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Brave Old World

Table of Contents

Introduction

This document contains the implementation of Brave Old World, rules for telling stories with friends.

Brave Old World

Brave Old World is an open-source role-playing game (RPG) where 2 or more players create a story by having a structured conversation. It is a traditional RPG played with a couple of dice and your imagination.

Brave Old World is a game about asking questions to tell a story. Who is your adventurer? Why are they with the party? Where is the dragon’s secret lair? Is the mayor’s daughter really planning to burn down the town mill?

It was created for use with Teraum, a tragically funny fantasy setting, but can be used on its own or applied to another setting.

Requirements

The players may wish to use a pre-written adventure, which will provide guidelines for creating those adventurers and starting the story, but optional rules for improvising a session are included.

Rules

In Brave Old World, one player is the narrator while the others are adventurers. The narrator facilitates the story while the adventurers, working as a party, explore strange places and have grand adventures.

Gameplay occurs as a conversation. The narrator says where the party is and what is happening around them. The adventurers say what it is they’d like to do. When an adventurer takes a risk, they roll two six-sided dice and add the results. (If the adventurer is particularly good at the thing they’re doing, they may be able to add to that result.)

These conversations are called sessions, and usually last a few hours. Sessions start with an exposition, where characters are introduced and the big question of the session gets asked. This is followed by the story, where the party works together to try and answer their big question. After that conclusion, some sessions have an epilogue, where the party talks about what their characters learned.

Character Creation

Planning the Session

There are two basic ways to plan a Brave Old World session. You

The Exposition

The Story

(Optional) The Epilogue

The narrator has a unique role in the game. They don’t control any one character, but instead control how the game world will react to the other player’s characters’ actions.

Character Creation

Holding the Conversation

Resolving Risks

Handling Conflict

Ending the Session

Optional Rules

Character Growth

Skills

Skillfullness

When an adventurer takes a risk, their personal skills may be able to influence the results of their roll.

There are a lot of ways to describe a person’s skill, but mechanically they all work out to either -2, -1, +1, or +2 to the result of a roll.

-2
-1
+1

Familiar, knack

+2

Knowledgeable, adept, exceptional

List of Skills

Equipment

Adventurers either have a lot of supplies, some supplies, a few supplies, or basically no supplies.

With a lot of supplies, adventurers can roll and if successful, find the item they were searching for in their inventory.

With some supplies, adventurers need to subtract one from their roll, and with a few supplies, they need to subtract two.

If the adventurer has basically no supplies, the adventurer can roll with no modifier, but any success leads to an item similar to what they want, but (at narrator’s discretion) unsuited for the purpose for which it was intended.

Consequences

Agitation

Angst

Exhaustion

TODO Crafting

How does one make potions or other crafts?

Nerves

Panic

Health

Coming soon.

Conflict Resolution

Whether you’re using all the rules or just the roll, eventually the group of players is going to disagree about something.

Conflict resolution in Brave Old World relies on consensus: all the people playing must agree that something is valid. This most often comes into play when a player is claiming a new skill or equipment, and not all of the players agree that it’s reasonable.

Gameplay Examples

Just the Roll

Coming soon.

All the Rules

Coming soon.

Abridged Rules

Brave Old World is a set of rules for telling a story by having a structured conversation. It requires a six-sided dice (two is easier), a sheet of paper, something to write with, and two to six players (four to six is better).

One player takes the role of narrator, who starts and guides the story, and the others take the roles of adventurers, characters in that story. The story and characters may be created by the players as a group, or sourced from pre-written Adventures.

The narrator says where the adventurers are and what is happening around them. The adventurers say what it is they’d like to do. When an adventurer takes a risk, they roll two six-sided die (or one dice twice) and add the results.

If the adventurer is knowledgeable about or skilled at what triggered the roll, they can add 1 (+1) to their result.

After an player rolls, the narrator says how the game world reacts to their result, and the conversation continues, with players then saying how their adventurer would respond to those reactions.

This continues until players run out of time or reach a good stopping point in the story.

Supplements

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License