Pangolune play follows a simple ttrpg system to maximize interesting decisions and minimize rolling and arithmetic.
The purpose of play is to relax and tell a story together. There is no higher priority than cultivating circumstances for the emergence of interesting characters, decisions, and surprises.
As with all improvisation, `Yes, and` and `No, but` are good tools. `No` by itself is boring.
## Roles
Master of Ceremonies leads the game.
Players act out their character.
Before play begins with a new character, each Player
1. must assign to their d12 and d6 two skills or skill-associated titles for their character, such as “chef”, “preternatural memory of legal texts”, or “suave chad”. These must be plausible skills in the context of mortal society.
2. must choose (at least) two "knives" for their character. A knife is an unfinished story element in their life. Examples: "was falsely accused of a crime, escaped persecution", or "a lover traveled far and sent letters promising to return, but then never did". The more specific the better!
There will be opportunities to acquire more traits and other powers as the game progresses.
## Rhythm
The typical rhythm of the game is:
1. Master of Ceremonies describes a scene or dilemma.
2. Character responds.
a. Character acts according to their free will, acts out dialogue with NPCs (played by MC) or party members.
b. If the action has a chance of failure, as decided by the Master of Ceremonies, a target number will be set and Character will roll against one of their skills to determine success.
3. Master of Ceremonies describes result.
Example turn (artificially briefened):
Character’s cliche’s include: chef, rock climber.
1. MC: “You are locked outside. There is an open window on the fourth floor.”
2. Character: “I scale the wall and enter through the window.”
a. MC: “Difficulty 5, roll against rock climber.”
b. Player rolls 8 on their d12 on behalf of Character.
In the success case (a roll > 5):
3. MC: “Inside, a lit fireplace keeps the room warm […]"
In the failure case (a roll ≤ 5):
3. MC: “You slip on the ledge and fall, spraining your ankle at the bottom. It will take at last a day before you can walk comfortably again. A ring of child gamblers laughs at you and surround you, pointing. Their pockets ring with the clatter of change. Their arrogance is undeniable, […]”
## Character actions
Characters can do anything logically compatible with their traits.
Master of Ceremonies will choose a difficulty for actions with possible failure based on the task and the character’s skills as a match for the task.
Roll difficulty calibration:
* 5 → Easy
* 10 → Normal
* 15 → Difficult
* 20 → Miraculous
* `>` 20 → Impossible
Tasks of difficulty above 20 can become possible with preparation in advance of the attempt, such as a spell to make the task easier, collaboration with other party remembers to do a combined roll, or beefing a skill with roll bonuses acquired in the course of play.
### Combat actions
When a character enters combat, they can still do anything logically compatible with their traits, but play becomes turn-based with the enemy combatants, so it’s in the character’s interest to think of actions that vaguely fall into one of the three classes of combat verb.
Unless circumstances imply otherwise, 1 turn = 1 tempo per combatant.
*attack:* Attempt to damage an enemy or otherwise alter an enemy’s status. Costs 1 tempo.
*ready:* Predict an opponent or ally’s action and be ready to perform a countermove or assist. Tempo cost depends.
*disengage:* Attempt to disengage from combat, such as by running or fleeing. May fail, and may cost something even in the case of success. Costs 1 tempo.