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Chapter 1: Introduction
Regular Play
Players rarely act in turns and rounds outside of combat. The GM explains a situation or describes a scene and then Players say what they want to do. Occasionally the GM has to regulate how much a character can do in a given amount of time, but this still is not as strict as combat rounds.
When a Player states that they want to do something and the GM thinks it requires a skill check, she will have the Player roll 1d20 to determine success. If the Player's character is knowledgeable or practiced in that skill, they will have a better chance of success. Sometimes feats or other aspects unique to a character will help them in their actions.
It is up to them figure out what happened and resolve the matter, in whatever manner they choose.
The GM is like a writer; she comes up with a plot and knows who the killer or killers are. She provides the setting and the background characters. The Players, through their characters, are like actors. While their characters have skills, abilities and equipment to help them, these actors do not get a script - the Players have to come up with the right questions on their own. If the Players are totally on the wrong track, the GM will probably drop small clues to help them, but ultimately it is the Players’ story. It is up to them to figure out what happened and resolve the matter, in whatever manner they choose. Of course not everyone will be happy with the decision the Players make - whether it be an employer, a victim’s family or the antagonists.
Example of Play
Here is an example of 4 people playing Spellchrome. The interaction between the GM and the Players is what is important here, not the plot. The characters already know each other from a quick adventure where the GM demonstrated some of the basic rules.
(Lisa) GM: You’ve all recently arrived in New Prospect, one of the Allterion tower cities. It feels very alien in comparison to the traditional stone castles and wooden buildings you’re used to. The Allterions have been having troubles with Supernatural crimes and requested help from your kingdom. That’s where you come in.
(Bill, playing a large solider) Driden: Why am I here?
(Kim, playing a Paranormal Auditor) Sayworth: We need someone we can trust to watch our backs. Don’t worry, I’m sure there’ll be something big and nasty to fight.
(Bill) Driden: All right, cool.
(Lisa) GM: You have all been called to a recent crime scene, on the front steps of a hotel. Allterion police keep back the curious and the hysterical gawkers. On the ground is a dead body, its skin looks frozen and shattered in places. Limbs bent where they shouldn’t be.
(Lisa) GM: Over comes an Allterion detective, wearing an armoured uniform. "Do you think a creature did this?" he asks.
(John, playing a bounty hunter) Ronin: We’ve seen this before, I think. What say you, Sayworth?
(Kim) Sayworth: Too soon to tell... let me examine some of the evidence and cast some spells, Detective...?
(Lisa) GM: Wodar, Detective Wodar. Uhm, yes, well excuse me, I should let you work. We’re all just very frustrated with the situation. Let me know if I can be of any help and of course, keep me in the loop.
(Kim) Sayworth: Sure. (To the GM) Sayworth starts to examine the body, making sure to collect some of that skin you mentioned.
(Lisa) GM: Okay, that’ll take you a couple minutes. Then I’ll have you make a Gather and Analyze Evidence roll.
(Bill) Driden: Hey Wodan, were there any witnesses?
(Lisa) GM: It’s Detective Wodar.
(Bill) Driden: Oh. Sorry. Were there any witnesses?
(Lisa) GM: Yes, two of them, over here, he says. Wodar leads you away. John, what is Ronin doing?
(John) Ronin: I’ll think I’ll cast Examine Supernatural.
(Kim) Sayworth: Don’t waste your Magic. I’m going to cast that on the body as soon I’m done gathering evidence.
(John) Ronin: I cast Examine Supernatural and walk toward the crowd.
(Lisa) GM: Alright, Ronin casts and scans the crowd. Pretty boring stuff. Then a dull looking person suddenly stands out as you see past his non-descript features to the outline of something much greater, fiendish and horrific. His eyes meet yours for a second before he turns to run.
(John) Ronin: Driden! Sayworth! Get over here quick! (To the GM): Ronin gives chase.
And that is how an adventure might start. Please note that your adventures might not be anything like this. The above example kept with a crime drama theme, but not all Spellchrome adventure need to. You might explore hazardous lands, ruins, crash sites and other places that are too dangerous for average citizen to venture. You may protect important people or take on missions to thwart the plans of The Nova Dirge. Adventures may be centered around working with or against organized crime. And of course you might also solve crimes, if that is what works for your group. In the end, hopefully you will see a variety of adventures that allow the characters to use all of their skills and abilities. Find more on this in Chapter 9: Running the Game.
Here is a blog post that points to a good comic that is on the subject of roleplaying.
A Note About "You"
Sometimes in this document it is simply less cumbersome to write "you gain +1 Hit Point" than "Your character gains +1 Hit Point." These mean the same thing. The same applies when "Your base attack" is written, rather than "Your character’s base attack".
A Fictitious World
When explaining the game world it is often written as if it were real, following the basic rules of fiction and suspension of disbelief. To be certain, this is an imaginary world - no more real than Dorothy or the land of OZ.
Other Resources
If you still don’t have a sense of what a Pen and Paper RPG is or how to play, other Players who have played RPGs are you best source of information. If you can game with people who play this game or even another Pen and Paper RPG, you will learn more from them than we have room to explain here. Even dropping in and watching a game can help.
We also recommend the book Dungeons & Dragons For Dummies (2005) by Bill Slavicsek and Rich Baker. It's useful if you are looking for more information on the finer details about finding a game, or RPG etiquette. Some of the specifics won’t help, but the general advice will.
Up Next: Chapter 2: Character Creation




