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FREE PREVIEW

by Mark Humphreys
A message from
the author

This is the free preview edition of Other


Worlds. It contains the full introduction
chapter, a rules summary, character
sheets, and an art preview. Please feel free
to distribute this PDF to anyone you like,
including prospective players, curious
relatives, and billionaire investors with
poor impulse control.

If you want to know more about Other


Worlds please visit our website at:

www.OtherWorldsRPG.wordpress.com

And if you like what you see and want


to buy a full copy of the game, in PDF or
print format, please visit our storefront at
www.RPGNow.com.

Thanks!

Mark Humphreys
WrittEn By
Mark Humphreys

dEsiGnEd By
Mark Humphreys
with Mike Holmes

AdditionAl tExt By
Mike Holmes, Brian Isikoff, and Scott Mathis

illustrAtEd By
Storn A. Cook

EditEd By
Harriet Evans

lAyout By
Fred Hicks

sPEciAl thAnks
to Brian Isikoff for sowing the seeds of this whole project in the first place

PlAytEstErs
Richard Green, Steve Jones, Paul Newland, Ben Reynolds, Ian Meachin, Eric Zimmer, Steven D.Leary,
Laura Shaffer, Brian Dean Jennings, John DAmanda, Angelo Pampalone, Gioacchina Bonfiglio,
AlessandroDamiano, Antonino Sansica, Francesco Minutolo, Giorgio Merigo, Dario Contardi,
ArmandaDautaj, Gianfranco Geroldi, Denys Mordred, Holly Campbell, Matthew Campbell,
RobertLionheart, Zack Smith, Jaime T. Matthew, Laurent Castellucci, Maery Morrison, Erica Glaser,
Patrick Masson, Caro Landry, Brennen Reece, Sarah Reece, Will Whatley, Jared Gullage... and valuable
non-playtest feedback from Adam Dray, Steve Young, and Alfredo Sendn Domnguez.

Copyright 2011 Mark Humphreys. All rights reserved.


A Signal 13 production
FAC 13 5201

Go to www.OtherWorldsRPG.wordpress.com for more!


contEnts
1 6 11
INTRODUCTION . . . 3 SUPPORTING CAST . . 81 PLAYING
How to Play Other Worlds . . 4 Creating Supporting Characters 82 OTHERWORLDS . . 147
A Rules Synopsis . . . . 6 Supporting Character Abilities 84 Use Your Character . . .148
Key Principles ofOther Worlds 8 Archetypal Supporting Use the Rules . . . . .149
Whats in This Book . . . 10 Characters . . . . . 85 Work Together . . . .150
Supporting Characters
2 and Conflicts . . . . . 93
Tell a Story . . . . . 151

WORLDBUILDING . . 11 Developing Supporting


Characters . . . . . 95
12
WhatstheSetting? . . . 12 THE GAMESMASTER . . 153
Who Are the Characters? . . 17 Other Supporting Elements . 96
Bringing the
What Kind of Game Will It Be? 20 Supporting Characters
IngredientsTogether . . . 153
Flesh Out the Characters for the GM . . . . . 99
Story Prep . . . . . 155
and Situation . . . . . 21
7 Running the Session . . .159

3 THE STRUCTURE
Conflict Management .
Running Different Types of
. . 163

CHARACTER OFPLAY . . . . .105 Conflicts . . . . . .164


GENERATION . . . 23 Before the Game . . . .105 Handling Special Abilities . . 167
During the Game . . . .106
Design the CharacterConcept
Invent Personal Details. . .
24
25 After the Game . . . .107 13
Choose Your Templates .
Describe Your Individuality .
.
.
28
30 8 ADAPTING
OTHERWORLDS . . 169
Assign Ratings . . . . 32 CONFLICT RESOLUTION 109 Establishing Genre
Create Story Hooks . . . 34 Step-by-Step Character Generation . . .169
Example Character: Conflict Resolution . . . 110 Reinforcing Genre
Sheridan Heist . . . . 36 Frame the Conflict. . . . 110 Conflict Resolution . . . 172
Allocate Screen Time . . . 113
4 Calculate Your Total Rating
Determine the
. 114
Introduction to the Genre
Snapshots . . . . . 175
ABILITIES . . . . 41 Genre Snapshot: Fantasy . . 175
Ability Types . . . . . 41 OppositionRating . . . .120 Genre Snapshot: Horror . 180
General Abilities . . . . 41 Determine the Winner . . .120 Genre Snapshot: Pirates . .183
Personality Traits . . . . 44 Count the Consequences . . 125 Genre Snapshot:
Relationships .
Goals . . .
.
.
.
.
.
.
.
.
44
45 9 Science Fiction . . .
Genre Snapshot: Superheroes
.187
191
Flaws. . . . . . . 46 SET PIECES . . . . 131 Genre Snapshot: Wild West .195
When to Use a Set Piece . . 131
5 Frame the Overall Conflict
Set the Turn Structure . .
. 133
. 133
RULES SUMMARY . . 199
CHARACTER TEMPLATES 49 GLOSSARY . . . 202
Using Templates . . . . 49 Escalate or Resolve . . . 133
Perform One or More Sub- INDEX . . . . 205
Archetypes . . . . . 51
Anatomy of an Archetype . . 52 Conflicts . . . . . .134
Creating Your OwnArchetypes 53 The Final Confrontation . . 135
Modern-Day Archetypes .
Trademarks . . . .
.
.
57
64 10
Anatomy of a Trademark . . 64 SPOTLIGHT POINTS . . 139
Creating Your OwnTrademarks 66 Earning Spotlight Points . .139
Trademark Categories . . . 67 Spotlighting a Conflict . . .142
Spotlighting Character
Development . . . . .144
1
Welcome to Other Worlds!
Introduction

Other Worlds is a roleplaying game of heroic action


and adventure. It provides a framework for telling
stories populated with interesting, exciting charac-
ters set in any worlds, universes, or timelines you
can imagine. The game is driven by description:
descriptions of characters, details of actions, and
dramatic visualisations. Numbers and dice rolls are
secondary to the action; in fact, you will find that
in Other Worlds the rules serve to emphasise the
Our system of player-authored traits and descrip-
tors is designed to give you maximum freedom in
creating your own unique characters and settings
if you can imagine it, you can represent it in the
game. Moreover, our open-ended conflict resolu-
tion system allows you to use those traits to focus
the drama on the scenes and issues that you want
to explore, letting everything else fade into the
background. You will find that characters in Other
story and increase the drama rather than getting Worlds are much more than just numbers on a
in their way. So, if youve ever put down a book, page; they are living, breathing people whose deci-
switched off the TV, or left the cinema wishing you sions and beliefs are the driving force behind the
could step through the fourth wall and explore that whole story. Their fate is in your hands.
world for yourself, then Other Worlds is the game
for you.
Large flying fish (Pesce Dirigibile)
from Angelo's The World
Over the Clouds campaign.

1
1: INTRODUCTION
How to Play Other Worlds
The purpose of playing Other Worlds is to tell a What You Need
story. You and your friends will make up an inter-
The first thing youll need in order to play Other
esting group of characters and use them to explore
Worlds is some other people to play it with. Between
a particular story, theme, or world of your own
four and six people is pretty much ideal, but its pos-
invention. It is rather like writing a book, or acting
sible to play with as few as two people or as many
in a play, except that its more immediate, more vis-
as eight (if not more!). If you dont already have a
ceral, and dare we say it more fun, too!
regular roleplaying group, then some good places
Note that when we talk about story here, were not to find other players are local games shops, role-
necessarily talking about something with a distinct playing conventions, university club noticeboards,
beginning, middle, and end. A lot of this game is and (of course) the internet. Dont forget that you
really about exploration exploration of setting, can convert unsuspecting normal people too!
exploration of situation, and exploration of charac- Everyone has at least one friend or relative whos
ter. This means that your stories can (and probably really interested in Tolkien or Babylon 5 or some-
will) wander all over the place, from strange diver- thing similar. Maybe its worth asking them if theyd
sions and wild tangents to false starts, extended like to explore these universes for themselves?
middles, and abrupt endings. Thats fine! Dont feel
Aside from a copy of this book, you dont really
like your stories have to fit into some kind of rigid
need much else to play Other Worlds. Youll need
three-act structure to be any fun.
some paper and pencils, so you can write out the
Dont think that creating the story is the particu- details of your characters and make notes of their
lar province of a single player, either. This game is adventures. Youll need two ten-sided dice per
specifically designed to give everyone the power to player, so you can quickly and easily determine the
drive events forward and introduce new elements results of any conflicts that come up. And youll
to the plot. The story you will create together is need somewhere to play, preferably somewhere
an organic thing; it cannot be scripted or story- comfortable and free from distractions. Turn those
boarded, edited or controlled. Instead it will evolve televisions and stereos off right now! If its not con-
naturally from the characters you create, the set- venient to play at home for some reason, its always
tings you build, and the decisions you make during worth checking out local pubs, community cen-
play itself. tres, libraries, and the like most will have some
kind of function room that youll be able to book
in advance. Many games shops also operate a club
An Exercise in night, where youll be able to grab a table for your
own game or even join in on someone elses.
Shared Creativity
Communication and co-operation are the The final thing you need to be able to play Other
keys to enjoying Other Worlds communi- Worlds is an active imagination. Youve already got
cation of your own preferences so that you one of those; if you didnt, you wouldnt be read-
can get what you want, and co-operation ing this in the first place. Roleplaying might sound
with the other players to make sure they can like something weird and complicated, but it really
get what they want, too. This isnt the sort of isnt. If youve ever made up a story, acted out a role,
game that has winners and losers; in fact, the or even just played cops and robbers as a child then
only way you can ever lose in Other Worlds you already know the basics. This entire book is
is if you dont have any fun. It doesnt really ultimately just a way of structuring and channelling
matter whether your character becomes a those sorts of activities into something even better.
god, betrays everyone hes ever loved, or gets
squashed by a dragon as long as it makes
for a good story and an exciting game you can
count yourself as a winner.

2
The Player The
Characters Gamesmaster

1: INTRODUCTION
Most of the players in a game of Other Worlds will One of the players in the group must take the role
take on the role of a player character (PC). The of the gamesmaster (GM for short). The GM is a
player characters are the protagonists of the story different kind of player because she does not have
you and your friends will tell. They are the focus of a character of her own. Instead, her job is to create
the game and your window into the world you have interesting circumstances and opposition for the
created. If the game is set in a fantasy world, your other players characters in order to make the over-
character might be a famous warrior with a great all story as exciting as possible. With this purpose
destiny, a surly dwarf chieftain looking for gold, or in mind, she will act as part actor, part referee, and
a mystical sorcerer from across the sea. In a science part director often all three at the same time!
fiction game, your character might be a brash young
starfighter pilot, a cynical bounty hunter from While everyone else has a single character, the GM
another timeline, or an alien mind-reader with two has several. She will create and play a large vari-
heads. Its entirely up to you to decide what kinds of ety of non-player characters (NPCs) essentially,
people your collective story will be about. everyone in the world who isnt one of the player
characters. This includes each player characters
Each player is responsible for creating and describ- friends and family, their contacts and associates,
ing his own character. We find it works best if and even the people they walk past in the street.
everyone does this as a group, so that you can make It also includes each characters foes professional
sure all the characters fit in well with each other, rivals, opposing forces, and sworn enemies. The
but its not mandatory. Your character should have GM is responsible for breathing life into these char-
a distinct personality of his own, including goals, acters and using them to develop the story.
strengths, weaknesses, relationships, and probably
a colourful background of some kind too. If your The GM also acts as a kind of referee, in that her
character isnt interesting then the stories you tell role is to decide when to apply modifiers to some-
with him wont be interesting, either. Try to create ones dice roll, when certain abilities can be used,
someone who will be not only fun for you to play and when certain kinds of consequences might
but also fun for the other players to watch. be appropriate. Thats not to say that the GM is
allowed to break the rules; the rules exist to provide
During the game, you play the part of your char- support and creative constraints for everyone, not
acter. You describe what he does, say what he says, just the players, and its not really fair if one person
and at times even try to think like he thinks. It is can just change them at will. Instead, the GM acts
your job to push your character into the story as the interpreter of the rules deciding when to
and to decide how he will react when the story roll, deciding when and how to modify those rolls,
inevitably pushes back. Sometimes you must think and deciding what the results of each roll mean for
like an actor creating mannerisms, improvising the story.
dialogue, and reacting appropriately to events. At
other times you will think more like an author or
a director driving the story forwards by putting A Note on
your character into interesting situations, creating Pronouns
problems for him, and finding new ways to high- In order to make our rules and play exam-
light particular aspects of his background or per- ples as clear as possible, this book uses the
sonality. Some players and some groups will tend to male pronoun (he, his) to refer to players and
prefer one style of playing to the other, and do that the female pronoun (she, hers) for games-
part more often thats fine! As long as everyone is masters. Obviously, being male, female, or
having fun you are doing it right. a Strichnosian Technofiend has no bearing
whatsoever on your ability to play or GM this
You can find more detailed notes on how to get the
game. (Although we hear that Strichnosian
most out of being a player by reading Chapter 11,
Technofiends can get extremely violent when
Playing Other Worlds, on page 147.
they lose important conflicts... just a friendly
warning.)

3
Perhaps the most important function of the GM then the GM describes the consequences of those
is to act as director. This means keeping an eye on actions and the cycle of play begins again. When
1: INTRODUCTION

the pacing of the game, making sure that things run we get to a flashpoint in the drama, and we want
fast in the action sequences and run more slowly in to inject a bit of suspense into the story, we will
the exploration sequences. It means describing the roll dice to determine what happens next. Can our
action and the scenery in an interesting and colour- hero convince the guards to let him into the pal-
ful way that stimulates the imagination of the rest of ace, or will they raise the alarm? Can our hero jump
the group. It means protecting and supporting the over the chasm and rescue the princess, or will he
creativity of the players encouraging their efforts fall into the middle of the snakepit? Can our hero
to develop and show off their characters, helping defeat the Baron and get his revenge, or will he too
them agree on the goals and stakes of each con- be killed in ignominy by his own fathers murderer?
flict, and making sure that everyone gets an equal
amount of time in the spotlight. It also means act- You can read more about conflicts in Chapter 8,
ing as the advocate of the story creating obstacles Conflict Resolution, on page 109.
for the characters to overcome, enemies for them
to defeat, and dilemmas for them to resolve. Game Length
An individual game of Other Worlds is called a ses-
Being the GM can be challenging at times but its a
sion. Sessions vary in length and frequency some
lot of fun too! If you are interested in taking on this
groups play for a few hours one night a week, others
role yourself, make sure to read the comprehensive
might play all day but only on every other weekend.
set of advice given in Chapter 12, The Gamesmaster,
Different groups get into different play routines
on page 153.
depending on the needs and circumstances of the
players involved. Find a routine that works for you.
The Play
Situation A series of one or more sessions following the same
story or incident is called an adventure. Some peo-
What makes roleplaying games different from ple like to treat each adventure as though it were
other kinds of creative media is that you and your a play or a feature film a discrete story with a
friends are both the creators of the story and the beginning, a middle, and an end. Once they have
audience of the story, all at the same time. You can finished an adventure they might never return to
use your imagination to set up exciting scenes and those characters again, preferring instead to create
make up all kinds of interesting details, characters, a whole new story with a whole new cast of charac-
and plot twists, and yet still be surprised when the ters. Other groups prefer to think of each adventure
events of the story spin off in a new and unexpected as merely a single chapter in a larger ongoing story
direction. It is both a creative outlet and a source of called a campaign. Campaign play tends to resem-
immersive entertainment. ble a long-running TV series or movie franchise
in tone, following the same group of characters
This dramatic uncertainty is achieved through the
through a succession of stories and adventures in
use of dice. Most of the game is simply talking: the
pursuit of some ultimate goal that could potentially
GM describes the scene or acts out the part of an
take years to fully resolve.
NPC, the players act out the part of their own char-
acters and describe what they are trying to do, and

A Rules Synopsis
Before you start reading about how to set up a new Templates define what the character is. There are
game and create your characters, wed like to give three different kinds of templates cultural arche-
you a broad overview of how the rules of this game types, professional archetypes, and trademarks.
work. These describe where a character comes from, what
he does for a living, and what makes him special,
Characters respectively. Some examples of character templates
in a science fiction game might include Citizen
Each character is described in three sets of terms:
of Galactarr, Deep Space Miner, and Unlicensed
4 templates, abilities, and ratings.
Telepath.
Abilities define what the character can do. They 3. Calculate Your Total Rating
might be skills he has learned, personality traits If the conflict is still going ahead, the player must

1: INTRODUCTION
he has developed, relationships he has forged, or calculate his total rating. This represents his char-
anything else besides. Some of your characters acters overall chances of success in the impend-
abilities will come straight from his templates, but ing dice roll. The player uses the base rating of the
many others will be made up by you, the player. ability he is using and then adds further bonuses
You are encouraged to invent your own ability for any other abilities he can use as support. For
names entirely from scratch in order to fulfil your example, a character in a pirates game might sup-
vision and make your character more of an indi- port his Cutlass Fighting ability with his Reckless
vidual. Some examples of character abilities in a Bravery ability. The GM might also apply additional
modern-day espionage game might include Speak modifiers based on circumstances, injuries, or how
Japanese, Curious, Loves Roberto, Chase Suspect, appropriate the base ability is to the situation.
and I Aint Getting in No Plane.
4. Determine the
Ratings define how well the character can do Opposition Rating
something. They are the numbers attached to each There are always two sides to any conflict your
ability to show how useful they are in an actual con- character, and the opposition. Sometimes the
flict. A character with a high rating in a particular opposition is another character in the story, in
ability is very effective at achieving things using which case the GM (or perhaps another player) will
that method. A high ability rating might represent pit that characters abilities directly against yours.
a natural aptitude, a lot of training and experience, At other times the opposition will be something
very deeply-felt convictions, or perhaps some kind inanimate, such as the height of a mountain you
of divine blessing. You write each abilitys rat- are trying to climb, or the complexity of a bomb
ing next to its name; for example, a character in a you are trying to defuse. In those cases the GM will
Tolkienesque fantasy game might have Ride Horse simply make up an appropriate opposition rating
25, Read Ancient Languages 30, Hate Goblins 20, based on how difficult she feels the task should be.
and Eagle Eye Archer 40.
5. Determine the Winner
Conflicts Each side now rolls a one-hundred-sided dice (or
d100, for short) and adds it to their rating. The side
When two or more participants in the game dis-
that gets the highest total wins the conflict and gets
agree on what should happen next (or plain dont
what they want. The GM and players must now
know), we use a dice roll to determine the outcome.
describe what happens and who it happens to.
All conflicts follow the same six-step procedure:

1. Frame the Conflict 6. Count the Consequences


You must now count the consequences of the
Each player describes what this particular conflict
conflict. One or more characters may have been
means to their character: what they are trying to
changed by what has just happened the losing
do, how they are trying to do it, and what will hap-
side might receive a negative trait such as an injury
pen if they lose. This is a vitally important part of
or flaw, while the winning side might receive a new
the process because it sets the tone for everything
ability as a temporary bonus.
that happens next.
Once the conflict has been resolved, play returns
2. Allocate Screen Time to normal. The GM describes the scene and the
Once the conflict has been framed, the group may players describe what their characters are going to
decide that the stakes of failure are not very inter- do next. When you reach another potential cross-
esting after all. In such cases they may decide to just roads in the story, you might decide to break out
let the action automatically succeed rather than the dice again and resolve it as another conflict.
rolling the dice. And so it goes: play consists of alternating periods
of narration, where the group simply describes what
happens, and periods of conflict resolution, where
the group rolls dice to randomly determine what
happens.

5
1: INTRODUCTION
Key Principles
ofOther Worlds
Our games design philosophy in Other Worlds can This puts the power to build up and reinforce the
be summarised in three main principles: Anything right atmosphere for your game in your hands.
Can Be an Ability, Anything Can Be a Conflict, and Youre in control. If you want to show the impor-
The Group Owns the Setting. tance of a particular scene, make it a conflict. If you
want to show the effects of a particular detail or
Anything Can ability, put a modifier on the dice roll. If you want to
show the after-effects of the conflict on a particular
Be an Ability character, give him a new ability. Other Worlds lets
Everything worth noting about a character can be you tell your stories how you think they should be
articulated as an ability. Abilities can be absolutely told.
anything skills, attributes, relationships, goals,
personality traits, magic spells, high-tech gadgets, The Group Owns
even catchphrases and mannerisms. Further, all
abilities are equal under the rules. It doesnt matter the Setting
whether your ability is an enchanted sword, prior Characters dont just come from nowhere. Part of
experience in haggling with shadow elementals, or the fun of roleplaying is not just telling stories about
a natural sense of curiosity if you can describe the protagonists, but exploring their worlds as well.
how it helps you, and what the consequences of Hence the name of this book: Other Worlds. Thats
failure might be, you can use it in a conflict. not to say that the focus of the game shouldnt be
on the characters, of course just that the setting
This is important because it enables you to be as cre- gets examined through our opportunity to watch
ative as you like in describing your character. There the characters go through that world and see how
are no restrictions other than what you decide is they are individually affected by it.
fun if its interesting enough to write down, its
interesting enough to make into an ability. Just give However, in Other Worlds, you dont just explore
it a name and an ability rating and you can start the setting you own it. Our setting and character
using it straight away! This is a crucial advantage for generation systems are designed to harness the cre-
a multi-genre game because it means you can bring ativity of the entire group when building a world to
in any new stuff you like without having to translate tell stories in. Everyone gets a say in designing the
it into a game mechanic its just a Cyclojet 20, or setting and everyone gets to add new details to it
Spitting Snake Technique 25, or whatever. You can during play itself. Even if youre playing within the
immediately understand how to represent and use constraints of a pre-existing setting or time period,
every possible genre element. the fact that youre inventing your own templates,
abilities, and characters on top of that means that
Anything Can youre still making that world your own. What hap-
pens in play is therefore not dictated solely by the
Be a Conflict rules or the vision of one person but by the com-
The corollary to Anything Can Be an Ability is bined imaginations of everyone sat at the table. The
Anything Can Be a Conflict. Whenever two play- players are the writers of the story, the actors of the
ers identify a potential turning point in the story, story, and the audience of the story, all at the same
they make a simple opposed roll to determine what time. It is our experience that this approach helps
happens. All types of abilities and conflicts use make the game more rewarding, more dramatic,
the same rules structure and are treated equally more surprising, and ultimately more fun for all
in every respect. There are no special exceptions, concerned.
rules, or modifiers other than what you decide is
relevant to the scene at hand. Whats more, you get
to decide what each conflict is really about, and
what your character gets if he succeeds... or what
he loses if he fails.
6
1: INTRODUCTION
Example of Play: Leafblade in the Dark
To give you an idea of what its like to play Other the gameworld.] Arent they those really insu-
Worlds, lets listen in on an excerpt from a fairly lar guys who distrust quicklings and other fae-
typical game session set in the epic fantasy linked creatures? [The GM nods his approval of
world of Kosakia. this development.]

GM: In the darkness of the cave you can see a Hmm, I wonder what this guys doing this far
body. south. Is it just a coincidence that he got killed
by a rotmeat spyder, or is the whole damn
Mark: [Playing Leafblade, a quickling ranger Citadel infected? Maybe he was heading down
from the Jade Forest.] Hmm, OK. Ill move in a to try to get help from the Knights of Blackstone
little bit closer, holding my torch as high as I can Mountain or something?
to illuminate the scene.
OK, Ill use my Empathic Link to make the rest
GM: OK. The body you saw is that of a dwarf. of the group feel really curious about this place
Hes dead. Hes dressed in some kind of livery and want to come further in. Maybe Stoneman
and theres all kinds of stuff scattered on the knows a way to read this guys message without
floor next to him an axe, a shield, a scroll case, breaking the seal. Then, Im going to approach
and a whole bunch of papers and provisions. the body and grab the scroll.
Mark: Cause of death? GM: As you kneel down you hear something drop
GM: Oh, that ones easy. Hes got a great big hole down behind you and unfold.
where his chest should be. Like something just Mark: What? Oh crap, he was on the roof!
burst right out of him.
GM: Yeah. You get a split seconds notice before
Mark: Like a rotmeat spyder, you mean? Dammit, he lashes out and tries to impale you with his
I really hate those guys! OK, as soon as I see that bony stinging talon.
Im going to immediately do another sweep of
the area with my torch. Im looking for any weird Mark: Im going to just kick myself to the side
shadows or signs of movement on the floor and out of pure reflexes, turning round and knock-
in the area just behind the body. I know these ing him away with my Ring of Repulsion as I fall.
things like to leap out at people from ambush. After that Im going to run for it.

GM: Seems clear. Apart from the occasional GM: Whats your total rating?
drip-dripping of water from the cavern roof,
everything is deathly quiet. Whatever was here Mark: Im going to use Lightning Reflexes as my
must have moved on to somewhere else. main ability, so thats 30. Im going to support
that with my Ring at +15 and, oh, Ive got Scared
Mark: [Doubtful] Yeah, maybe. You said there of Demonkin too, so thats... 48.
was a shield. I picked up Dwarf-friend as an abil-
ity after that thing we did in Magma Peak. Do I GM: This guys pretty much got the drop on you
recognise the heraldry? here Im going to say that the opposition rat-
ing is 60. So, if I win you get stabbed in the guts
GM: Yeah. Hes from King Thorgrims Citadel. and maybe paralysed, but if you win you knock
Looks like hes some kind of messenger, prob- him away and scramble towards the exit, right?
ably quite high up. You notice that the scroll case [Mark nods.] OK, I roll... 65, thats a total of 125.
has a rune of sealing on it. Youve got to beat that if you want to get away.

Mark: Thorgrims Citadel, eh? [Mark uses his Mark: Oh man, I hope the other guys get here
narrative authority to invent something about soon! [Mark rolls the dice.] Right, I got...

7
1: INTRODUCTION
Whats in This Book
The rest of this book contains the following Chapter 8: Conflict
material: Resolution
A step-by-step guide to the process of conflict reso-
Chapter 2: Worldbuilding lution, from describing the action and setting the
A step-by-step guide to setting up a new game, stakes to determining the winner and living with
from choosing a genre and determining the power the consequences.
level to describing the setting and brainstorming
future adventures. Chapter 9: Set Pieces
This chapter presents a more detailed method of
Chapter 3: Character conflict resolution so you can give the truly impor-
Generation tant moments of your story the extra level of atten-
A fully detailed explanation of how to create an tion that they undoubtedly deserve!
interesting and believable character that will be fun
to play, from character concept and backstory to Chapter 10: Spotlight Points
individuality and story hooks. A closer look at the whole concept of spotlight
points, showing how you can use them to direct
Chapter 4: Abilities the action and highlight the way your character
A closer look at the different kinds of abilities and changes over the course of the game.
how you can use them in play.
Chapter 11: Playing
Chapter 5: Character Other Worlds
Templates An explanation of how to get the most out of the
A full breakdown of the different kinds of arche- game as a player using the rules for best effect,
types and trademarks available to your char- creating interesting protagonists, and working with
acter, including a wide selection of ready-to-use others to drive the story forwards.
examples.
Chapter 12: The Gamesmaster
Chapter 6: Supporting Cast Covers the whole process of running a game, from
An examination of the different types of NPCs, challenging and supporting your players creativity
from loyal followers and innocent bystanders to to using literary and cinematic techniques to make
personal rivals and villainous megalomaniacs. your stories more dramatic.
Includes a detailed guide to building up your own
supporting cast and over 20 fully realised example Chapter 13: Adapting
NPCs. Other Worlds
This chapter represents a peek behind the curtain
Chapter 7: The of Other Worlds. It describes in detail how you can
Structure of Play use the various tools built into the game conflict
This chapter is primarily intended for new players. framing, template creation, and thematic ability
It gives a detailed breakdown of all the things that design to build up the right atmosphere for your
can happen in a typical game session, from con- own chosen genre or setting. It also includes quick-
structing in-character dialogue and exploring new start genre packages for fantasy, horror, pirates, sci-
scenes to pacing the drama and identifying poten- ence fiction, superhero and wild west games so that
tial conflicts. you can start playing right away!

8
The INFECTED
Campaign Idea:

Concept: The Nazis win WW2 by infe


cting Britain with the zombie plague.
The survivors seal themselves into
the London Underground and establi
network of underground colonies. We sh a
begin the action in 2013, when the vir
has finally started to recede and peo us
ple can once again return to the sur
world. The characters are part of face
a special forces unit that has been
out on a secret mission to rescue Prin sent
ce Harry from unknown captors.
Potential antagonists: Fast cannibalis
tic zombies - the Infected, rogue
scavengers, anti-establishment types,
infected animals like rats and dogs,
collaborators and spies, Nazi scoutin
g parties, other foreign troops.
Grim and gritty tone. No magic or sup
ernatural elements at all - the virus
is a scientific weapon. Anachronistic
tech. Rationing. Wartime propaganda.
Power Level: 20

Archetypes: All the characters will hav


e adapted versions of both the
Englishman and Soldier archetype
s.
Trademarks: One each, representing
various specialist roles within the uni
sniper, medic, demolitions, etc t-
VIKING SAGA
Campaign Idea:

Concept: The characters are viking raiders exploring a mythic,


fantastical Europe.

Dark and gritty in tone - sudden, violent death is always potentially


around the corner.

Explore ancient tombs, sites of mystical power, coastal villages, ruined


castles, shipwrecks, and haunted forests.

Here be dragons - fight against goblinmen, dragons, werewolves,


dopplegangers, faeries, and spirits of the dead.

Visionquests into the nether world.

Power Level: 20

Culture: Tribal variations on a common Viking template

Profession: Roles in the party - scout, warrior, chieftain, etc

1 Trademark: Huscarls, berserkers, animal sidekicks, magic swords,


great destinies, etc
Rules
Summary

Worldbuilding Character
Step one: Generation
Whats the Setting?
Decide on a broad concept and genre. STEP ONE:
Set the tone of the game. Design the
Fill in the details of the setting, including: CharacterConcept
History Summarise your overall character concept.
Geography STEP TWO:
Technology Invent Personal Details
Magic Give your character a name.
Factions Describe your characters appearance.
Conflicts Describe your characters background.

Step two: STEP THREE:


Who Are the Characters? Choose Your Templates
Discuss broad character concepts. Choose your characters cultural archetype.
Decide on an overall power level. Choose your characters professional archetype.
Decide on number of trademarks. Choose your characters trademarks.
Personalise your characters relationships.
Step Three: STEP FOUR:
What Kind of Game Will It Be? Describe Your Individuality
Decide on the overall length of the game. Choose up to 8 general abilities.
Brainstorm potential supporting characters. Choose up to 4 personality traits.
Brainstorm potential future adventures. Choose up to 4 relationships.
Choose up to 4 goals.
Step Four: Choose up to 4 flaws.
Flesh Out the Characters STEP FIVE:
and Situation Assign Ratings
Create the player characters.
All abilities start with a rating equal to the
Create the supporting cast.
agreed power level.
Create the opening scene.
Apply a +5 bonus to 1 ability from each template.
Apply a +10 bonus to 1 individuality trait and a
+5bonus to 2 others.
Apply a -10 penalty to 1 individuality trait and a
-5penalty to 2 others.
STEP SIX:
Create Story Hooks
Describe a preliminary supporting character.
Choose a temporary prologue ability.
Collect 3 spotlight points.
11
RULES SUMMARY
Conflict Resolution
Step one: STEP FOUR:
Frame the Conflict Determine the
Player describes his characters actions. Opposition RATING
Player describes his goals what happens if If the opposition is a fellow player, they calcu-
the character wins? late their total rating as above.
Player and GM agree the stakes what hap- Otherwise, the GM determines the total rating
pens if the character loses? of the opposition.
Standard = 1 x the base power level of the
Step Two: game.
Allocate Screen Time Challenging = 2 x the base power level of
Decides whether to roll or make it an auto- the game.
matic success. Very Difficult = 3 x the base power level of
the game.
STEP THREE:
STEP FIVE:
Calculate Your Total Rating Determine the Winner
Choose a base ability and use its full rating.
Each side rolls d100 and add their total rating
Choose a supporting ability and add 50% of its
to the score.
rating.
If the scores are equal the result is a draw.
Choose up to 2 further supporting abilities
If a side wins by 1 to 9 (ones) they gain a par-
and add 10% of their ratings.
tial victory.
Each assisting character may provide 1 addi-
If a side wins by 10 to 99 (tens) they gain a
tional supporting ability modifier.
standard victory.
Highest negative trait subtracts 50% of its
If a side wins by 100 (hundreds), or on a
rating.
double, they gain a critical victory.
Other negative traits subtract 10% of their
GM describes the final result of the conflict.
ratings.
GM may apply context or circumstance modi- STEP SIX:
fier of up to +/- 20. Count the Consequences
GM may apply one of the following options:
Either: The losing side gains a flaw equal to
the winning sides total rating.
A partial defeat means that the flaw is
only temporary.
A critical defeat means that the character
also gains a restriction.
Or: The winning side gains a temporary ability
equal to the losing sides total rating.
Any characters who provided support are also
eligible to receive consequences.

12
Set Pieces Spotlight Points

RULES SUMMARY
STEP ONE: Earning Spotlight Points
Frame the Overall Conflict Each player gets 2 feedback tokens to hand
Player describes his characters initial actions. out per session.
Player describes his overall goal what hap- You gain 1 spotlight point when you lose a
pens if the character wins? meaningful conflict.
Player and GM agree the stakes what hap- You gain 1 spotlight point if a supporting char-
pens if the character loses? acter you have a relationship to dies.
STEP TWO: Spotlighting a Conflict
Set the Turn Structure Spend 1 spotlight point to use more than
GM decides which side goes first. 3supporting abilities in a conflict.
Step Three: Spend 1 spotlight point to reverse the polarity
Escalate or Resolve of your dice roll.
Side A chooses to either escalate or resolve Spend 1 spotlight point to raise the stakes of
the conflict. the conflict and reroll.
If he chooses to escalate, run a new sub-con- Spotlighting
flict as per step four below. CharacterDevelopment
If he chooses to resolve, move to the finale as Spend X spotlight points to buy a new ability
per step five below. (1 spotlight point per 10 rating points).
Side B then makes the same choice: escalate Spend 1 spotlight point to improve an existing
or resolve. ability by +1 (maximum +20).
Continue alternating actions until one side Spend 1 spotlight point to rename an existing
moves to resolution. ability.
STEP FOUR: Spend 3 spotlight points to introduce a new
Perform One or More supporting character.
Sub-Conflicts Spend 1 spotlight point to reduce a flaw by 10
Player frames the sub-conflict describe rating points.
actions, goals, and stakes.
Player calculates his total rating abilities,
negative traits, and other modifiers.
GM determines the opposition rating.
Both sides roll d100 and add their total ratings
to determine the winner.
GM describes the results.
The winner gets a temporary ability or the
loser gets a flaw, as normal.
STEP FIVE:
The Final Confrontation
Resolve the final confrontation using the stan-
dard conflict rules.
The newly generated temporary abilities and
flaws should all play a part.

13
Supporting Cast
Name: Name: Name:
General Abilities General Abilities General Abilities

Personality Traits Personality Traits Personality Traits

Relationships Relationships Relationships

Goals Goals Goals

Flaws Flaws Flaws

Name: Name: Name:


General Abilities General Abilities General Abilities

Personality Traits Personality Traits Personality Traits

Relationships Relationships Relationships

Goals Goals Goals

Flaws Flaws Flaws


Name:
Spotlight Points
Concept:
Description:

Campaign: CHARACTER SHEET Feedback Tokens Given:

Cultural Archetype Professional Archetype Individuality

General Abilities General Abilities General Abilities

Personality Traits Personality Traits Personality Traits

Relationships Relationships Relationships

Trademark Trademark Goals

General Abilities General Abilities

Flaws

Personality Traits Personality Traits

Temporary Abilities

Relationships Relationships

RESTRICTIONS
EXPloRE

Other Worlds is a roleplaying game of heroic action


and adventure for any genre. The game is driven by
description: descriptions of characters, details of
actions, and dramatic visualisations. Numbers and
dice rolls are secondary to the action; in fact, you
will find that in Other Worlds the rules serve to
emphasise the story and increase the drama rather
than getting in their way.

This book contains the following material:

A comprehensive worldbuilding procedure that


the whole group gets to take part in

Over 100 ready-to-use character templates, from


assassins to xenoarchaeologists and everything
else in between

Detailed guidelines on creating your own cultural


archetypes, professions, trademark powers,
supporting characters, and adventure locations

A simple, elegant conict resolution procedure


that can handle any situation

Turn-based set piece rules to handle the more


important conicts of your story

A wealth of practical advice on how to get the


most out of play, based on real experience at the
games table

Quick-start genre packages for fantasy, horror,


pirates, science fiction, superheroes, and the
wildwest

Written by Mark Humphreys


Illustrated by Storn A. Cook
FAC 13 5201

www.OtherWorldsRPG.wordpress.com

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