First Through The Games Master's Guide Contents The Players' Guide PDF

The Nine

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The People

Twenty-two named people and two species entries. Read the card before anybody speaks — not once at the start of the campaign, before the scene. Every voice problem this campaign has ever had came from running a character off a memory of a card read three hours earlier.

A card describes behaviour. Play the behaviour; never let the character announce it. If a card says somebody tells you the thing you will like least first, they do that — they never say “now the part you won’t like.”

The roster

Who owns what

One character owns precision, and in this campaign it is the Old Man. Enumerating, insisting on provenance, asking for things on the record — that is his characterisation, born of an inquest, and it is forbidden to everybody else. The fastest way to turn six people into one person is to let them all start asking for things in writing.

Short register notes, so each is recognisable with the attribution removed:

The full statistics

They are in the last chapter of this book, with every card’s own notes. What follows here is only who they are to each other.