ASongOfIceAndFireRoleplaying.pdf

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A Song of Ice and Fire Roleplaying
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BY ROBERT J. SCHWALB
Game Concepts: S t e v e K e n S o n , n i c o l e l i n d r o o S , c h r i S P r a m a S , & r o b e r t J. S c h w a l b
Additional Design: J e S S e S c o b l e Development: S t e v e K e n S o n
Development Assistance: c h r i S P r a m a S Editing: K a r a h a m i l t o n
Proofreading: b r i a n e. K i r b y , c h r i S P r a m a S , e v a n S a S S
Art Direction and Graphic Design: h a l m a n g o l d
Cover Art: a n d r e w h o u Back Cover Art: P a t l o b o y K o
Interior Art: l i n d a b e r g K v i S t , m a r K e v a n S , a n d e r S F i n É r , J e F F h i m m e l m a n ,
t o m a S z J e d r u S z e K , J a S o n J u t a , b i l l y K i n g , P a t l o b o y K o , g e r m a n n o b i l e ,
t o r S t e i n n o r d S t r a n d , m a r t i n a P i l c e r o v a , c h r i S t o P h e S w a l , J e a n P i e r r e t a r g e t t e ,
J e a n t a y , & F r a n z v o h w i n K e l
Cartography: K e i t h c u r t i S
Executive Producer: c h r i S P r a m a S
G r e e n r o n i n S t a f f : Bill Bodden, Steve Kenson, Nicole Lindroos, Hal Mangold,
Chris Pramas, Evan Sass, Marc Schmalz, and Robert J. Schwalb
P l a y t e S t e r S : Tyler M. Carey, Cody Carver, Tom Castelli, Jacob Chabot, Adam Doochin, Michael Elster, Andy Frades,
Mark Hugo, Doug Justice, Brian E. Kirby, Jan Philipp Gürtler, Kristian Hartmann, Dan Heinrich, Lyle Hinckley,
Kevin Hamilton, Daniel Hodges, Travis Hodges, Sean Johnson, Glen Kyle, Joe Quarles, Clemens Schäfer, Conrad Schäfer,
Michael Simonds, Norman Simonds, Owen K.C. Stephens, Nathan Summar, Rich Tomasso, Bobby Turman
A Song of Ice and Fire Roleplaying is © 2009 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material.
A Song of Ice and Fire Roleplaying, SIFRP, and associated logos are trademarks of Green Ronin Publishing, LLC.
A Song of Ice and Fire is © 1996-2009 George R. R. Martin. All rights reserved.
P r i n t e d i n C a n a d a
GREEN RONIN PUBLISHING
3815 S. OTHELLO ST.
SUITE 100, #304
SEATTLE, WA 98118
CUSTSERV@GREENRONIN.COM
WWW.GREENRONIN.COM
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INTRODUCTION.............................4
CHAPTER 1:
A WESTEROS PRIMER...................5
W e S t e r o S ................................... 6
l a n d S o f W e S t e r o S .................... 8
B e y o n d W e S t e r o S .................... 18
o f K n i G h t S & K n a v e S ............. 19
Customs & Laws ....................... 19
Technology ................................ 20
Faith & Religion........................ 21
Knighthood ............................... 22
Maesters of the Citadel.............. 23
CHAPTER 2: GAME RULES.............24
t h e B a S i c S ............................... 24
t e S t S & d i f f i c u l t i e S ............... 25
Types of Test.............................. 26
Modifying Tests......................... 29
Diiculty ................................... 29
a r c h e t y P e S .............................. 30
Using Archetypes....................... 30
Annointed Knight ..................... 31
Godsworn.................................. 32
Heir ........................................... 33
Hedge Knight............................ 34
Maester...................................... 35
Noble......................................... 36
Retainer ..................................... 37
Scout.......................................... 38
Squire ........................................ 39
CHAPTER 3:
CHARACTER CREATION...........40
he Noble House....................... 40
c r e a t i n G c h a r a c t e r S ............. 41
Step One: House & Lands ........ 41
Step Two: Character Concept.... 41
Example of Character Creation . 46
Step hree: Assign Abilities....... 47
Step Four: Assign Specialties..... 48
Step Five:
Destiny Points & Beneits....... 48
Step Six: Flaws & Drawbacks.... 48
Step Seven: Starting Possessions 49
Step Eight: Derived Statistics.... 49
Step Nine: Play the Game! ........ 50
r e W a r d S & i m P r o v e m e n t ........ 50
Coin........................................... 50
Glory ......................................... 50
Experience ................................. 50
CHAPTER 4:
ABILITIES & SPECIALTIES.........51
a B i l i t y r a n K ............................ 51
S P e c i a l t i e S ............................... 52
a B i l i t y & S P e c i a l t y
d e S c r i P t i o n S ......................... 52
a B i l i t y u S e S ............................. 54
a G i l i t y ..................................... 54
Acrobatics.................................. 54
Balance ...................................... 54
Contortions ............................... 54
Dodge........................................ 55
Quickness .................................. 55
a n i m a l h a n d l i n G .................... 55
Charm ....................................... 55
Drive.......................................... 55
Ride ........................................... 55
Train .......................................... 56
a t h l e t i c S ................................ 56
Climb ........................................ 56
Jump .......................................... 56
Run............................................ 57
Strength..................................... 57
Swim ......................................... 57
hrow ........................................ 58
a W a r e n e S S ............................... 58
Empathy .................................... 58
Notice ........................................ 58
c u n n i n G ................................... 58
Decipher .................................... 59
Logic ......................................... 59
Memory..................................... 59
d e c e P t i o n ............................... 59
Act............................................. 59
Bluf........................................... 59
Cheat ......................................... 60
Disguise ..................................... 60
e n d u r a n c e ............................... 60
Resilience................................... 60
Stamina ..................................... 60
f i G h t i n G .................................. 61
Attack ........................................ 61
h e a l i n G ................................... 61
Diagnosis................................... 61
Treat Ailment ............................ 61
Treat Injury................................ 61
K n o W l e d G e .............................. 61
Education .................................. 61
Research .................................... 62
Streetwise .................................. 62
l a n G u a G e ................................. 63
m a r K S m a n S h i P ......................... 63
Attack ........................................ 63
P e r S u a S i o n ............................... 64
S t a t u S ...................................... 64
Breeding .................................... 64
Reputation................................. 65
Stewardship ............................... 65
Tournaments.............................. 65
S t e a l t h ................................... 65
Blend In..................................... 65
Sneak ......................................... 65
S u r v i v a l ................................... 65
Forage........................................ 66
Hunt .......................................... 66
Orientation................................ 66
Tr a c k .......................................... 66
t h i e v e r y .................................. 67
Pick Lock .................................. 67
Sleight of Hand ......................... 67
Steal........................................... 68
W a r f a r e .................................. 68
Command.................................. 68
Strategy ..................................... 68
Tactics........................................ 68
W i l l ........................................ 68
Coordinate................................. 68
Courage ..................................... 68
Dedication ................................. 68
CHAPTER 5:
DESTINY & QUALITIES............. 69
d e S t i n y P o i n t S ........................ 69
Q u a l i t i e S ................................. 70
Quality Types ............................ 74
B e n e f i t S ................................... 74
Accurate..................................... 74
Acrobatic Defense ..................... 74
Adept Negotiator....................... 74
Animal Cohort .......................... 74
Anointed.................................... 75
Armor Mastery .......................... 75
Artist ......................................... 75
Attractive................................... 75
Authority ................................... 75
Axe Fighter I.............................. 75
Axe Fighter II ............................ 75
Axe Fighter III........................... 75
Beastfriend ................................ 75
Berserker.................................... 75
Blood of the Andals ................... 75
Blood of the First Men .............. 76
Blood of Heroes......................... 76
Blood of the Ironmen ................ 76
Blood of the Rhoyne.................. 76
Blood of Valyria ......................... 76
Blood of the Wildlings .............. 76
Bludgeon Fighter I..................... 76
Bludgeon Fighter II ................... 76
Bludgeon Fighter III.................. 76
Braavosi Fighter I ...................... 76
Braavosi Fighter II ..................... 76
Braavosi Fighter III ................... 77
Brawler I .................................... 77
Brawler II .................................. 77
Brawler III ................................. 77
Brother of the Night’s Watch..... 77
Cadre ......................................... 78
Cautious Diplomat .................... 78
Charismatic ............................... 78
Cohort ....................................... 78
Compelling................................ 78
Connections .............................. 78
Courteous .................................. 78
Danger Sense............................. 78
Deadly Shot............................... 78
Deft Hands................................ 79
Dexterous .................................. 79
Double Shot .............................. 79
Dutiful....................................... 79
Eidetic Memory ........................ 79
Eloquent .................................... 79
Evaluation ................................. 79
Expertise.................................... 79
Face in the Crowd...................... 79
Famous ...................................... 79
Fast ............................................ 79
Favored of Nobles ...................... 79
Favored of Smallfolk.................. 79
Furtive ....................................... 80
Fury ........................................... 80
Gifted Athlete ........................... 80
Gifted Teacher........................... 80
Great Hunter............................. 80
Greensight ................................. 80
Guttersnipe................................ 80
Hail of Steel............................... 80
Hardy ........................................ 81
Head for Numbers ..................... 81
Head of House........................... 81
Heir ........................................... 81
Heirloom ................................... 81
Improved Armor Mastery.......... 81
Improved Weapon Mastery ....... 81
Inspiring .................................... 81
Keen Senses ............................... 81
Knowledge Focus....................... 82
Landed ...................................... 82
Leader of Men ........................... 82
Long Blade Fighter I ................. 82
Long Blade Fighter II................ 82
Long Blade Fighter III .............. 82
Lucky......................................... 82
Maester...................................... 82
Magnetic ................................... 82
Man of the Kingsguard .............. 82
Massive...................................... 83
Master of Ravens ....................... 83
Miracle Worker ......................... 84
Mummer ................................... 84
Night Eyes................................. 84
Pious.......................................... 84
Pole-Arm Fighter I .................... 84
Pole-Arm Fighter II .................. 85
Pole-Arm Fighter III ................. 85
Polyglot...................................... 85
Respected .................................. 85
Shield Mastery........................... 85
Short Blade Fighter I ................. 85
Short Blade Fighter II................ 85
Short Blade Fighter III .............. 85
Sinister....................................... 85
Skinchanger............................... 85
Spear Fighter I ........................... 86
Spear Fighter II ......................... 86
Spear Fighter III ........................ 86
Sponsor...................................... 86
Stubborn.................................... 86
Talented..................................... 86
Terrain Specialist ....................... 87
hird Eye ................................... 87
hird Eye Opened ..................... 87
Tough ........................................ 87
Tourney Knight ......................... 87
Trade ......................................... 87
Treacherous ............................... 87
Triple Shot................................. 87
Ward.......................................... 87
Water Dancer I .......................... 88
Water Dancer II......................... 88
Water Dancer III ....................... 88
Wealthy ..................................... 88
Weapon Mastery ....................... 88
Weapon Savant.......................... 88
Worldly...................................... 88
d r a W B a c K S ............................... 88
Bastard Born.............................. 88
Bound to the Bottle ................... 88
Childhood Disease .................... 89
Craven ....................................... 89
Crippled .................................... 89
Cruel Insanity ............................ 89
Cursed ....................................... 89
Debt .......................................... 89
Disturbing Habit ....................... 89
Dwarf ........................................ 89
Eunuch ...................................... 89
Fear............................................ 89
Feeble ........................................ 89
Flaw........................................... 90
Forgetful .................................... 90
Furious....................................... 90
Haughty..................................... 90
Haunted .................................... 90
Honor-Bound............................ 90
Ignoble....................................... 90
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Impaired Sense .......................... 90
Inept .......................................... 90
Lascivious .................................. 90
Marked ...................................... 90
Maimed ..................................... 90
Mute.......................................... 90
Naïve ......................................... 91
Nemesis ..................................... 91
Outcast ...................................... 91
Poor Health ............................... 91
Reviled....................................... 91
Sickly ......................................... 91
Supreme Arrogance ................... 91
hreatening................................ 91
CHAPTER 6: HOUSE & LANDS......92
c r e a t i n G t h e h o u S e ................ 92
Step One: he Realm................. 93
Step Two: Starting Resources .... 95
Step hree: House History ........ 98
Step Four: Holdings ................ 101
Step Five: Motto & Arms ........ 109
Step Six: he Household ......... 115
t h e h o u S e i n a c t i o n ............ 118
CHAPTER 7: EQUIPMENT ..........120
m o n e y & B a r t e r ................... 120
P e r S o n a l e Q u i P m e n t .............. 121
c l o t h i n G ............................... 122
f o o d , d r i n K , & l o d G i n G ...... 123
W e a P o n S ................................ 123
a r m o r .................................... 127
m o u n t S & d o m e S t i c a n i m a l S ... 129
e x o t i c & S P e c i a l i t e m S ......... 130
P o i S o n S .................................. 130
CHAPTER 8: INTRIGUE ...............135
i n t r i G u e e S S e n t i a l S ............... 135
he Exchange .......................... 135
Inluence.................................. 135
i n t r i G u e S t a t i S t i c S ............... 136
Abilities ................................... 136
Intrigue Defense ...................... 136
Composure .............................. 136
i n t r i G u e S t r u c t u r e ............... 136
Step One: Type........................ 136
Step Two: Scene ...................... 138
Step hree: Objective............... 138
Step Four: Disposition............. 139
Step Five: Initiative.................. 142
Step Six: Technique ................. 142
Step Seven: Roleplaying .......... 144
Step Eight: Actions & Tests .... 145
Step Nine: Repeat.................... 146
Step Ten: Resolution ............... 146
Other Factors........................... 146
a n e x a m P l e o f i n t r i G u e ........ 147
CHAPTER 9: COMBAT..................148
c o m B a t e S S e n t i a l S ................ 148
Rounds, Turns, & Actions ....... 148
Damage & Defeat.................... 149
c o m B a t S t a t i S t i c S ................. 149
Abilities ................................... 149
Combat Defense...................... 150
Health ..................................... 150
Movement ............................... 150
a r m o r .................................... 151
Bulk ......................................... 151
W e a P o n S ................................ 151
Weapon Traits ......................... 151
c o m B a t S t r u c t u r e ................ 155
Step One: Battleield ............... 155
Step Two: Detection................ 158
Step hree: Initiative ............... 158
Step Four: Action .................... 158
Step Five: Repeat ..................... 161
Step Six: Resolution................. 161
d e f e a t & c o n S e Q u e n c e S ....... 161
d a m a G e .................................. 162
Damage & Lesser Characters ... 162
Reducing Damage ................... 162
r e c o v e r y ............................... 162
Damage ................................... 162
Healing.................................... 163
t o u r n a m e n t S ......................... 163
Archery Contests ..................... 163
Grand Melee ........................... 163
Jousts ....................................... 163
Duels & Battles for Honor ...... 164
a d v a n c e d c o m B a t ................. 164
Tests ........................................ 164
Initiative .................................. 166
Attack Modiiers...................... 166
Unarmed Attacks..................... 166
Attacking Objects.................... 166
Advanced Actions.................... 167
Advanced Reach ...................... 168
Fatigue..................................... 169
CHAPTER 10: WARFARE ............170
W a r f a r e e S S e n t i a l S ............... 170
Scale ........................................ 170
Time........................................ 171
Commanders ........................... 171
Orders...................................... 171
Heroes ..................................... 171
Victory & Defeat ..................... 171
c o m P o n e n t S o f W a r f a r e ....... 173
Abilities ................................... 173
Defense.................................... 173
Health ..................................... 173
Movement ............................... 173
Equipping Units ...................... 173
Special Equipment .................. 173
Discipline ................................ 175
a n a t o m y o f a B a t t l e ............ 175
Step One: Battleield ............... 175
Step Two:
Unit & Leader Placement..... 177
Step hree: Parlay & Terms ..... 177
Step Four: Initiative................. 177
Step Five: Siege Weapons ....... 178
Step Six: First Player Actions... 179
Step Seven: Orders................... 180
Step Eight:
Second Player Actions .......... 181
Step Nine:
Resolve Standing Orders ...... 181
Step Ten: Repeat ..................... 181
Step Eleven: Resolution
& Consequences .................. 182
a d v a n c e d r u l e S .................... 184
Advanced Orders ..................... 184
Facing & Formation ................ 185
a n e x a m P l e o f W a r f a r e ........ 187
CHAPTER 11:
THE NARRATOR .......................189
B a S i c c o n c e P t S ...................... 189
Time........................................ 190
Scenes ...................................... 190
Rewards ................................... 191
Story ........................................ 192
Chronicle................................. 192
G o o d n a r r a t i n G ................... 192
Preparation .............................. 192
Details ..................................... 193
Group Dynamics ..................... 193
Emulating the Books ............... 193
m a n a G i n G t h e r u l e S ............. 196
Routine Success ....................... 196
Abilities ................................... 196
Expanded Specialties ............... 197
Setting Diiculties................... 199
e x P l o r i n G W e S t e r o S ............. 201
Sustenance ............................... 201
Temperature ............................ 201
Travel....................................... 202
Chases ..................................... 202
Hazards ................................... 204
n o B l e h o u S e S ........................ 206
Your Role ................................. 206
Other Houses .......................... 206
House Fortunes ....................... 206
m a G i c .................................... 207
Magic & the Game.................. 207
a d v e r S a r i e S & a l l i e S ............ 208
Primary Characters.................. 208
Secondary Characters .............. 208
Tertiary Characters .................. 209
Promoting NCs ....................... 209
Improving NCs........................ 209
Demoting NCs ........................ 210
Sample Narrator Characters .... 210
Creatures ................................. 211
Supernatural Creatures ............ 215
P l a y S t y l e S ............................ 217
INDEX ...........................................219
Character Sheet ....................222
t a B l e 6–3: f i r S t f o u n d i n G ...... 99
t a B l e 6–5:
i n f l u e n c e & S t a t u S ............ 103
t a B l e 6–6: t e r r a i n c o S t S ...... 103
t a B l e 6–7: f e a t u r e c o S t S ...... 103
t a B l e 6–8: u n i t t y P e S ............ 107
t a B l e 6–9: t i n c t u r e S ,
m e t a l S , & f u r S ................... 112
t a B l e 6–13: P l a n t S ................ 112
t a B l e 6–12: h e r a l d i c l i n e S ... 112
t a B l e 6–10: f i e l d S ................. 112
t a B l e 6–11: c h a r G e t y P e S ..... 112
t a B l e 6–14: a n i m a l S &
m y t h o l o G i c a l c r e a t u r e S .. 113
t a B l e 6–15: o r d i n a r i e S ......... 113
t a B l e 6–17: o B j e c t S ............... 114
t a B l e 6–16: S u B o r d i n a r i e S ..... 114
t a B l e 6–18:
h o u S e f o r t u n e S .................. 118
t a B l e 6–19:
r e S o u r c e m a n a G e m e n t ....... 118
t a B l e 7–1: c o i n a G e ................ 121
t a B l e 7–2:
v a l u e S o f t r a d e G o o d S ...... 121
7–3: W e a P o n G r a d e ............... 124
t a B l e 7–4: W e a P o n c o S t S ...... 125
t a B l e 7–5: a r m o r c o S t S ........ 128
t a B l e 7–6: B a r d i n G t y P e S ...... 129
t a B l e 7–7:
G o o d S & S e r v i c e S .............. 131
t a B l e 7–8: P o i S o n S ................. 133
t a B l e 8–1: d i S P o S i t i o n S ......... 139
t a B l e 8–2: d i S P o S i t i o n S
B y c i r c u m S t a n c e ................. 141
t a B l e 8–3: t e c h n i Q u e S ........... 142
t a B l e 9–1: m o v e m e n t ............ 151
t a B l e 9–2: a r m o r .................. 151
t a B l e 9–3: W e a P o n S ............... 152
t a B l e 9–3: W e a P o n S ............... 153
t a B l e 9–4: j o u S t i n G r e S u l t S .. 164
t a B l e 9–5: c r i t i c a l S ............. 165
t a B l e 9–6: f u m B l e S ................ 165
t a B l e 9–7: f i G h t i n G
W e a P o n S & r e a c h .............. 169
t a B l e 10–1:
u n i t S t a r t i n G e Q u i P m e n t ... 172
t a B l e 10–2:
e Q u i P m e n t u P G r a d e S .......... 172
t a B l e 10–3: t e r r a i n ............... 176
t a B l e 10–5: G l o r y ................. 182
t a B l e 10–6: S u r v i v o r S ............ 183
t a B l e 11–1:
c h a l l e n G e B e n c h m a r K S ...... 191
t a B l e 11–2: S c e n e r e W a r d S ... 192
t a B l e 11–3:
c h a l l e n G e S B y S t o r y .......... 192
t a B l e 11–4:
S c e n e e x c h a n G e S ................ 192
t a B l e 11–5:
r o u t i n e S u c c e S S e S .............. 196
t a B l e 11–6:
a B i l i t y S u B S t i t u t e S ............. 197
t a B l e 11–7:
c h a n c e o f S u c c e S S .............. 199
t a B l e 11–8:
r a t e S o f t r a v e l .................. 202
t a B l e 11–9:
f a l l i n G d a m a G e .................. 205
t a B l e 11–10: f i r e ................... 205
r F e re n c e t a b l e S
t a B l e 2–1: d i f f i c u l t i e S ........... 30
t a B l e 3–1: r a n d o m a G e .......... 42
t a B l e 3–2: S t a r t i n G S t a t u S ..... 43
t a B l e 3-3:
B a c K G r o u n d e v e n t S .............. 45
t a B l e 3-5: m o t i v a t i o n S ........... 45
t a B l e 3-6: v i r t u e S ................... 45
t a B l e 3–7: v i c e S ...................... 45
t a B l e 3-4: G o a l S ..................... 45
t a B l e 3–8:
a B i l i t y i m P r o v e m e n t ............ 47
t a B l e 3–9: S P e c i a l t y c o S t S ..... 49
t a B l e 3–10:
a G e a n d d e S t i n y P o i n t S ....... 49
t a B l e 3–11: a G e a n d f l a W S ..... 49
t a B l e 4–1:
a B i l i t i e S a n d S P e c i a l t i e S ...... 53
t a B l e 5–1: B e n e f i t S ................. 71
t a B l e 5–1: B e n e f i t S ................. 72
t a B l e 5–1: B e n e f i t S ................. 73
t a B l e 5–2: d r a W B a c K S ............. 91
t a B l e 6–1: S t a r t i n G r e a l m ..... 93
t a B l e 6–2:
S t a r t i n G a t t r i B u t e S ............ 96
t a B l e 6–4:
h i S t o r i c a l e v e n t S ................ 99
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introduction
In a roleplaying game, anything is possible. Your character can head of
to explore the world, take part in convoluted intrigues, wage war against
rival houses, and just about anything else you can come up with. But it
is still a game, and as a game, this book has rules, guidelines designed
to help players and Narrators tell the stories they wish to tell in a way
that’s both consistent and fun. As you make ready to dive into the rest
of this rulebook, you should know a few things up front. hese basic
game concepts should help you along and give you an idea what all the
numbers mean.
dump it, it’s expected! Use the rules in this book to support the stories
you tell, not to deine them.
t h e g a m e S y S t e m
Since rules support the stories you and your friends will tell, you may
ind there are long stretches when you don’t have to rely on the rules
at all, when the interaction of your characters and the dialogue gener-
ated between you carries the game without needing dice or lipping
through the book. Other times, however, the rules may igure in the
game a great deal more than you would expect, especially in combat,
tricky negotiations, and other instances of drama that can have serious
consequences if the characters fail.
Drama is the key when it comes to the game mechanics. Whenever
a player character or the Narrator
attempts to do something in which
failure has consequences or the out-
come is not certain, the rules come
into play in the form of a test. A
test is simply rolling the dice, add-
ing them up, and comparing them
to a number called a Diiculty. If
the sum of the dice equals or beats the challenge, the test succeeds. If the
sum of the dice is lower than the challenge, the test fails.
t h e b a S i c S
a S o n g o f i C e a n d f i r e r o l e P l a y i n g ( SIFRP ) is a game in which the
players take up the roles of notables in Westeros, distinctive personas that
have a place and purpose within
the larger society that makes up
the Seven Kingdoms. hese per-
sonas are called player characters
(PCs) or just characters. In most
games, each player creates just one
character and uses that character
to interact with the imagined set-
ting in structured or unstructured scenarios called stories. he PCs, then,
are the principal characters—the protagonists—of the story.
Of course, a story rarely tells itself, and while the players make the
decisions about how their characters act and react in response to certain
developments in the game, the world does unfold around them, their
nemeses still plot and connive in the shadows, and their foes take steps
against them. Each player is in charge of his or her particular character,
but who, then, is charge of the rest of the world? he Narrator.
he Narrator has the best job of all. It may very well be entertaining
to portray a particular character, but the Narrator doesn’t have to settle
on just one: the Narrator gets to play them all. he Narrator plays the
villains, the minions, and all the other supporting characters who help
make up the story. Furthermore, the Narrator also shapes the story, de-
cides on the plot, what happens when, and is clued in on all the things
that go on in the background. he Narrator might use a published story
from Green Ronin such as Peril at King’s Landing , or she might spin out
a story of her own. It’s a big responsibility being the Narrator, but it’s
also the most rewarding one of all.
w h a t n e x t ?
Now that you’ve read the basic concepts, the rest of the book awaits
you. From here, you might want to examine the rules in more detail
in c h a P t e r 2: G a m e r u l e S . Alternatively, you might be intrigued by
the role of the Narrator and feel like taking a stab at the best job in the
game. If so, you’ll want to read this entire book, paying special attention
to c h a P t e r 11: t h e n a r r a t o r . But then, you may just want to create
a character and get started. his path is ine too, and honestly, who can
blame you! Go ahead and turn to c h a P t e r 3: c h a r a c t e r c r e a t i o n ,
and you’ll have everything you need to get started.
If you really want to learn the game, start with c h a P t e r 2: G a m e
r u l e S , and then take a look at the abilities described in c h a P t e r 4:
a B i l i t i e S & S P e c i a l t i e S . Once you’ve got that nailed down, have a look
at c h a P t e r 9: c o m B a t and then c h a P t e r 8: i n t r i G u e . hese chapters
should give you enough information to make informed decisions during
character creation and to play the game. Remember, this book is some-
thing that you’ll likely reference as you play. As you learn more about
SIFRP, you’ll rely less and less on the book until you’ve mastered the game
completely. Above all, SIFRP is a game, so have some fun, draw your
sword, and stab a Lannister. You know you want to.
t h e g a m e
Whether you are a player or a Narrator, everyone uses the same rules
in SIFRP . Game rules are an important part of any roleplaying game
because they help deine what is possible and impossible. hey ensure
a certain level of fairness that comes from a shared understanding of
how things work. Also, they help guide a player and Narrator in making
decisions about the characters they portray by presenting meaningful
numbers that reveal vital components about a character, such as his abil-
ity with social interaction, how well she swings a sword, or how big or
small, weak or strong, beautiful or hideous the character is.
But, to cite a cliché, rules are meant to be broken. Unlike other
games, roleplaying games are famous for being luid when it comes to
rules, and if a certain rule doesn’t it with a group, it’s not just okay to
w h a t y o u n e e d t o P l a y
Aside from this book, you should have plenty of paper, pencils, a good
eraser, and at least ten 6-sided dice, which you can likely ind at the
same store where you purchased this book. You may also want to print
out copies of the character sheet (or photocopy the one at the back
of this book). Oh, and you’ll want your imagination, too. Keep that
handy.
4
introduction
“When you play the game of thrones, you win
or you die. There is no middle ground.”
—C ersei L an n is t e r ,
A G A m e of T h r o n e s
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