has the opportunity to answer each of the
as Becky swoops in and blasts the Chronographer entering cards with a card from his own hand, but
with dream magic. he chooses not to. It now stands that the players'
cumulative star value is ★ + ★★ + ★★ + ★ against
The GM answers her card with a ★★ card from the GM's ★★ + ★★ + [?].
his hand. It is now the players' ★ + ★★ versus
the GM's ★★ + ★★ + [?]. With no net gain, the
GM rules that Becky's blast failed to stop the
Chronographer, and the status quo remains.

The GM moves to close the scene, but the card


he used to answer Becky's happens to be one of
Leo's, which gives Doc an idea.

Doc tells everyone he's buying into the scene with


"O, Draconian Devil!" (★★), but since Leo doesn't
care about Silas the same way Becky does, he
turns to Jim's character, Maxim Ray (who is only
narratively present at this point), and argues that
the only way to prevent future events is to kill Silas
now. After a little more roleplay, Maxim agrees
with Leo, and Jim buys into the scene with a ★
card. Between the two players, an additional three
stars are about to come into play. The question is,
on whose side?

13
THE ROLE WITH IT SYSTEM

self-assists
At any point during a scene, the opening player may Why would anyone want to self-hinder? There are a

.
optionally self-assist by playing a second card from number of possible reasons, but the two we've seen
their hand face-up. This adds the card's star value to most often are these: First, the player actually wants
that of the card they opened with. to lose the scene because, narratively, they want
their character to want something and be denied or
The opening player may alternatively use this second because, mechanically, a loss would add a star to a
.

card to self-hinder, adding the card's star value to card they want to strengthen.
the GM's obstacle.
Second, something may change during a scene
Note: Throughout this book, the term "self-assist" that suddenly causes the player to want "their side"
may generally be taken to mean either self-assist or to lose. Since intentions and angles are set once
self-hinder. declared, the player might self-hinder to keep some
offending party from benefiting from a success.
In either case, the motif on the card should play into
what the PC is doing narratively in the scene. GMs have the option to answer so players don't just

..
overwhelm every obstacle with sheer numbers. Even
Unlike when additional players enter a scene, the GM if no one enters, though, the GM may always opt
..

may never answer the opening player's self-assist or to play two cards against the opening player's one.
self-hinder with an additional card of their own. The self-assist, in a sense, is the opening player's
opportunity to "answer" the GM's second obstacle
Because one of their two cards will return to their card and level the playing field, and that's why the
hand at the end of the scene, the opening player is GM can't answer back against a self-assist.
permitted to self-assist or self-hinder with the last
remaining card in their hand during any scene.

You're more than your motifs.

At the end of the day, all RPGs are frameworks


For every move, a beat. for the collaborative storytelling your table will
do by roleplaying. But as redundant as that may
Throughout this book, we've said the motif on sound, it's easy to get caught up in the rules of the
a card should somehow play into what that game and start seeing your character as a mere
character is doing in a scene when the card is collection of mechanisms that should be used in
played. This is actually a universal philosophy that some optimal way to achieve an end.
ought to be applied in all phases of the game.
Whenever possible, we strongly encourage you to While there's a definitely place for that mindset
reflect what happens "outside" the narrative inside in RPGs, we find it to be limiting if taken too far.
the narrative. Motifs are not containers that permit you to say
or do certain things. They're icons that evoke the
The game's rules and the moves the players make person they signify.
are what drive the story. Both sides of the coin
— mechanics and narrative — are intrinsically We urge you to let the full depth and experience
intertwined, so embrace that. Playing a card to of your character emerge through you in play. If
enter or self-assist means making a decision or an event in their background, an aspect of their
taking an action. Increasing the obstacle means personality, a skill or ability, or an unexpected
new and greater resistance to what the players reaction comes to mind that isn't reflected by the
are trying to accomplish. Destroying a card means cards in your hand, don't hold it back. If it seems
a drastic, permanent change in a character moving a contradiction, that's fine. People are complex,
forward. Be creative. Stay adaptable. Let every rule conflicted creatures. Remember that your cards
inform your narrative and vice versa. Give every are defined by your character and what they're
move meaning. capable of — never the other way around.

14
THE ROLE WITH IT SYSTEM

self-assists:
EXample
Never Second Best

With the assist from Silas, Leo seems to be


gaining ground in the light-tank battle
against the Chronographer. However,
with the players' ★★ + ★★ against the
GM's ★★ + [?], victory is far from certain.

Doc is concerned that the GM will flip


his face-down card and overpower the
players, so he decides to self-assist
with another card, playing "The Father
of Invention" (★). Drawing on his
knowledge of geometry, Leo devises
some creative tactics and pulls
off multi-reflection trick shots to
outmaneuver and whittle down the
opposing tank.

The GM is not allowed


to answer a self-assist
card with one of his own,
so he moves to close the
scene.

15
THE ROLE WITH IT SYSTEM

CLOSING A SCENE
When the GM feels it is appropriate, they will move Beyond the rules themselves, the way in which you
.

.
to close the scene. Announcing this gives the players handle the rules during play can be leveraged to
one final opportunity to enter the scene or self- interesting effect.
assist.
For instance, in a tense, quick-thinking situation, the
When there are no players remaining who wish to GM might allow very little time to react after moving
..

play additional cards, the GM may choose to either to close a scene. The players' hesitation might be
reveal their face-down card, adding its star value to translated into their characters' hesitation, and the
the final obstacle, or return it to their hand. GM may call the scene closed, forcing the players to
destroy cards if they want to alter the final outcome.
The opening player's final star value is the sum of the
stars on: For the GM, hand management is a big part of

..
controlling the difficulty of the game (or the narrative
• Their opening card tension, if you prefer). Rather than feeling they need
• Their self-assist card (if applicable) to win every scene, they might withhold cards, play
• Any cards that entered to assist (if applicable) lower-value cards, or feint with their face-down
cards to build their hand and make key scenes more
The GM's final obstacle is the sum of the stars on: challenging later in the episode.

• Their flipped opening card (if applicable) In other cases, the GM might push hard to win earlier
• Their second opening card (if applicable) scenes, especially if they can get multiple players to
• Their cards played in answer to cards played by buy in, because a loss for the players means their
players entering the scene (if applicable) cards get powered up as they enter the GM's hand,
• The opening player's self-hinder card (if applicable) making them a greater benefit for the GM than the
• Any cards that entered to hinder the opening players in the short term.
player (if applicable)
To give the players more control over their
...

Once the final obstacle and star values are characters and let their creative inputs enrich
established, the scene is mechanically closed. the story, we like to let players narrate their own
However, at this point, players may optionally use successes and failures whenever possible. A good
epiphanies or abandonments (if allowed) to alter the rule of thumb for when to do this is to determine if
outcome. they're learning something or doing something.

Unless there is an epiphany, compare the final star Learning something is often the result, if not the
value to the final obstacle. If the final star value is aim, of scenes with open-ended intentions. Here,
higher, the opening player wins the scene. If the it's often best for the GM to narrate, as the player
obstacle is higher, the GM wins. If there is a tie, the won't know the information the character is looking
GM chooses who wins. for (or is now finding out, even if they weren't looking
for it). Sometimes the "discovery" will be some new
Based on the mechanical outcome, the GM may development (good or bad might depend on who
...

narrate what happens, allow the player to narrate, or won the scene) that leads into the next scene.
both. The GM always has the authority to reign in the
player if necessary and will always have the final say. Scenes with specific intentions often find a PC trying
to do something. Letting the player narrate, perhaps
When the scene is mechanically and narratively with some direction or additional input from the GM,
closed, set the stage for the next scene or, if this was lets them characterize through the way in which their
the final scene, reset for a new episode. character succeeds or fails.

16
THE ROLE WITH IT SYSTEM

Closing a scene:
EXamples
Closing Leo's Light-tank Battle The Negotiations Were Short

With Chris's assist and Doc's self-assist, the Sarah opens a scene by having Becky attempt to
players' cards are ★★ + ★★ + ★ against the GM's parlay with the Chronographer, asking, "How did
★★ + [?]. The GM has moved to close the scene. we cause all this?"

Since this is Leo's and Silas's portion of a team Sarah plays "Power of Friendship" (★) against the
competition, the other players choose not to GM's initial obstacle of [?]. Doc assists with Leo's
intervene, saving their cards for their own events. revelation that "!?sdrawkcab s'tI" (★★), but the GM
Besides, the worst that can happen at this point answers by playing a ★★ card from his hand and
is for the GM to reveal a ★★★ card, which would moves to close the scene mere moments later. He
lead to a tie (in which case the GM would decide gives the other players a couple seconds to react,
who wins the scene), but they wouldn't expect the but when they do not immediately move to enter,
GM to burn such a valuable resource at this point he reveals his face-down card to add ★ to the
in the episode. obstacle, translating that narratively as a sudden
attack.
When no one else enters, the GM calls the scene
closed. He withdraws his face-down card and The players could become frustrated by this sort
returns it to his hand, leaving the final obstacle at of approach if the GM were to abuse it. But, in this
★★. Doc wins the scene, so Leo succeeds in his case, they feel it enhances the story and helps to
intention of beating the Chronographer. create the feeling the GM is going for, so they're
cool with it.
The GM describes how the crowd goes wild for the
greatest comeback they've ever seen in a light- The final star values are the players' ★ + ★★
tank battle. Silas and Leo have a brief, celebratory against the GM's ★★ + ★ — a tie. The GM decides
exchange before the GM sets the stage for the that, this time, the tie will result in a loss for the
next scene. players. He moves immediately to set the stage for
the next scene, describing the nature of the attack
Closing Silas's Nightmare Scenario the players will now have to contend with.

Becky has attempted to assist Silas in resisting


his despair, and Doc has negotiated an
unconventional deal with the GM so Leo and
Maxim could also assist mechanically, making it
the players' ★ + ★★ + ★★ + ★ against the GM's
★★ + ★★ + [?].

All the players have bought into the scene, so now


only a self-assist by Chris could change anything
mechanically. Chris chooses not to do this, as
he feels his available motifs don't apply in this
situation (and, secretly, he's totally okay with Silas
failing here). So, now, the GM officially closes the
scene and reveals his face-down card.

The numbers shift drastically. The hidden card was


Becky's "Power of Friendship" (★★★), which brings
the cumulative obstacle to ★★ + ★★ + ★★★. The
GM knows there's no way Becky's abandoning that
motif, so the players are beaten.

Or are they...?

17
THE ROLE WITH IT SYSTEM

abandonments and epiphanies


Abandonments and epiphanies may only be Officially, abandonments and epiphanies are
.

.
triggered once per player per scene. A player may triggered between closing the scene and narrating
not trigger both an abandonment and an epiphany the final outcome.
in a scene.
However, it is permissible (and delightfully dramatic)
In the event that both abandonments and an for a player to destroy a card during the narration,
epiphany are triggered in the same scene, the particularly if it's a last-ditch reaction to prevent
epiphany must always be triggered last. something they don't want to happen. If it's too late
to make a difference — say, if you're playing in "real
Abandonments time" and won't allow retcons when someone does
this — the GM may have certain outcomes stand but
An abandonment may be triggered by any player should still acknowledge the move, making whatever
who opened or entered a scene. One of the cards changes or concessions they can within reason.
belonging to the player in question must have been
played face-up, either by the GM or the player Abandonments and epiphanies play an important

..
themselves, before the scene was closed. role in character development. Consider using them
not just when you need to win a scene but also when
An abandonment destroys the card in question, it's simply the best thing for the story. Some of our
..

reducing the final star value or obstacle (whichever most memorable moments playing RWIS have come
it was originally played toward) by the amount of from abandonments that didn't actually affect the
stars that were on that card. This may affect the final outcome of the scene yet fundamentally changed a
outcome of the scene. character and, thus, the story.

The motif on the card being destroyed should Narratively, an abandonment often means the
...

...

somehow tie into what happens narratively when the character, in a dramatic or subtly significant moment,
abandonment is triggered. is ending, swearing off, giving up, walking away from,
or denouncing the motif in question — at least for
Epiphanies now if not permanently. This should be reflected in
the way the character is played moving forward.
Only the opening player for a scene may trigger an
epiphany in that scene. The opening player's ★★★ Narratively, an epiphany often means the character,
....

card must have been played face-up, either by the in a climactic moment, is having some sort of
GM or the opening player themselves, before the breakthrough, realization, or change in perspective
scene was closed. related to the motif in question. Even more so than
an abandonment, it should substantially change
An epiphany destroys the card in question but them as a character and be reflected in the way
results in an automatic win by the opening player they're played moving forward.
for the scene, regardless of the final star value or
obstacle. Players will often make epiphanies positive —
sometimes a sort of "ultimate move" they've been
The motif on the card being destroyed should building toward — but they can just as easily
....

somehow tie into what happens narratively when the signal a negative change in the character. Consider
epiphany is triggered. researching epiphanies as a literary concept and see
if that inspires you.
Triggering an epiphany earns the player one extra ★
to work with after the current episode is over. While not strictly required, we recommend spending
the bonus ★ to create a new card with a motif that
somehow reflects the implications of the epiphany.

18
THE ROLE WITH IT SYSTEM

abandonments and epiphanies:


EXamples
The Death of a Dream You've got the touch!

The players have thrown everything they could at Negotiations have failed, and now the
helping Silas to not succumb to the nightmares, Chronographer and a swarm of nightmares are
but the GM's obstacle has them beat by ★. attacking the PCs.

Just when all hope seems lost, Doc smiles Maxim Ray finds himself in his enemy's robotic
devilishly. Leo's "O, Draconian Devil!" (★★) is in grasp. Jim opens the scene by playing "Bad" (★★)
play on the players' side, but the GM played Leo's with the intention of stopping the Chronographer
"Heart of a Poet" (★★) in answer to another at all costs. The GM isn't going to let Maxim get
player's assist. out of this easily, though, and sets the obstacle
at ★★★ + [?].
"Leo just suggested we kill a team
member," Doc says. "I'm abandoning Jim immediately self-assists with "Take On Me"
'Heart of a Poet!'" He takes the card (★★) and describes how Maxim manages to slip
and tears it in half, permanently away. He jumps on his light-bike and prepares
removing it from the game. to ride up the side of his giant opponent and
Now Leonardo da Vinci's defeat him in radical fashion.
famous poetry will never be
written. Though Jim is leading in star value
when the GM moves to close, it's
This abandonment also possible that the GM will flip the
reduces the GM's obstacle face-down card and reveal
by ★★, which shifts the enough to make Maxim fail.
players into victory for the Jim doesn't want to take that
scene. chance.

Cursing the PCs, the Chronographer It just so happens that the ★★★
disappears into another time. Silas is card the GM played is Maxim's
spared the torment, but at what cost? "Pac-Man Fever." Since Jim opened
Leo's actions in this scene are bound the scene and his ★★★ card is in play
to have significant ramifications later (even though, in this case, it was the GM
in the story who played it), he is eligible to trigger an
epiphany.

Jim tears the card, permanently removing


it from the game but securing an
automatic win in this scene. He explains
how Maxim realizes that, since this is
a world of dreams, if he can dream
something, he can make it happen.

With the help of the GM, Jim narrates


how Maxim's light-bike morphs around
him and he becomes a mech warrior,
skating, blasting, and trapping the bad
guy with style.

For triggering an epiphany, Jim will


receive one extra star to spend
between this episode and the next.

19
THE ROLE WITH IT SYSTEM

Between Scenes
Before beginning a new scene, the GM must discard There's an inherent mechanical benefit in entering

.
any of the face-up cards they played during the a scene to hinder the opening player. If the opening
previous scene. They are now out of play until the player wins the scene, the entering player earns ★
reset between episodes, when they will all return to for the card they played. If the opening player loses,
the hands of their respective owners. they'll earn ★, which is still beneficial to the entering
player in the long term if all the PCs are basically on
All face-up cards played by players during the scene the same team (though that's not always a given).
are added to the GM's hand. There is no limit to the
GM's hand size. Whoever wins, hindering introduces conflict between
PCs, which translates into narrative interest. So,
If the GM won the scene, the opening player and any unless you have players who will take it personally
.

players who entered the scene to assist will each add (which is an entirely separate issue), you should
★ to the card they played. Any players who entered never be afraid to hinder, especially when it's what
to hinder do not add a star (since "their side" won). your character would do in that situation.

If the opening player won the scene, they do not add Self-assisting is an effective way to strengthen low-
a star, nor do any players who entered to assist. Any .. powered cards while continuing to take advantage
players who entered the scene to hinder will each of those which are mechanically strong or narratively
add ★ to the card they played (since "their side" lost). more central to your character's story arc. And, by
playing those less-used cards, you're able to maintain
If the opening player self-assisted during the scene a sense depth and narrative interest for your
..

and lost (even if this was a result of self-hindering), character that might be lacking if you were only to hit
they will add ★ to one of the two cards they played. on the same one or two motifs. That's also why you
Which one is their choice unless one of the cards can only play the same card once per episode. One-
can't take on any more stars, in which case it will go note characters have their place, but it's generally
to the one that can (assuming that one is not also at good for a story's protagonists (some if not all of the
its limit). PCs) to be well-rounded.

Reminder: The star value on any card may never


exceed ★★★, and each player may only have one
★★★ card in the game at any given time. If a star
cannot be added to a card at this time, it is forfeit
and cannot be spent later. PCs As Supporting Characters

Win or lose, the opening player must give either their In many RPG campaigns, it's natural that one
opening or their self-assist card to the GM: whichever of the PCs will take on a central role in the plot,
has the higher star value. If there is a tie, the player in a sense becoming the protagonist, while the
chooses. The remaining card returns to their hand. other PCs fall into supporting roles. This isn't an
inherently bad thing and, in fact, it mirrors a great
many stories that tend to focus on one or a few
lead characters, even when they have a large and
varied cast.

RWIS is designed to make sure all players get at


least some screen time, thereby keeping everyone
involved. At the outset of a campaign, it can be
hard to tell how things will pan out, but if you
should find yourself in what feels like a supporting
role, embrace that as your contribution to the
greater story. For instance, if your PC disapproves
of the "lead" PC's actions, then your PC can serve
as a valuable counterpoint, adding depth.

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THE ROLE WITH IT SYSTEM

between scenes:
EXamples
You win some... ...You lose some.

In his light-tank battle scene, Doc played "O, In her failed parlay scene, Sarah played "Power
Draconian Devil!" (★★) and self-assisted with of Friendship" (★). The scene has been closed,
"The Father of Invention" (★). The scene has been and the GM pauses a moment for some quick
closed and the outcome has been narrated. housekeeping before setting the stage for the next
scene.
Because Doc won the scene, he does not add any
stars to his cards. He's allowed to keep one of his Because Sarah lost the scene, she adds ★ to
cards when he self-assists, but he must give the "Power of Friendship," raising its star value to
card with the higher star value to the GM. In this (★★). She then hands the card to the GM.
case, that happens to be "O, Draconian Devil!" Doc
gives that card to the GM and returns the other to Doc assisted Sarah with "!?sdrawkcab s'tI" (★★).
his hand. Because he entered the scene on the side that
lost, he would ordinarily add ★ to the card.
Chris assisted Doc with "The Obvious Choice" However, because he already has a ★★★ card in
(★★). Because he entered the scene on the side the game, the maximum star value for this card
that won, he does not add a star to his card. He is capped at ★★, so he does not add a star. He
hands the card to the GM. hands the card unaltered to the GM.

Before accepting any cards from the players, the Before accepting any cards from the players, the
GM discards the one card he played face-up in GM discards both the cards he played in this
this scene. The face-down card he played at the scene: the ★★ card he played to answer Doc's
beginning of the scene was never revealed and assist and the ★ card that he played face-down
has already been returned to his hand. but later revealed.

The GM accepts "O, Draconian Devil!" (★★) from The GM accepts "Power of Friendship" (★★) from
Doc and "The Obvious Choice" (★★) from Chris "!?sdrawkcab s'tI" (★★) from Doc and
Sarah and
and adds both cards to his hand. adds both cards to his hand.

21
THE ROLE WITH IT SYSTEM

Between Episodes
When an episode ends, all cards (except any Motifs that have seemingly nothing to do with your

.
that were destroyed) return to the hands of their present situation can make for interesting fish-out-
respective owners. of-water subplots if nothing else, but there are also
cases where a motif just doesn't get used much,
Each player is given ★ plus any bonus star they plain and simple.
might have earned for triggering an epiphany. As in
character creation, a star can be spent at this point If you have room in your hand, creating a new card
to: with a new motif is a great way to adapt to what the
story has shaped up to be so far. You can use the
• Create a new card (up to a maximum of six in a better-fitting one more often while you wait to see
.

player's hand) if the other becomes valuable later. If it doesn't, you


• Add ★ to an existing card (up to a maximum of can always abandon it.
★★★ — ★★ if the player already has a ★★★ card
in the game) This system is designed to promote churn — to

..
encourage players to evolve their characters over
If a player's hand is full, they may not purchase a new time as they destroy older motifs during play then
card. create new ones. Nothing can force you to make
changes to a maxed-out hand if you're content with
If a player has fewer than three cards in their hand, it, but you may find the story to be more interesting if
they must spend as many stars as is required to you do (not to mention the mechanical benefits).
bring their starting hand size up to three with new
cards. Any stars remaining after that may be spent as Consider using your ★★★ card to win a key
they please. scene rather than hanging onto it for the "perfect
moment" that may not come, and never be afraid
In the event that a player does not have enough stars to abandon something, especially if you're not using
to reach the minimum starting hand size of three, it. An epiphany or abandonment that comes about
they must spend all the stars they have available organically, in a moment when winning or losing a
on cards first, then take "free" cards to get them up scene really matters, will often play better and have
to the minimum requirement of three cards. These a greater impact than a premeditated moment that
cards will have a beginning star value of zero. gets shoehorned in at an ill-fitting time.

Players who have a maxed-out hand (one card with


..

★★★ and five with ★★) cannot spend their stars on


anything and will forfeit their available stars for this Where to Take the Story
episode. These cannot be spent later.
Some GMs will come in with an idea of roughly
Players may choose to spend none or only some of where they want the story to end. Others embrace
their available stars, even if their hand is not maxed not knowing and will let the story come together
out. However, any unspent stars are forfeit and naturally as time goes on. Whatever your style, it's
cannot be saved or spent later. always a good idea to see how the players have
been playing and respond to them. Build on their
good ideas and, if they're starting to take things
too far "off the rails" for your taste, find creative
ways not to drag them back in, but to draw them in
with what seems to motivate them.

Players, try to develop your own ideas while also


building on what the GM and your fellow players
are doing. If someone did something you liked,
the space between episodes is a great time to let
them know and discuss how you might be able to
play off of each other moving forward.

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THE ROLE WITH IT SYSTEM

Between episodes:
EXamples
After another suspenseful episode of their three cards already in his hand, create two new
adventure through space and time, all the players cards, or create one new card and add ★ to it or
take back all the cards they played. They each another card.
have one ★ to spend before the next episode.
With the transformative thrill of giant robots still
Ready When You Are fresh in his mind, Jim decides to spend ★ to open
a new card, on which he writes the motif "The
Sarah's card "Glimmer" (★) hasn't seen much play Touch." He then spends ★ to upgrade the star
so far in the season and wasn't played at all in the value on that new card to ★. Essentially, he has
last episode. She decides to spend her available ★ replaced the ★★★ card he just destroyed with a
to upgrade the star value of that card to ★★ so it new ★ card — not a bad trade-off for an epic win
will have greater utility if it does come in an important scene.
into play later.
My Cup Runneth Over
Getting Caught Up
Chris has been biding
Doc only has two cards in his time, not yet making
his hand right now, so he is a big splash with
required to spend his available abandonments or
★ to get a new card and epiphanies, and has lost
bring his hand size up to the a number of scenes along
minimum requirement of the way. As a result, his hand
three cards. is completely maxed out with five
★★ cards and one ★★★ card.
On the new card, he He can't buy a new card because
writes the motif "Master that would cause his hand size to
of Destiny," though he's exceed the maximum of six cards,
not sure at this point and he can't increase the star value
if that's more about of any of the cards he already has.
mastering time
and destiny or his Because he has nowhere he can
character's destiny spend it, Chris will have to forfeit his
to become a master available ★ for this episode.
painter. The card starts
off with no stars, giving His hand will remain completely static,
it a star value of zero not even adding stars at the end of lost
for the time being. scenes, until he triggers abandonments
or epiphanies during play to destroy
Decisions, some of his cards.
Decisions
It sounds like it's time for
Jim's character has been Silas to blow the lid off this
playing things fast and loose adventure!
like the bad dude he is. Jim triggered
an epiphany in the last episode,
so he has a bonus ★ to spend
in addition to the one that every
player gets between episodes.

He has a few options for what he


could do with his stars: he could
add stars to one or two of the

23
THE ROLE WITH IT SYSTEM

season finales
After the last scene of the last episode in a season, This allows for a mechanical reset between seasons
.

.
the group may optionally go through the season and provides a sense of closure, acting as a teaser,
finale process to close the season and prepare for epilogue, or, perhaps, the denouement if you didn't
the next season, should there be one. get it in the final episode. However, if you feel the
final episode wrapped things sufficiently, don't feel
Depending on the group's preferences, this process obligated to go through this process.
may be purely mechanical or played out narratively
in an "extra" scene where each mechanical move has Alternatively, you could have a more freeform,
a narrative output, as in the rest of the game. narrative-only finale that ignores the mechanical
process of destroying cards to earn stars.
In whatever order they feel appropriate, each player
..

will destroy a card in their hand, one by one, until Ending the season with few cards may lead to being

..
no one has any cards remaining. Each time a card is relatively underpowered at the beginning of the next
destroyed, its owner may do one of two things: season. Even ending with a full hand leaves you with
just the six stars you'd have for character creation.
• Transfer the motif to a new card that will be
created for the next season. This new card begins Take advantage of this in your narrative. A new story
with a star value of zero regardless of its value brings with it new challenges for which the PCs might
when destroyed. not be as prepared, and having a less powerful hand
• Retire the motif. This earns the player ★ that of cards will likely mirror that early in the story.
can be spent in one of two ways (as in standard
character creation):
• Create a new card
• Add ★ to an existing card

Note: If this approach is used, it replaces the Failure doesn't mean incompetence.
standard character creation process that would be
used to start a new series. If this approach is not It's important to remember that losing a
used, players may recreate their characters using the scene doesn't necessarily mean a PC had an
standard character creation process. uncharacteristic moment of incompetence, failing
or losing where you'd never say they would if it
Players may destroy their cards in any order they weren't for the cards telling you they did.
please, and it is permissible for any given player to
destroy multiple cards in a row. A PC might do everything right, performing just
as well as they you'd expect, and the thing that
If the group chooses to play out this process causes them to lose the scene is some factor
narratively, the motif on each card that is destroyed beyond their control. It could even be that the
should have something to do with what is happening character doesn't fail at all. Maybe they succeed
narratively, speaking to what the motif has come to with flying colors, but there's an unexpected
mean throughout the season or hinting at what it consequence that comes about as a result. If the
could mean to the story moving forward. GM wants to be especially devious, they might
even conceal that until it rears its ugly head
The extra scene for the season finale could end up somewhere down the road.
playing out similarly to a standard scene, more like a
montage, or anything in between. In RWIS, one generally shouldn't associate star
value or hand size with a PC's competence or level
The GM will not speak into this process except at the of ability. What happens narratively, "on-screen,"
players' request (possibly providing an NPC's reaction will always come down to description. When in
to something) or to reign a player in if necessary. doubt, use common sense. In the same scenario,
a "failure" by a novice will look very different from
a "failure" by a master, and they'll probably have
very different narrative implications to boot.

24
THE ROLE WITH IT SYSTEM

season finales:
EXample
SPOILER WARNING had enough of this city." Jim then tears his "Bad"
and "Take On Me" cards together and retires
This example breaks down the epilogue of The both, much to everyone's surprise. Using those
Chronoptimizers in some detail. If you have not yet two stars, he opens a new card with the motif
listened to the series and don't want to have the "Highway to the Danger Zone" and adds ★ to it.
ending spoiled for you, you may not want to read
beyond this point. Jim describes how, strangely, the sun is coming up
over Twilight City. Taking off his sunglasses, Maxim
Gaining Some Closure yells, "So long!" and rides off into the proverbial
sunset. Jim tears and transfers "Sunglasses at
The GM hands all the PC cards back to their Night." He'll start the next season with two no-star
respective owners and then sits back (mostly) cards and one ★ card.
while the players describe what happens.
It was fun, I guess.
Locked on course and flying through time, the
time machine drops each character off in their Chris starts by tearing "Game Master," "Time
original time and dimension. Travel," and "Not a Bad Guy" all at once, knowing
that Silas is choosing to let everything that
Not Late for a Test has happened guide his future. He uses those
three stars to create a ★★ card with the motif
Becky is first. Sarah tears "Power of Friendship" as "Chronoptimized."
Becky suggests that the group should find a way
to stay in touch somehow. Sarah transfers this Chris tears "The Obvious Choice" and "Much to
motif directly onto a fresh card with no stars, then Learn." Silas reaches out to fist-bump Leo, who
does the same with "Dream Princess" without any grasps Silas's fist and shakes it. "Getting better,"
further comment — it's simply who she is, and Silas says.
there's no changing it.
"You have much to teach me," Leo replies.
Becky's driving motif has always been "All I want
is faith, love, and happiness," but no opportune "Likewise. I'll be sure to study up." Chris uses the
moment for it to trigger an epiphany came up two stars to create a ★ card, "Study Up."
this season. Sarah tears the card and transfers it
to a fresh card. She can build it all up again next "Perhaps you could choose art as a major?"
season. Such is the life and destiny of a magical
girl. "I'll think about it." Chris tears his last card,
"Undeclared," and creates a new one: "Art History
"Don't forget to feed your dog," Leo jokes. Where Major," drawing on Silas's renewed interests in art
would Becky be without "Glimmer"? Sarah tears and time. He is set to begin the next season with
that card and transfers it. She is now set to start one no-star card, one ★ card, and one ★★ card.
the next season with four cards, each with a
starting star value of zero. This cannot be!

A Very Dramatic Scene, Naturally Doc decides to retire Leo as a character and let
him get on with being a famous artist. He'll start
Maxim Ray is next. Jim starts off by tearing "The the next season by creating a character using the
Touch" and reminding everyone that his light-bike- standard rules.
super-robot would have already changed back
into a regular light-bike by this point. He transfers To close out the story, Doc narrates how Leo
the motif to a new card. escapes with the chronoptimizer when the time
machine crashes itself into the Arno River and is
His bike roars out onto the road, and Maxim says, lost. When he reaches shore, he remarks with a
"I'm the champion again, but I'm broke. I think I've sigh, "There is nothing else to do but begin again."

25
THE ROLE WITH IT SYSTEM

Additional Tips
These are a few items we thought would help you You might notice there's a bit of a gradient here,
better understand certain aspects of the game or from the GM being in control to the players being
give you ideas for how you might thoughtfully "break" in control. The times where it's most appropriate
it for effect. If you're just now getting into the game, for the GM to step in and take the reigns, as it were,
some of our suggestions might overcomplicate depends a lot on what's going on in the story. In
things, so we recommend playing a bit first. Once a high-tension, decisive moment, especially later
you've settled in a bit, know your playstyle, and know in an episode, it's sometimes best for the GM to
what's making sense to you and what isn't, come take control and let the players react. But during
back here for what we hope will be useful advice. interludes or early in an episode, there may be more
room for the players to drive things.
None of these tips are rules, so you may feel free to
ignore them, incorporate them into your games, or Bear in mind that, in some groups, the players might
simply use them as inspiration for your own hacks to have a very strong sense of narrative and can be
make The Role With It System whatever you need it to trusted to introduce adversity or other interesting
be. twists to their own characters' stories without the
GM's direct input. It will be up to the GM to decide
The goal — always, always, always — is to make how much license to give to the players, but they
your story awesome. If there's ever some way you might find that even late in an episode and in the
want to break the rules because it makes sense in most crucial of moments, players can introduce
the moment, please don't hesitate to do so. In the brilliant, meaningful developments that will alter the
middle of a game, you'll know best what needs to course of the story for the better.
happen. And, if you asked us, we'd probably support
your call to try something crazy 99 times out of 100. Micro-conflicts

What's in a scene? You've probably noticed how, in most stories,


protagonists face a pretty constant stream of
Scenes are flexible things. Depending on your obstacles and setbacks, even in those scenes when
group's play style and the situation you find yourself everything goes their way in the end. After all, we
in, they can take on any number of forms, and it's wouldn't know how good someone is at solving
totally fair game to change up your approach from problems if we didn't get to see those problems and
scene to scene. While we can't account for every how they get solved.
possibility, these are the three basic "types" of scenes
we've seen in our experience with RWIS: In the spirit of narrative interest, both the players
and the GM should feel empowered to introduce
• Reactive intention: While setting the stage, the any number of what one might think of as "micro-
GM presents a clear conflict or obstacle, and a conflicts" during a scene. These can be brought up,
player opens to react to or overcome it. addressed, and resolved through the roleplay that's
already happening, sometimes as quickly as a two-
• Proactive intention: The GM establishes the line exchange between the GM and a player. You
state of things then leaves things open for any of may find you do this naturally without even thinking
the players to take the story in a specific direction about it, which is great. Keep doing that.
of their choosing. The GM might alternatively
provide a bit of direction but leave it to a player to Most of the time, the outcomes of these micro-
establish the details. conflicts are decided in an improv style and using
"common-sense" rules — reasonable actions
• Exposition: The GM leaves things open-ended, and reactions; causes and effects; choices and
and a player — not having a specific thing they consequences — where the GM and players simply
want to do but, perhaps, wanting to explore some state what they do and what happens as a result,
aspect of their character or to get to know the and everyone rolls with it.
situation or some other character — will open
to start a conversation, paint a picture for the Just say "yes" until there's something important
audience, or just let things flow freely. enough to be worth stopping things with a "no." But,
if you find there are cases where you'd like to make
26
THE ROLE WITH IT SYSTEM

a check (where you might, say, roll a die in another direction will usually be marked by a clear turning
RPG), you can do so however you'd like. We suggest point (say, an action someone takes when they bring
one possible approach in the "Narrative Control and a new card into the scene) which ends up resulting
Mid-scene Checks" section below. in a great sense of ups and downs — a tug-of-war
between the narrative forces of protagonism and
By their nature, micro-conflicts might inform certain antagonism.
details when you narrate the final outcome of the
scene, but they won't have any mechanical influence As we sometimes do, you might even consider letting
over the outcome. A PC might have a number of whoever is ahead be the one to narrate the scene
minor successes on the way to a failure and vice for as long as they're "in narrative control," taking the
versa. Especially in longer scenes that don't get story in whatever direction they would if unimpeded
closed for a while, micro-conflicts are mainly meant by external factors (i.e., the cards people play).
to provide some extra flavor and characterization,
to add some narrative tension to a scene, and, in One Step at a Time
general, to help keep the story flowing.
While everyone will usually be on more or less the
Narrative Control and Mid-scene Checks same page when it comes to what characters can
accomplish in the course of a single scene, episode,
An approach we like to use in pretty much all our or season, the GM will sometimes need to step in
campaigns, including the example we included in and establish some limits to protect the pace and
this book, is to look at the player's current cumulative scale of the narrative or to maintain the rules or
star value and compare it to the current cumulative intended tone of the world.
obstacle when deciding how things work out during
the course of the scene, between opening and Say, for example, a whole season is going to tell the
closing. story of a traveling party on their way from Town
A to Town B. If we assume that arriving in Town B
The moment you pause to consider this could be should be the end point of the season or very near
thought of as what some games might call a "check" to it, then a player's intention for a scene should
or, more broadly speaking, the point at which you never be "get safely to Town B" because, if they
would stop to roll dice for (or otherwise randomize) were to succeed in their intention as they've stated
something which has an uncertain outcome — either it, the story would basically be over in one scene.
by design, because the rules say when outcomes "Get safely to Town B" might be a decent intention,
should be uncertain and resolved mechanically, or though, if the group were playing a globetrotting
because the GM or players don't know what should adventure in which getting from one side of the
happen next and want to let the system guide them. world to another was simply a matter of montage.

If the player is beating the obstacle at the point at Another example might be a story arc in which
which "the check" is made, you may interpret that as someone is trying to retrieve a treasure from a tower
their being successful at an action or positive things protected by a wizard's unbreakable ward. If the
happening. If the obstacle has the higher value, you GM intends for this process to be difficult, given the
may say there's a failed action or that negative things world and the sort of story they want to tell, then a
happen. If there's a draw, just like when you close a player shouldn't be able to break the unbreakable
scene, it's left to the GM's discretion: they may call it ward in one scene (though there could be a scene in
a success, a failure, or anything in between. which they try and fail, even if they "win").

We'll often refer to all this as "narrative control" Instead, knowing roughly how long they want the
since, in addition to making checks, we like using process to take and how central it is to the greater
the current balance of star values to determine the story — is this the heist of a lifetime for someone or
overall tone or tension in the scene. It doesn't have just one job out of many? — the GM should know
to be super formal, either. Sometimes we'll just get a about how many "steps" it should take to retrieve
sense of being at an advantage or disadvantage and the treasure (and roughly how many scenes or
will let that come through in what we're saying and episodes each step should take), whether they leave
doing in the game. it up to the players to come up with a plan or nudge
them toward what is, broadly speaking, the "correct"
If the players are ahead, things will be looking good solution (e.g., talk to a specific person about the
for them. If the GM is ahead, there will tend to be ward, gather reagents for a spell to break it, cast the
more obstacles and complications. A shift in either spell, infiltrate the tower, confront the wizard, etc.).
27
THE ROLE WITH IT SYSTEM

Choice and Consequence But, to offer some general guidelines: First, we


recommend establishing the expectation up front
The consequences of the players' decisions, good that you're playing the sort of story that could see a
or bad, can make or break the tone or themes you character die or otherwise be removed. If you want
want in your game. Take factors like your genre and this to come as a surprise for dramatic effect, be
setting into account when determining how the same sure you're in a group that has strong mutual trust
decision might turn out in two different types of and would appreciate that.
stories.
Second, in regards to when a character should be
For example, let's say a PC picks a fight with a group removed, we'd generally use one of two approaches
of five street toughs and wins the scene. If we're (which are not mutually exclusive by any means):
in a grittier, more realistic setting, there's a strong
possibility that even a competent fighter won't get • Let a player volunteer when they think their
out unscathed. If the PC doesn't know what they're character's removal would be appropriate for
doing, they might actually lose the fight, and the "win" good for the story.
for the scene will be that they're able to barely get
away with their life. The lesson here would be that • Warn a player that losing a particular scene (or any
every fight is dangerous, and the players should think given dangerous scene if you want things to feel
twice before getting into one. more tense) could or will remove their character.
If it's something they have the power to avoid, give
This would be in stark contrast to setting in which them the opportunity to do so and establish a
the competent character could deftly take down his different intention for the scene.
opponents with both hands tied behind his back
(perhaps literally) and not break a sweat. And the When a PC is removed, there are any number of
incompetent character might manage to find some things you can have that player do next, including but
clever way to win or, perhaps, bumble their way into not limited to creating a new character, taking over
an uncharacteristic victory, but would certainly never an NPC role, or simply observing or bowing out of the
be in any real danger unless they lost the scene. rest of the episodes, perhaps for dramatic effect. Do
whatever is best for you and your players.
This sort of mentality applies to much more than
just combat, so always be mindful of what you're Land of Confusion
trying to achieve. When you know what you're going
for, be sure your world reacts appropriately to what Sometimes, when a lot of players are entering a
the players do. Handled carefully and with willing scene with different angles, especially ones that are
participants, your players will quickly learn what their hard to nail down as assists or hinders, and the GM
characters can and can't do in this world — what is answering some or all or who knows, it's easy to
they should and shouldn't do — ­ and that will be a get a little mixed up.
big part of the fun of getting immersed in the story
you're telling together. When this happens, especially if players are openly
expressing confusion, we suggest the GM not be
If, on the other hand, people seem resistant to the afraid to call for a pause to talk everyone through a
direction, it may be worth having a discussion around process of figuring out, card by card, who's playing
expectations to see if everyone's truly on board or if what and on whose side. Once that's all squared
it might be better to tell a different sort of story. away, you may resume.

Character Death Perfectly Imperfect

There are no rules regarding when, where, why, or We're big fans of playing characters who generate
how a PC might be removed from the game. This is conflict or are prone to causing problems for
something that will ultimately be up to you to work themselves or the group. If that interests you but
out, as the best way to approach it will depend you're not always great about doing that "on your
heavily on your group, setting, genre, etc. And this is own" during play, consider making one of your motifs
assuming it's something that comes up at all. We've a character flaw right from the outset and lean into
played a great many games in which, even though it whenever you play it. If that card ever goes away,
there was plenty of danger, we didn't find ourselves create or adapt another motif to fill that same role
in a situation that threatened to take any of the PCs for you.
out of the story before the end.
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THE ROLE WITH IT SYSTEM

Acknowledgments
Games That Inspired Us
How to get in touch with Doc & Krueger
No game exists in a vacuum, and we wouldn't have
created this one had we not had the incredible If you want to ask a question about any of our
experiences afforded to us by those that came games, share an experience, show off a cool hack,
before. In particular, these are the games that most or just talk tabletop in general, feel free to reach
directly influenced us while designing The Role With It out to us.
System:
Aside from our website, docandkrueger.com, we
• The FATE Core System by Leonard Balsera, Brian can be found at several places around the Web.
Engard, Jeremy Keller, Ryan Macklin, and Mike In order from the most to least likely to get you a
Olson timely response:
• Fiasco by Jason Morningstar
• Primetime Adventures by Matt Wilson • Email: docandkrueger@gmail.com
• Tales from the Wild Blue Yonder by John Harper • Facebook: @docandkrueger
• The Warren by Marshall Miller • Twitter: @docandkrueger
• SoundCloud: @docandkrueger
People Who Helped Us • Google Plus: +docandkrueger

No human exists in a vacuum — not for long, anyway We look forward to hearing from you. Until then,
— and we were fortunate to have the kind support have fun, and thank you for playing!
of family and friends who, at one point or another,
helped us define, refine, and test The Role With It
System ever since its roughest conception back in
2015. Our gratitude and warmest regards go out to:

Trey Blankenship
Lisa Brackin
Ketcher Cline
Nathan Feeney
Andrew Howell
Nick Krueger
Brian McKitrick
Will Parsons
Kevin Paul
Jim Weaver
Kelly Weeren
Sarah Christina Wells

We'd also like to give a special shout-out to Raquel


Gonzalez, who created the character illustrations
for The Chronoptimizers which were featured in this
book. You can find more of her work at her website:
rrgonzalez.com.

And if you, friend, were with us for part of this


journey and we by some grievous error failed to
mention you, know that you are appreciated. Please
charge it to our aging, frazzled brains and not to our
hearts. And let us know so we can add your name in
an update!

29

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