Advance and Reflect
At the end of an Episode there is some paperwork that needs to be done. Statements need to be updated, Factions\Features need to be Advanced, and Character’s need to Reflect. Most of these things are accomplished by spending the Reflection Points your character earns throughout the Episode, or from previous episodes. The exception is Updating Statements, which has already been paid for by Challenging things during the Episode.
At the end of the Episode you earn back all of the dice you Challenged away during the game. You should have kept track of every time you stepped back a Value or Relationship during the episode and now you return those steps to the character sheet. With those steps you have two options: Return them to the place they came from, or move them to a new Trait.
Note: Value steps and Relationship steps should be tracked separately. Values never actually increase, there should always be 15 steps between your six Values at the beginning of every Episode.
Stepping Up a Challenged Trait
If you choose to return steps to a Value or Relationship that was Challenged the Statement must be re-written. This represents your character admitting they may have been wrong about their Statement and evaluating a new outlook.
Stepping Up a Non-Challenged Trait
If you choose to step up Values or Relationships that you did not Challenge the Statement stays the same. This is your character affirming what they belive and refusing to change their outlook on things they were proven wrong about.
Once your Statements have been updated and all your dice lost to Challenges have been returned, you can start spending the Reflection Points you earned during the Episode. Reflection Points are spent for two major things; Character Improvements, and Faction\Feature Advances. Before we can cover those things, you’ll need to know how to earn these precious Reflection Points in the first place.
Earning Reflection Points
Characters get a number of Reflection Points at the end of every game session equal to the number of hours they spent playing the game. If the session runs four hours, the character gets four points. If you ducked out an hour early though, you only get three.
Outside of the free “thanks for showing up” points, Characters earn Reflection Points by Challenging or Enforcing Values & Relationships Statements. Anytime a statement is Challenged or Enforced the character earns one Reflection Point.
Characters also get Reflection Points for not giving in.
Any Plot Points left over at the end of an Episode (Plot Points do not carry forward) can be converted into Reflection Points, one-for-one.
Lastly, characters earns an Reflection Point whenever the GM spends (not rolls) a d12 from the Trouble Pool against them.
To raise any Trait you simply need to spend an amount of Reflection Points equal to the next die size of the Trait you’re trying to raise. For example, going from a D6 to a D8 costs eight points.
Note: Values can never be raise above their starting values while Relationships, Distinctions, Abilities, and Resources can never be raised above a D12.
Award Distinction Nominations
Award Distinctions are never chosen, but given to you. A character can only have one at a time. At the end of any game session a player my put up another player for an Award Distinction nomination. Another player must second the nomination. If a nomination is seconded, the nominee can decide if they want the Distinction or not. If they accept, they add the Distinction to their character sheet at a d4. They can then increase the Award Distinction with Reflection Points.
If players ever vote to change an Award Distinction, the new Distinction starts equal to the old Distinction’s rating.
|1. Claim Agendas|
|2. Reveal Agendas|
|3. Support Agendas|
|4. Block Agendas|
Factions and Features all have their own agendas and goals that they’re trying to accomplish. The Narrator establishes these Agendas prior to every Episode but doesn’t reveal them to the players until the end of the Episode. Prior to the Reveal, players have a chance to Claim Agendas, helping establish and drive the narrative. Then Players will have a chance to decide the outcome of all the Agendas.
Agendas are one-sentence statements of intent. They describe major but short-term goals the Factions and Features hope to achieve. Agendas are things achieved off-screen either during or between episodes. This step helps drive play, since the PCs need to react to these major events.
There are three different actions the players can use to effect Agendas. You get two free actions every Episode, one to use towards a Faction and one to use towards a Feature. Taking additional actions costs five (5) Reflection Points per action.
Discussion is important, and encouraged, while Advancing Agendas. Players may help suggest different Claims or try to encourage\discourage Supports\Blocks. Remember: Talk to the other players. Let them know you want to Block the thing they want to Support. Then decide which option leads to the better story.
Timing: Prior to the Reveal
The player can choose a Faction’s Agenda for the Episode. These things are subject to GM approval, but it allows the players a chance to get a say in the direction the world is heading. Any Agendas that weren’t Claimed are created by the Narrator. If the player Claims an Agenda they can not Support it later, they can, however, Block it.
Timing: After the Reveal but before Blocks
You help a Faction\Feature fulfill it’s Agenda. You can not Support any Agenda you Claimed. The player decides if their character is personally involved or not. Some Agendas are turned into Webisode entries, while others are available for players to “Guest Direct”. If an Agenda is Supported, it can not be Blocked later.
Timing: After Supports
You prevent a Faction\Feature from fulfilling its Agenda, as long as the Agenda wasn’t Supported. The player decides if their character is personally involved or not. Some Agendas are turned into Webisode entries, while others are available for players to “Guest Direct”. Any Agendas that are not Blocked are achieved.