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Page 1
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Dogs
+
Vineyard
+
in
+
the
+
A Roleplaying Game
+
Written by D. Vincent Baker
+
ad mmiv
+
Page 2
+
Dogs in the Vineyard
+
© 2004 by D. Vincent Baker
+
+
A lumpley game
+
GenCon
+
+
05
+
Cover illustration © 2004 by Drew Baker
+
Interior Illustrations © 2005 by D. Vincent Baker and
+
© 2005 by Ed Heil
+
Printed in OldStyle, Oldstyle Small Caps, and Oldstyle
+
Italic, old linotype fonts reproduced by the H. P.
+
Lovecraft Historical Society
+
Book Design by D. Vincent Baker and Joshua Newman
+
ISBN 0-9769042-0-9
+
Page 3
+
Contents
+
i: How To Play – 5
+
Introduction — If You’ve Never Roleplayed Before —
+
What’s it like to play? — Before You Play — All This and
+
Platonic Too — At the First Session — From Then On
+
ii: A Land of Balm and Virtue – 11
+
Setting — The Landscape — The Faith — Towns — Food
+
and Fashion — Guns — The Mountain People — The
+
Territorial Authority — Back East — Nonbelievers
+
iii: Creating Characters – 21
+
Overview — Procedure — Background — Going
+
Forward — Leaving Play — GMing Character Creation
+
Creating Characters: Recap – 50
+
iv: Conflict & Resolution – 53
+
Overview — The Simple Case — Escalating — Using
+
Traits and Things — Giving — Fallout — Follow-up
+
Conflicts — Using Relationships — Multiple Opponents
+
— Helping — Using Ceremony — Demonic Influence
+
— GMing Conflicts
+
Conflict & Resolution: Recap – 78
+
Page 4
+
iv
+
5
+
v: Resolution in Action – 85
+
Split Seconds — Other Time Tricks — Bodyguards —
+
Ambush — Life or Death — Special Effects
+
vi: The Structure of the Game – 93
+
Character Creation — Long-term Play: Each Character’s
+
Service as a Dog — Short-term Play: Each Town —
+
Short-term Play: Between Towns — Long-term Play: At
+
the End of a Dog’s Service
+
vii: Creating Towns – 97
+
Pride — Injustice — Sin — Demonic Attacks — False
+
Doctrine — Corrupt Worship — False Priesthood —
+
Sorcery — Hate and Murder — Procedure
+
viii: Between Towns – 121
+
Reflection — Direction — GMing Between Towns
+
ix: Creating NPCs – 125
+
Proto-NPCs — NPCs in Play — Groups — Possessed
+
People — Sorcerers — Demons? — Names
+
Creating NPCs: Recap – 135
+
x: How To GM – 137
+
Play the town — Drive play toward conflict — Actively
+
reveal the town in play — Follow the players’ lead about
+
what’s important — Escalate, Escalate, Escalate — DO
+
NOT have a solution in mind — Playing God? — Some
+
Actual Play
+
xi: Design Notes – 147
+
Resources — Comment: Relationships vs. Traits vs. Things
+
— Adapting the Faith — Thanks
+
Rules Index – 153
+
Page 5
+
iv
+
5
+
i: How To Play
+
D
+
ogs in the Vineyard is about God’s Watchdogs,
+
young men and women called to preserve the
+
Faithful in a hostile frontier territory. They
+
travel from town to isolated town, carrying mail, news,
+
and doctrine, healing the sick, supporting the weary,
+
and pronouncing judgment upon the wicked. One early
+
playtester said what she loves about the game: a town
+
welcomes you with celebration and honor, but what you’re
+
there to do is stir up its dirt and lay bare its sins.
+
The setting is a fantasy inspired by pre-statehood
+
Utah, the Deseret Territory, toward the middle of the 19th
+
century. Picture a landscape of high mountains, icy rivers
+
and cedar woods, falling away westward into scrublands,
+
deserts, buttes and swells. The summer skies are
+
heartbreaking blue, but the winters are long and killing.
+
Picture religious pioneers, fleeing persecution and
+
violence in the East. They’re trying to establish a society
+
based on faith and righteousness out in this frontier.
+
They’ve made the long trek westward but they’re still in
+
danger: their towns are small and isolated, vulnerable to
+
attack from without, sin and corruption within. Under
+
pressure, their pride becomes sin, their anger becomes
+
violence, their resentments become hate. Winter and the
+
demons howl...
+
You are God’s Watchdogs, holding the Faith together.
+
Page 6
+
6
+
Dogs in the Vineyard
+
7
+
i: How to Play
+
If You’ve Never
+
Roleplayed Before
+
Y
+
ou and your friends sit around a table or the living
+
room, talking. You’re collaborating on a story about
+
these characters, these Watchdogs of God, their adventures
+
and the challenges they face. Each of your friends acts
+
for one of the characters, making decisions and taking
+
action and speaking pretty much for that character alone.
+
Anybody can suggest anything to anybody, but when it
+
comes to that character, the buck stops with that player.
+
You’re the GM, though, and that means you don’t have
+
just one character: you have everything else. You play all
+
the supporting characters and antagonists, you have final
+
say over the imaginary sets where the action happens. You
+
set the pace, push the characters into conflict and crisis,
+
and describe the consequences of their decisions.
+
Sometimes the characters’ stories are funny, sometimes
+
exciting, sometimes frightening or intense — it’s all good.
+
Sometimes you’ll sit back from the table just shaking
+
your head at how cool. The characters can’t help but
+
be transformed by the challenges they face and their
+
changing relationships. Sometimes they even die. Your
+
game will have an overall story, made up of the interwoven
+
individual stories of your characters.
+
If it’s not as fun and engaging as the best TV shows, I
+
haven’t done my job.
+
What’s it like to play?
+
I
+
t’s episodic. A town per session, a town per two sessions
+
if it’s a big deal town. A good model here is a traveling
+
TV series, like The Fugitive or Farscape: each town presents
+
a situation for the characters to deal with and becomes
+
part of their ongoing story.
+
The game works best when the players all contribute,
+
all the time. You should all call out suggestions, kibitz,
+
laugh, digress, ooh and aah, say what’s cool and boo the
+
Page 7
+
6
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Dogs in the Vineyard
+
7
+
i: How to Play
+
villains. I’m serious, just because your character’s out of
+
the scene doesn’t mean you have to sit quiet.
+
Along the same lines, if you’re the GM, feel free to tell
+
the players things their character’s can’t know. “You cut
+
out across the field toward the smoldering wagon. There’s
+
a gang of robbers hiding in the grass and behind a couple
+
of nearby trees. You haven’t seen them yet. What do you
+
do?”
+
Furthermore, the game calls for a pretty particular
+
division of power between players and GM, one you might
+
not be accustomed to. For instance, it’s never the GM’s job
+
to plan what’ll happen. The GM’s job is to create a town
+
at a moment of crisis (which I’ll tell you how to do in good
+
detail) and from then on, only respond. Play the NPCs up
+
to your elbows but then be willing to let them die.
+
I don’t provide too much setting; that’s by design. I’ll
+
give you some broad strokes, geography, an outline of the
+
Faith and its enemies, some color. But as you play, you’ll
+
fill in the rest, details of how the people live and what they
+
care about, their rituals, their demons and culture and
+
politics. Own the world! It’s yours.
+
It may seem odd at first, but the rules are there to
+
support you and make it easy. I can’t wait to show you the
+
dice in action! And the payoff is terrific — blood, passion,
+
judgment, fire. Real, gripping drama all the way around
+
the table.
+
Before You Play
+
Y
+
ou’ll need a GM. You’ll need some players — the
+
game works well with as few as two, and I wouldn’t
+
go over say four, plus you the GM. There are other games
+
that really rock with a big group, so if you’ve got a big
+
group, try one of them.
+
You’ll need to read the rules. Get a picture in your head
+
of how they play out.
+
You’ll need to get your fellow players to buy into the
+
game. If you tell them it’s a western and they look at
+
Page 8
+
8
+
Dogs in the Vineyard
+
9
+
i: How to Play
+
you like, a western? what’s that about? then this isn’t
+
their game. It’s okay, I’ve been there. There are lots of
+
alternatives that might be more to their taste; allow me to
+
recommend Trollbabe, Universalis, My Life with Master, or
+
Primetime Adventures as good possibilities.
+
You’ll need to create a town. Follow the rules in chapter
+
nine. Once the game gets going, creating towns is the
+
GM’s big responsibility, since the characters’ll visit a new
+
town practically every session. Fortunately it’s easy and
+
fun.
+
You’ll need a big ol’ pile of mixed dice. At least a dozen
+
d6s, better fifteen or twenty, plus six or eight each of d4s,
+
d8s and d10s. Pool everybody’s if you’ve got to and put
+
them in a bowl on the table.
+
Dice Conventions
+
1
+
d6 means one six-sided die. 3d8 means three eight-sided
+
dice. 4d6 1d10 means four six-sided dice and one ten-sided
+
die.
+
The game’s rules sometimes say to “add a die” or
+
“change the die size”:
+
— If you add a die to 1d6, you get 2d6.
+
— If you add a die to 3d8, you get 4d8.
+
— If you change the die size of 1d6 to d8s, you get 1d8. If
+
you change it to d10s, you get 1d10.
+
— If you change the die size of 3d8 to d10s, you get 3d10.
+
If you change it to d4s, you get 3d4.
+
They also sometimes say to add a particular die or dice:
+
— If you add 2d10 to 1d6, you get 1d6 2d10.
+
— If you add 1d8 to 3d8 1d10, you get 4d8 1d10.
+
Much as you’d expect.
+
Page 9
+
8
+
Dogs in the Vineyard
+
9
+
i: How to Play
+
At the First Session
+
A
+
t the first session, you need to:
+
— Get a group hit on the setting and setup
+
of the game. If you want you can just read out the
+
“Background” section in the character creation chapter.
+
— Create characters. Follow the procedure, out loud, at
+
the table. Don’t anybody come with a character already
+
made.
+
— Play through an initiatory conflict with each player.
+
This a) introduces the game’s dice; b) introduces the
+
players’ characters; and c) begins to establish you, the GM,
+
as the author of the adversity in the game. This is a real
+
big deal.
+
— Introduce the first town and launch into play proper.
+
From Then On
+
F
+
rom then on, you follow the characters’ stories where
+
they go.
+
In every town the characters visit, there’s something
+
wrong, and their job is to figure out what it is and put it
+
right. Sometimes what’s wrong is just a minor thing with
+
the potential to become much, much worse; sometimes it’s
+
worse already. Either way the characters will uproot it,
+
judge it, and enact upon it the will of God. God’s mercy,
+
God’s justice, God’s vengeance? That’s theirs to decide.
+
The game’s rules’ job is to help you, the GM, reveal
+
the pride, sin and corruption in the towns you create,
+
and provoke the characters’ judgment. They work a) by
+
helping you create congregations in turmoil, then b) by
+
seizing conflicts and relentlessly escalating them, then c)
+
by bringing the consequences back home to the players. I
+
can’t wait to show you them in action.
+
Over time, the players will reveal their characters in
+
depth. The characters might grow in faith, they might
+
fall by the side, they might struggle with doubts and
+
misgivings. You’ll find each one fascinating, maybe noble,
+
Page 10
+
10
+
Dogs in the Vineyard
+
11
+
pure, maybe good-intentioned but weak, maybe flawed,
+
maybe fatally flawed. Some will die. They’ll choose where
+
to stand and where to give way and what’s worth killing,
+
dying for.
+
You’ll get to see sides of your friends you haven’t
+
before. It’s wicked cool.
+
Ready?
+
Page 11
+
10
+
Dogs in the Vineyard
+
11
+
ii: A Land of Balm
+
and Virtue
+
I
+
will prepare for you a garden on the mountain, I will
+
prepare a land of balm and virtue.
+
Setting
+
I
+
’m just making stuff up! I have an image in my head, a
+
picture of what the characters look like, what the towns
+
and landscapes look like, and my thoughts in this chapter
+
follow from it.
+
As you play the game, you’ll form your own picture of
+
its world. Make up details to fit your picture, don’t worry
+
about sticking to mine.
+
It’s especially important to note that everyone playing
+
will form a slightly different picture, leading to slightly
+
different details. That’s fine! As GM, it falls to you to draw
+
the other players’ details into the confirmed, consensus
+
“reality” of the game. When a player asks you, “is there
+
a [whatever] here?” you should either say yes outright,
+
or turn the question back to the group: “I dunno, does it
+
make sense to you all that there’d be a [whatever] here?”
+
Similarly, if you think that a detail you’re introducing
+
might be at all surprising or controversial, take it to the
+
group: “I want there to be a [whatever] here. Does that
+
make sense to everybody?”
+
Page 12
+
12
+
Dogs in the Vineyard
+
13
+
ii: A Land of Balm and Virtue
+
If you’ve GMed many other roleplaying games, you’re
+
probably accustomed to creating a consistent world by
+
adhering strictly to one person’s vision — either your
+
own as GM or else the game designer’s. I don’t intend
+
Dogs to play that way. When you play Dogs, you create a
+
consistent world by actively building one out of the bits and
+
pieces of each player’s own vision.
+
All of which to signify only: when I go on and on about
+
what shape the guns are, but don’t say a single word about
+
the horses, don’t take it as gospel. It’s just what I care
+
about.
+
The Landscape
+
T
+
he mountains are really tall. They peak above
+
the snowline. They have deep canyons, smashing
+
waterfalls, some rivers with ice in them year-round.
+
Winters even in the foothills are fierce and long.
+
There’s a broad fertile range — hundreds of miles
+
broad — on the west of the mountains, with lakes and
+
good land, rolling down westward and southward to a vast
+
scrub desert. The lower mountains and the fertile range
+
are the home of the Faith.
+
The capital of the Faith is called Bridal Falls City, for
+
the four beautiful waterfalls — the Four Brides — you can
+
see if you look up to the mountains. It’s still quite a small
+
city, pretty much dominated by its temples and temple
+
compounds.
+
The scrub desert is not sandy, dune-y or Sahara-like at
+
all. It’s all buttes, swells, canyons, and deep-cut valleys. It
+
used to be wetter and more fertile, probably, but it’s still
+
got lots of scrub oak, sagebrush, and those hardy little
+
cedars. In places wind and rain have carved the sandstone
+
until it looks like the ruins of some prehistorical kingdom
+
— mile after mile of eerie natural monuments.
+
Page 13
+
12
+
Dogs in the Vineyard
+
13
+
ii: A Land of Balm and Virtue
+
Page 14
+
14
+
Dogs in the Vineyard
+
15
+
ii: A Land of Balm and Virtue
+
The Faith
+
T
+
he whole name of the Faith is the Faith of All Things
+
in the King of Life, Reborn.
+
The whole name of the Dogs is the Order Set Apart to
+
the Preservation of Faith and the Faithful. Casually, the
+
King’s Dogs or Life’s Watchdogs. Dogs are always called
+
Brother or Sister by their first name: Brother Jeremiah,
+
Sister Patience.
+
The Faith is the only true religion in the world. All
+
other religions are a) actively demonic, cults created by
+
Faithful leaders fallen into sin; b) corrupt and decadent,
+
like the majority religions of the East; or c) idle nonsense,
+
like most of the religions in the wider world.
+
Towns
+
I
+
n a typical town, there might be:
+
— Mostly farmers;
+
— A blacksmith;
+
— A barrel-maker;
+
— A shoemaker;
+
— A miller;
+
— A carpenter;
+
— A midwife;
+
— A Faith meeting house;
+
— A one-room town hall;
+
— A one-room schoolhouse;
+
— A town square and market;
+
— A dry goods store.
+
In the larger towns, there might also be:
+
— A potter;
+
— A baker;
+
— A mason;
+
— A glassblower;
+
— A wheelwright;
+
— A harness maker;
+
— A doctor;
+
— A lawyer;
+
Page 15
+
14
+
Dogs in the Vineyard
+
15
+
ii: A Land of Balm and Virtue
+
— A theater;
+
— A hotel;
+
— A courthouse;
+
— A schoolhouse or two;
+
— A hotel;
+
— Competing dry goods stores.
+
Food and Fashion
+
T
+
he staple foods are dairy and wheat.
+
Common foods include beef, chicken, pork, game
+
(elk, rabbits, fowl), fish, eggs, milk, cheese, fruit (apples,
+
plums, apricots, various berries), vegetables (corn, squash,
+
tomatoes, carrots, onions, peas, beans, beets, spinach),
+
herbs, honey.
+
The Faithful don’t drink coffee, black tea, wine or
+
liquor. They do drink herbal teas, various brewed soft
+
drinks like lemonade, spruce beer and root beer, and
+
— although it’s going out of fashion — mild barley beer.
+
Only old people use tobacco at all, and they get some grief
+
for it from their families and their Stewards.
+
Clothing’s made from cotton and wool, mostly. Finer
+
wools and linen are luxury materials. Silk’s used for
+
handkerchiefs and neckties, but more silk than one small
+
item in an outfit would be ostentatious or even decadent.
+
Dress is simple and modest. Men wear mostly black,
+
gray and dark brown, with generally white shirts. Women
+
dress more colorfully, but for a woman to show her ankle,
+
wrist or throat in company would be risqué.
+
Throughout the Faith, practicality trumps decorum,
+
though: a woman won’t show her wrist in company, but in
+
the kitchen? She rolls her sleeves.
+
Page 16
+
16
+
Dogs in the Vineyard
+
17
+
ii: A Land of Balm and Virtue
+
Guns
+
I
+
mentioned the guns, right? We’re talking pre-Civil War
+
revolvers, which means they’re before the Colt Navy and
+
that distinctive six-gun look. They’re heavier-slung guns
+
with lower profiles and big, big bores.
+
To load them you slide out the rod or break them open
+
at the hinge, take out the cylinder, put the cartridges in the
+
front and caps in the back. You make your own cartridges:
+
a lead bullet and a measure of powder in a twist of
+
(nitrate-soaked) paper. They’re single-action, which means
+
that you have to pull back the hammer with your thumb;
+
pulling the trigger doesn’t advance the cylinder or cock the
+
hammer.
+
They’re slow, loud, smoky, and sometimes the cap
+
misfires or the cartridge jams the cylinder, but they’re
+
quite accurate and when they hit you they smash great big
+
holes into you. You’ve seen a Colt Dragoon? They’re scary
+
monsters.
+
The Mountain People
+
T
+
he land here wasn’t uninhabited when the Faith
+
arrived, not precisely, but its natives are nomads and
+
at the time they were elsewhere. While the pioneers were
+
establishing themselves at Bridal Falls and the lush valleys
+
around it, various accidents of history, the travels of the
+
elk herds, agreements between family groups, and perhaps
+
the will of the King of Life all kept the natives away. By
+
the time their paths brought them back, Bridal Falls City
+
and a dozen other towns already stood.
+
As the Faithful have expanded, it’s been easy for
+
them to push the natives — the Mountain People — out
+
in front of them. The Faithful have guns, work animals,
+
organization, and everywhere they go they make roads
+
and walls. The Mountain People are accustomed to
+
packing up what they own and moving on.
+
Page 17
+
16
+
Dogs in the Vineyard
+
17
+
ii: A Land of Balm and Virtue
+
By now the Mountain People live only at the edges of
+
the Faith’s territory, in the scrub, the desert, and higher in
+
the mountains.
+
The Mountain People don’t have any social or political
+
unity. Each family group is autonomous, forming alliances
+
and agreements with other families at need or convenience.
+
Consequently the towns at the edges of the Faith have to
+
negotiate ongoing relations with nearby Mountain People
+
as best they can. Sometimes it’s easy, sometimes it’s not.
+
In some places it’s violent; in other places the Mountain
+
People are more likely to trade, or even beg, than to raid.
+
According to the doctrines of the Faith, the Mountain
+
People are a fallen remnant of an ancient Faithful
+
civilization. Out of respect for the antiquity of their
+
covenant, the Faithful don’t fight with them or murder
+
them without cause, and whenever a man or woman of the
+
Mountain People repents and comes to the Faith, it’s joy
+
and celebration. Beyond this, the Faith’s position is that
+
the Mountain People today are sinners and idolaters no
+
different from any other.
+
But folklore inevitably springs up. According to some,
+
the Mountain People are uniquely beloved of the King of
+
Life and destined for a glorious renaissance, despite their
+
present wickedness and idolatry. A few Faithful even say
+
that the Mountain People possess secret true doctrines!
+
These hold that one of the most important duties of the
+
Faith is to restore the Mountain People to their rightful
+
place in the Book of Life.
+
Others say instead that their fall from righteousness
+
makes them especially vulnerable to demonic influences,
+
easily possessed and naturally sorcerous, and that
+
they serve the demons by raiding and murdering the
+
Faithful. Extreme versions even make them out to be
+
wholly unredeemable. They’re dedicated absolutely to the
+
downfall of the Faith, just as the demons are absolute in
+
their rage against the King of Life.
+
You can guess which stories arise in towns where
+
relations with the Mountain people are hard, and which in
+
towns were relations are easy.
+
Page 18
+
18
+
Dogs in the Vineyard
+
19
+
ii: A Land of Balm and Virtue
+
Regardless, sometimes individual Mountain People do
+
convert to the Faith. Sometimes orphans of the Mountain
+
People are adopted by a Faithful family and raised
+
righteously. Sometimes they even serve as Dogs!
+
The Territorial Authority
+
R
+
epresentatives of the Territorial Authority will
+
generally be either a claims officer or other
+
bureaucrat, or a circuit rider not unlike you Dogs.
+
Only larger towns will have any sort of Territorial law
+
enforcement — a sheriff — but he’s most likely to be
+
Faithful, elected to the job by his congregation. The
+
Territorial Authority’s real concern is that taxes are paid
+
and nobody interferes with the mail — it worries about
+
“keeping the peace” only insofar as lawlessness interferes
+
with taxes and mail.
+
It’s worth pointing out that the Dogs are authorized
+
by the Faith to do some things — like shoot sinners in the
+
street — that are against the law. Exercise your authority
+
cautiously.
+
Back East
+
B
+
ack East is all decadence, sin, cruelty and occultism. It
+
has huge cities, each with a population bigger than the
+
entire body of the Faith, and they’re foul, stinking places.
+
The few wealthy practice unspeakable vice and violence
+
and bribe the law to look away. The majority suffers
+
poverty, disease, filth, crime, slavery — and even still are
+
too blind to turn to the King of Life.
+
Small communities of the Faith remain Back East even
+
now, although fewer and fewer.
+
Occasionally, a Faithful family will send a child Back
+
East to college. Those are perilous years.
+
Page 19
+
18
+
Dogs in the Vineyard
+
19
+
ii: A Land of Balm and Virtue
+
Nonbelievers
+
L
+
ots of people other than the Faithful profess to serve
+
God. Some even call Him by His true title: the King
+
of Life. Obviously, they don’t truly serve Him — if they
+
did, they’d join the Faith! Instead:
+
— Atheists believe that there is no God, or that if there
+
is a God, He doesn’t participate in our lives. If they follow
+
a religion — and practically all of them do — they don’t
+
follow it with heart or faith.
+
— Dogmatists believe that what matters is obeying
+
scripture or dogma, not obeying God. They analyze their
+
faith for legalistic adherence to precedents or rules, and
+
thus don’t recognize the true promptings of their souls.
+
— Spiritualists believe that some spirit, or some class
+
of spirits, is God. They follow pagan superstitions or
+
ask the ghosts of the dead for guidance. The Mountain
+
People are Spiritualists, of course, worshipping their dead
+
ancestors and the spirits of the landscape. Back East,
+
more contemporary forms of Spiritualism are currently in
+
vogue.
+
There aren’t many nonbelievers out here among the
+
Faithful, but there are some. It might be, for instance,
+
that the claims officer is a stodgy old churchgoing Atheist,
+
while his faddish wife holds séances or reads Tarot.
+
Page 20
+
21
+
Page 21
+
21
+
iii: Creating
+
Characters
+
Y
+
ou are one of God’s Watchdogs, a young man or
+
woman called to service in the Faith. Your duty is
+
to travel between the Faith’s isolated congregations
+
— its branches — and hold the Faith together. You’ll face
+
danger, sin, betrayal; you’ll represent God’s mercy to the
+
sinner and God’s justice to the downtrodden; you’ll root
+
evil out and balance the line between divine and secular
+
law.
+
You have a badge of office: a long coat, colorful,
+
beautiful, hand-pieced and quilted by your friends and
+
family back home. To you, it recalls their love and your
+
duty; to others, it’s a powerful symbol of your authority.
+
Overview
+
S
+
tarting characters are all young men and women at the
+
end of their teens or the beginning of their twenties.
+
They’ve just spent two months or more in training,
+
education and ceremony to prepare them for their duties.
+
They know one another, although they didn’t necessarily
+
choose one another as companions. They are, to a one,
+
unmarried virgins. They’re allowed to travel mixed and
+
unchaperoned, because of the strength of their devotion
+
and duties.
+
For more, see the “Background” section, upcoming.
+
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+
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+
23
+
iii: Creating Characters
+
Create your character the first time you meet to play.
+
Take a copy of the character sheet in the back of the book
+
and fill it out using the procedure in this chapter. Please
+
don’t make your character in advance! Come to the table
+
with nothing particular in mind, pass the book around,
+
kibitz, and see what comes out at the end.
+
Most of the process is informal: several decisions to
+
make and you can wing it. Poll your friends, call out
+
suggestions and just make stuff up. The last step, though,
+
introduces the game’s resolution rules. We’ll take each
+
player in turn and work through it in good order.
+
At the end of the process you’ll have a character
+
uniquely capable, strong and weak, primed to face and be
+
transformed by the challenges to come.
+
Procedure
+
First Step: Background
+
Choose one of the following:
+
Well-rounded: Choose this if you want your character
+
to be straightforward, balanced and effective. It’s a good
+
choice for men born in the Faith. On your character’s
+
sheet: 17d6 in Stat Dice; 1d4 4d6 2d8 in Trait Dice; 4d6 2d8
+
in Relationship Dice.
+
Strong History: Choose this if you want your
+
character to have had a good education, lots of experience,
+
or specialized training. On your character’s sheet: 13d6
+
in Stat Dice; 3d6 4d8 3d10 in Trait Dice; 1d4 3d6 2d8 in
+
Relationship Dice.
+
Complicated History: Choose this if you want your
+
character to have overcome a troubled, dangerous, or
+
challenging upbringing. It’s an especially good choice if
+
you want your character to be convert to the Faith. On
+
your character’s sheet: 15d6 in Stat Dice; 4d4 2d6 2d10 in
+
Trait Dice; 5d6 2d8 in Relationship Dice.
+
Strong Community: Choose this if you want your
+
character to be socially adept and from a strong, caring
+
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+
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Dogs in the Vineyard
+
23
+
iii: Creating Characters
+
family. It’s a good choice for women born in the Faith. On
+
your character’s sheet: 13d6 in Stat Dice; 1d4 3d6 2d8 in
+
Trait Dice; 4d6 4d8 3d10 in Relationship Dice.
+
Complicated Community: Choose this if you want your
+
character to be socially vulnerable or from a broken, in-
+
crisis, or destructive family. On your character’s sheet:
+
15d6 in Stat Dice; 6d6 2d8 in Trait Dice; 4d4 2d6 2d8 2d10
+
in Relationship Dice.
+
Let’s say that you choose Well-rounded. In the
+
space for Stat Dice on your character’s sheet, write
+
17; in the space for Trait Dice, write 1d4 4d6 2d8; in
+
the space for Relationship Dice, write 4d6 2d8.
+
Second Step: Stats
+
Divvy your character’s Stat Dice between the four
+
Stats. Don’t roll the dice now! Your character’s Stats (and
+
everything else) are rated in dice: “my character has 4d6
+
in Will,” you might say. When any particular Stat comes
+
into play, that’s when you roll its dice.
+
The minimum for each Stat is 2d6; there’s no
+
maximum.
+
Let’s say you divvy your 17 Stat Dice like this:
+
Acuity 4d6, Body 6d6, Heart 5d6, Will 2d6.
+
Acuity: More dice in Acuity means a character who’s
+
perceptive, alert, educated, clever, savvy or well-read.
+
Body: More dice in Body means a character who’s big,
+
healthy, strong, wiry, muscular, tall, graceful, quick, or
+
steady.
+
Heart: More dice in Heart means a character who’s
+
compassionate, attractive, charming, gentle, courageous,
+
enduring, faithful, or likeable.
+
Will: More dice in Will means a character who’s
+
tenacious, aggressive, confident, unflinching, strong-
+
willed, or unshakable.
+
You won’t usually roll any Stat alone. Usually you roll
+
them in pairs:
+
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+
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+
Dogs in the Vineyard
+
25
+
iii: Creating Characters
+
— If your character’s just talking, roll Acuity and
+
Heart;
+
— If your character’s doing something physical but not
+
fighting, roll Body and Heart;
+
— If your character’s fighting hand to hand, roll Body
+
and Will;
+
— If your character’s gun fighting, roll Acuity and Will.
+
Now you might already have a sense of who you want
+
your character to be when you start assigning the Stats
+
their dice, but you might not. If you don’t, that’s just fine.
+
Divvy the dice however seems good at the moment. Once
+
they’re assigned you’ll have a good basis for figuring out
+
who your character is.
+
Body and Heart are your character’s high Stats,
+
so that implies a physical, athletic character. A
+
rangy young man, let’s even say, good-looking,
+
strong, and well liked.
+
Third Step: Traits
+
Create some Traits for your character and divvy your
+
character’s Trait Dice between them.
+
Words vs. Dice: You can create your character’s Traits
+
as tidbits of history: “I used to break horses with my dad.”
+
You can phrase them as simple facts about your character:
+
“I’ve worked with horses and I know how they think.” You
+
can phrase them as skills: “horsemanship.” You can phrase
+
them as attitudes: “I’m very comfortable working with
+
horses.”
+
You can’t give your character more Traits than you’ve
+
got dice to assign, but you can double up (or even triple up)
+
dice on a single Trait if you want. The only limit is that
+
all the dice you assign to a given Trait have to be the same
+
size: “horsemanship 2d6” is fine, “horsemanship 1d4 1d6”
+
isn’t.
+
I prefer to write four or five Traits and then divvy my
+
dice between them, rather than assigning dice as I go, but
+
you might prefer the opposite. Either way, assign more
+
and bigger dice to the Traits that are most important to
+
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+
24
+
Dogs in the Vineyard
+
25
+
iii: Creating Characters
+
your idea of your character. You don’t have to assign
+
dice to match competence at all: you might take “I’m a
+
masterful rider, at one with my mount 1d4” and “I can’t
+
see well without my eyeglasses 2d10,” for instance. That’d
+
just mean that it’s more interesting to you that your
+
character’s nearsighted than that your character’s a good
+
rider.
+
If you can’t think of any Traits to start with, try
+
this trick: write “I’m a good shot” on your character’s
+
sheet. (“I’m a good shot” is always a safe take.) Now ask
+
yourself: where did my character learn to shoot? From
+
whom? What were the circumstances? Tease a second Trait
+
out of those circumstances, something like “I used to hunt
+
with my brother” or “I once killed a wolf that was killing
+
my family’s calves” or “I fought a year in the Territorial
+
Army.” For your character’s third Trait, choose something
+
unrelated but opposed, for balance: “I’m a good cook,
+
too,” maybe, or “I’m well-read,” or “I know the names of
+
the constellations.” Now you’re underway, and it should
+
be no problem to come up with a couple more Traits as you
+
need them.
+
d4 Traits: Because most of your character’s opponent’s
+
dice are going to be d6s and better, rolling d4s makes it
+
more likely that your character’ll suffer consequences in
+
conflicts. The most straightforward approach to d4 Traits
+
is to take them as disadvantages: “I’m scared of horses” or
+
“I get winded easily” or “my eyesight isn’t too good.”
+
But consider taking them as seeming strengths, too.
+
“I’m a good shot 2d4” means that yes, your character’s a
+
good shot, but when guns come out, your character’s life
+
gets even more complicated than usual.
+
I’m a Dog: Since your character’s a Dog, “I’m a Dog”
+
makes a very reasonable Trait. (If you prefer “I’m God’s
+
Watchdog” or “I serve in the Order Set Apart to the
+
Preservation of Faith and the Faithful,” that’s just fine.)
+
If you don’t give your character “I’m a Dog” as a Trait,
+
you have to give him or her a Relationship with the Dogs
+
in Step Four.
+
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+
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+
Dogs in the Vineyard
+
27
+
iii: Creating Characters
+
So at the end of step three, here are your
+
character’s Traits: I’m a good shot 1d6. I’ve never
+
shot a gun at a living thing 1d4. I’m pretty handy
+
with a knife 1d8. I’m good looking 1d6. I’ve got a
+
very good, but completely untrained, singing voice
+
2d6. I’m a Dog 1d8.
+
Fourth Step: Relationships
+
Name a couple of people with whom your character has
+
a relationship, and assign some of your Relationship Dice
+
to them.
+
Don’t create very many, and leave most of your
+
character’s Relationship Dice unassigned! You can assign
+
them to the people your character meets after play begins,
+
so save a bunch of them for that.
+
If you like, you can give your character a Relationship
+
with the Dogs. If you didn’t give your character “I’m a
+
Dog” as a Trait, you have to.
+
Otherwise just name a person or two, say who they are
+
to your character, and give them dice. In play you can give
+
your character Relationships with institutions, demons,
+
places, and even sins, but for now stick with people.
+
Blood: Whenever your character meets a blood
+
relation, you can write that person as a Relationship on
+
your character’s sheet at 1d6 for free. You never need to
+
spend Relationship dice on your character’s kin, in other
+
words, unless you want the Relationship at some other dice
+
than 1d6.
+
Like Traits: Like with Traits, the number and size of
+
the dice you assign to your character’s Relationships don’t
+
have to reflect the closeness or significance of the person
+
to your character. You might write “my older brother,
+
whom I worship and with whom I’ve always been close
+
and caring 1d4” and “this old man I saw once across a
+
field in Bowers Draw 2d8.” Assign the dice based on how
+
interesting you think the relationship is.
+
Only assign a single size die, like Traits. 2d8 is fine, 1d4
+
1d6 isn’t.
+
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+
26
+
Dogs in the Vineyard
+
27
+
iii: Creating Characters
+
And also like with Traits, a d4 Relationship will
+
complicate your character’s life.
+
Let’s say: My brother Hiram 1d8. This old ranch
+
hand Ned 1d6. That leaves you 3d6 1d8 to write in
+
your character’s Available box.
+
Fifth Step: Belongings
+
Name some things your character owns, and give them
+
dice if they warrant ’em.
+
The Stewards at the Dogs’ Temple make certain that
+
every Dog owns a horse, a coat, a copy of the Book of
+
Life, a small jar of consecrated earth, and a gun. They
+
won’t insist that your character take the horse or the gun,
+
if for some reason he or she chooses not to.
+
Your character might also own other weapons, other
+
books, pen and stationary, some distinctive article of
+
clothing like a hat or a fine dress, keepsakes, or anything
+
else you think’s interesting — provided it fits the game’s
+
setting and a person could reasonably travel with it on
+
horseback.
+
Things: Write a belonging as you would a Trait or a
+
Relationship: “big knife 1d8” or “excellent horse 2d6.”
+
Only bother with possessions you actually care about; you
+
don’t have to write down the provisions you’re carrying or
+
anything like that.
+
Here’s how you give a thing dice:
+
— 1d6 if it’s normal.
+
— 2d6 if it’s excellent. It’s only excellent if people
+
meeting your character would notice and comment on it:
+
“ooh, that’s a mighty fine horse.”
+
— 1d8 if it’s big. Similarly: “holy smokes that’s a big
+
knife.”
+
— 2d8 if it’s excellent plus big.
+
— 1d4 if it’s crap. Crap plus big is still just 1d4.
+
This is true of everything in the world, horses, dogs,
+
knives, hats, boots, rakes, hoes, forks, spoons, houses,
+
fences, you name it. If it needs dice, it gets 1d6 if it’s
+
Page 28
+
28
+
Dogs in the Vineyard
+
29
+
iii: Creating Characters
+
normal, 1d4 if it’s crap, 2d8 if it’s excellent plus big, and so
+
on.
+
There’s just one exception: guns. All guns get an extra
+
1d4. Thus an excellent plus big gun gets 1d4+2d8, a normal
+
gun like anyone might carry gets 1d4+1d6, and a crap gun
+
gets 2d4.
+
You can give your character as many belongings as you
+
like, of whatever quality you like. The only limit is that
+
the rest of your group thinks it’s reasonable for him or her
+
to be carrying it around on horseback, in the wilds, in the
+
weather.
+
Your Coat: Also write what colors and patterns are
+
in your character’s coat. Most characters’ coats start out
+
worth 2d6 for excellence, but see the “Background” section
+
for more.
+
Your character has: a revolver 1d4+1d6, a rifle
+
1d4+1d6, a horse 1d6, a fearsome big razor-sharp
+
knife 2d8, and a coat 2d6: kind of a smoky gray,
+
white and blue, with bars of deeper blue across the
+
shoulders and a gold eight-point star in the center
+
back.
+
Sixth and Final Step:
+
Accomplishment?
+
Up until now, you’ve been building your character in
+
public at the table, but while you’ve (I hope) been open to
+
suggestions, nobody else has had any actual say what goes
+
onto your character’s sheet. This final step, that changes.
+
Say that I’m the GM for your game. I call on each of
+
you — the players — in turn:
+
1: Say something that you hope your character
+
accomplished during initiation. “I hope that my
+
character won distinction in the eyes of the teacher of
+
scripture,” you might say, or “I hope that my character
+
overcame his fear of blood,” “I hope that my character
+
exorcised a demon,” “I hope that my character learned
+
to curb her temper,” “I hope that my character solved a
+
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+
28
+
Dogs in the Vineyard
+
29
+
iii: Creating Characters
+
serious problem without resorting to violence,” or whatever
+
grabs you. That accomplishment is what’s at stake.
+
Don’t choose something that’ll break your character if
+
it goes the wrong way. “I hope that my character survived
+
initiation” or “I hope that my character didn’t get sent
+
home in disgrace” aren’t good.
+
2: Now we take sides. This calls for a little bit of
+
examination and judgment, so bear with me.
+
2a: If your accomplishment for your character is
+
straightforward, that’s cool and easy! You take your
+
character’s part and I take the part of your character’s
+
opposition. “I hope that my character won distinction in
+
the eyes of the teacher of scripture,” for instance: you take
+
your character’s side and I take the side of your rivals. “I
+
hope that my character exorcised a demon”: you take your
+
character’s side and I take the demon’s. Or “I hope that
+
my character solved a serious problem without resorting
+
to violence”: you take your character’s side and I take the
+
other side of the problem, whatever it is.
+
2b: If, on the other hand, your accomplishment
+
for your character is growth, learning, or a change
+
of habits, then we play a little trick: you take the part
+
of your character as he or she is, and I take the part of
+
whatever forces or pressures are on your character to
+
change. “I hope that my character overcame his fear of
+
blood,” for instance: you take the side of your character in
+
fear, and I take the side of your character’s teachers, who
+
see his weakness and want to help him overcome it. “I hope
+
that my character learned to curb her temper”: you take
+
the side of your character’s temper, her reluctance to be
+
changed, and I take the side of her teachers.
+
I’ll give examples of each kind in a bit.
+
3: We set a stage. Between us we figure out a pivotal
+
moment with regard to your accomplishment for your
+
character. We say who’s there and what’s going on. “I
+
hope that my character exorcised a demon” and we create
+
a possessed person, we put her in a locked room, we have
+
your character led there and put inside, with practiced
+
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+
30
+
Dogs in the Vineyard
+
31
+
iii: Creating Characters
+
exorcists outside the door in case things go badly. They
+
might.
+
4: We’ve launched a conflict! We play it out between
+
us using the game’s Conflict & Resolution rules. I’ll
+
explain them in full blood and bones detail in an upcoming
+
chapter. Don’t forget to roll Fallout!
+
You’ll roll dice based on your character’s Stats, Traits,
+
etc., same as you will in ongoing play.
+
I’ll roll 4d6+4d10. The GM always rolls 4d6+4d10 for
+
initiations.
+
5: Win or lose, you get a new d6 Trait. If you win
+
the conflict, the Trait should match your side; if you
+
lose, it should match my side. “I hope that my character
+
won distinction,” for instance: if you win, write “I won
+
distinction 1d6” on your character’s sheet. If I win, write
+
“I didn’t win distinction 1d6.” “I hope that my character
+
exorcised a demon”: if you win, write “I’ve exorcised a
+
demon 1d6,” but if I win, write “I’ve failed to exorcise a
+
demon 1d6.”
+
Remember how with “I hope that my character learned
+
to curb her temper,” you took the side of your character’s
+
temper and resistance to change? If you win that one,
+
write “I haven’t learned to curb my temper 1d6,” but if I
+
win, write “I’ve learned to curb my temper 1d6.”
+
Either way, you’re allowed some editorial spin on your
+
new Trait. “I hope that my character exorcised a demon,”
+
say. Depending how the conflict goes, you might write “I
+
handily exorcised a demon 1d6,” “I’ve exorcised one demon
+
and I never want to face another 1d6,” or (if it went the
+
other way) “a demon handed me my butt 1d6.”
+
Once you’ve gotten to really play, you’ll find that “I
+
learned to read 1d6” and “I haven’t learned to read 1d6”
+
are both valuable, interesting Traits. For now you’ll have to
+
take my word for it: losing your initiatory accomplishment
+
doesn’t disadvantage your character.
+
Example of accomplishment: I come around
+
to your turn and you say, “I hope my character
+
healed someone dying.” We take sides: I’m the
+
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+
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Dogs in the Vineyard
+
31
+
iii: Creating Characters
+
dying person’s illness or injury, and you’re your
+
character. We set a stage: Your character’s just seen
+
a boy trampled by an ox and she’s the first person to
+
him. He’s thrashing and puking blood. Conflict: go!
+
You Raise: “I put my hands on him to calm him
+
down and examine him.” I Take the Blow to See:
+
“Cool. He’s still shuddering and burbling but you
+
can get his shirt open.” I Raise: “His ribs are all
+
smashed and floating, and now he’s drowning. He
+
stops breathing.” You Block or Dodge to See: “Oh
+
no he doesn’t. I mark his forehead with consecrated
+
earth to hold him in Life.” You Raise: “I whisper to
+
him, ‘what’s your name?’” I Block or Dodge to See:
+
“He can’t draw in enough breath. His mouth moves
+
but no voice.” I Raise: “His eyes go wide and his
+
body starts to relax.” You Take the Blow to See:
+
“He’s seeing Heaven.” You Raise: “‘Child, don’t go,
+
you have work yet here.’” I’m out of dice, I can’t
+
See your Raise, so: “He looks so calm, and then the
+
pain rushes back over him. He doubles over, trying
+
to scream. Other people are joining you, one’s a
+
doctor and he takes over. The kid will live.”
+
You roll Fallout for the Blow you Took, but let’s
+
just say that there’s no lasting consequence.
+
You add “I healed a boy trampled by an ox 1d6”
+
to your character’s sheet.
+
Example of growth: I come around to your
+
turn and you say, “I hope my character learned
+
not to swear so much.” We take sides: you’re your
+
character and his foul mouth, I’m his teachers
+
who want him to knock it off. We set a stage: They
+
call your character into council. Your character’s
+
most senior teacher, an imposing old man with an
+
enormous gray beard and sharp eyes, on one side of
+
the table, and your character on the other.
+
I’ll Raise: “‘Brother Ezra, your profane
+
and common language will not serve you in the
+
vineyard. You’ve got to curb your tongue.’” You
+
Block or Dodge to See: “I quote some scripture,
+
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+
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Dogs in the Vineyard
+
33
+
iii: Creating Characters
+
something about ‘when you see filth, call it filth.’”
+
You Raise: “‘Is that all? Can I go?’” I Reverse the
+
Blow to See: “He says, ‘in fact, that is all. You’re
+
dismissed.’” I Raise: “Two nights later, two men
+
corner you behind the stable. They’re big guys,
+
one’s your teacher’s right-hand man. He has a bar
+
of soap.” You Block or Dodge to See: “Oh man. I
+
don’t let them back me against the wall.” You Raise:
+
“When one of them comes close, I lunge at him and
+
then make a break the other way.” I Block or Dodge
+
to See: “The other one grabs you as you try to shove
+
past.” I Raise: “He holds you and your teacher’s
+
man comes up with the soap.” You decide not to
+
Escalate to a fight and instead Give: “jeeze, they
+
wash my mouth out?” And I say, “oh yes indeed.”
+
You didn’t Take any Blows so you don’t roll
+
Fallout.
+
You add “I learned not to swear in public 1d6”
+
to your character’s sheet. And I’m like, “in public,”
+
very nice.
+
Background
+
H
+
ere’s what life is like from your character’s point of
+
view.
+
By the time you’re 12 or 13, the Steward of your Branch
+
is already considering whether you would make a good
+
Dog. Some kids are so obviously unsuited that the Steward
+
dismisses the idea at once, some kids show promise, some
+
kids have destiny on them like a light. There’s a spiritual-
+
intuitive component, divine guidance, if the Steward is
+
even remotely qualified — so the “obviously unsuited” kid
+
might be the kid who’s outwardly dedicated and actively
+
pursuing service in the Faith, and the kid with destiny
+
might be the town’s delinquent troublemaker. From 12 or 13
+
to 17-19, the Steward keeps his eye on you and guides you
+
as best he can, mindful always that he’s not responsible for
+
building you into a Dog-to-be. It’s your own duty.
+
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+
So at 18-20, the Steward formally interviews you and
+
then calls you to be a Dog. You say your goodbyes, pack
+
up a few things, and make the trek to the Dogs’ Temple to
+
be initiated. The whole process, starting at the interview
+
and ending at your first assignment, is an initiation. You
+
spend two months in the Dogs’ Temple at Bridal Falls City.
+
The schedule there for training initiates is continuous and
+
rolling. Usually there’ll be a dozen, maybe fifteen initiates,
+
but fewer in the winter and more in good years.
+
Your teachers at the Dogs’ Temple don’t necessarily
+
love you, they love the people you’re going to serve. Their
+
goal isn’t to make you a Dog; again, that’s your own duty.
+
Their goals are:
+
— To prove or cull you. They exhaust, humiliate, stress,
+
hurt, disappoint, tempt, scare, provoke, and overwhelm
+
you. By the end, you’ve proven yourself to them.
+
— To train you. They train you to ride, shoot, fight,
+
preach, persevere, ask questions, be patient, notice, be
+
discerning, and survive. By the end you’re a capable and
+
confident person, whatever you were before.
+
— To educate you. They teach you scripture, doctrine,
+
ceremony, theology, cosmology and demonology. By the
+
end you’ve got a solid grounding in those studies.
+
— To initiate you. They set you apart, invest you with
+
the authority of the Prophets and Ancients, consecrate you
+
to your service, receive your oaths, and sanctify you. By
+
the end you’ve proven yourself worthy and taken on your
+
duty.
+
— To inspire you. At some moment, some thing that
+
someone says will make your soul light up. Nobody can
+
predict when or what that thing will be, but without it, you
+
won’t make a Dog.
+
Your personal background, naturally, has a big effect
+
on how long they spend on each of those things. If you
+
can already ride, shoot, fight and survive, they notice right
+
away and move on. If you’re a scriptural scholar already,
+
they’ll put you to work teaching your fellows — maybe
+
even just teaching them to read.
+
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+
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+
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+
Meanwhile, while you’re there learning and proving
+
yourself, your family and your home town are making
+
your coat. It’s an honor and a point of pride to make
+
a coat. Primary responsibility is your mother’s, your
+
grandmothers’, your aunts’ and sisters’. If your coat is
+
poor, it reflects badly on them foremost. The boys and
+
men in your family are expected to help and participate,
+
but to do what they’re told. The women are expected
+
to have the skills necessary to oversee the project and
+
coordinate the efforts of everybody else.
+
There’s a traditional party where everybody in your
+
extended community who can and will comes to your
+
parents’ house and puts a stitch in your coat. At the end of
+
the party, all the men bless it (in whatever state of unfinish
+
it is at the moment) with consecrated earth and laying on
+
hands.
+
So toward the end of your two months’ training and
+
initiation, you receive the package from home containing
+
your coat and letters of blessing and well-wishing.
+
You’ll serve actively as a Dog for three or four years,
+
usually, sometimes less and sometimes more — sometimes
+
lots more — and your beautiful new coat won’t hold
+
up. It takes a fierce beating in the field. It becomes the
+
responsibility of the communities you serve to maintain
+
your coat, patching, piecing, repairing, even replacing it
+
as you need. Some Dogs come out of their service with
+
three or four coats, the earlier ones packed carefully away
+
to preserve them. Some come out with only their original
+
coat, and it’s torn and battered and ruined. In later life, as
+
you’re called to higher and higher sacred offices, you are
+
always allowed to replace whatever vestments accompany
+
your office with your old Dog’s coat, no matter how beat
+
up it is. And if you end up in the Dogs’ Temple training
+
and initiating new Dogs, your old coat is powerfully
+
significant.
+
(Picture one of the Dogs’ teachers. His coat’s so faded
+
and stretched across his shoulders that you can see his shirt
+
through it. It has an old stain and a crude patch under his
+
left arm. The boyfriend of the woman he loved stabbed
+
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+
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+
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+
iii: Creating Characters
+
him, so long ago, and he had to stitch his coat back up
+
himself. How high in the esteem of the new Dog initiates
+
he is! He regards them all with love, hope, and very mixed
+
feelings.)
+
All of the above: typical case.
+
S
+
ome Dogs’ years of service are in communities where
+
getting the people to stop murdering and screwing
+
each other is hard enough, let alone them making you a
+
beautiful piecework coat. These Dogs do the best they can.
+
I imagine one with only a remnant of her original coat,
+
reef-stitched to the back or around the arm of a normal
+
wool or canvas coat like anybody might wear.
+
Some new Dogs don’t have families who’ll make them
+
coats. They can’t go without, so sometimes their teachers
+
in the Dogs’ Temple work together to make one. Sometimes
+
such a coat will be made with just as much love as a
+
family-made one, but often it’ll be just thrown together.
+
There are also people in the Faith who make coats and send
+
them to the Dogs’ Temple for whoever needs them, with a
+
similar range of made-with-love to just-thrown-together.
+
Rarely, a new Dog will fall through the cracks and not get
+
a coat, and have to fend for her or himself, like a character
+
in an early playtest who stitched the rough silhouette of a
+
dog’s head onto the back of his plain old wool coat. Again
+
there’s a spiritual-intuitive component: somebody in the
+
Dogs’ Temple watched this character do it, and let him be.
+
It was as it should be, for reasons known to the King of
+
Life.
+
The Stewards of the Dogs assign you a route and
+
companions, based on needs and spiritual-intuition. (If
+
you find yourself at the end of your initiation unassigned
+
to companions and a route, you stay on, help out, and
+
eventually they’ll be inspired to assign you.) Over the
+
course of your service, you return periodically to the Dogs’
+
Temple, maybe twice annually. At those times, they might
+
reassign you.
+
Some Dogs serve faithfully until they’re released from
+
service. At the end of faithful service you can expect just
+
about any local-level office you ask for, if you’re a man.
+
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+
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+
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+
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+
Non-Dog men can and do hold office in the Faith, but
+
Dogs are always considered preferentially. Only former
+
Dogs can initiate new Dogs, although non-Dogs can teach
+
them skills and theology, technically, if no former Dog
+
wants the job — which is not the case now. Every teacher
+
at the Dogs’ Temple today served as a Dog himself.
+
If you’re a woman, you can expect prestigious suitors
+
and far more say in your future than non-Dog women
+
have. No suitor can demand that you marry him, for
+
instance, where most women — even if nobody does
+
demand them, there’s always somebody who could. The
+
Prophets and Ancients of the Faith, the seventy old men,
+
when they want another wife, they always court and
+
propose to just-finished Dogs, for instance, and you can
+
turn them down if you want to. Which is a big deal,
+
actually.
+
When you do marry, you can expect your husband’s
+
respect, and if you marry an office-holder, you can expect
+
to participate in the administration of his office. You can
+
expect to be regarded as a spiritual advisor and, if your
+
inclinations run that way, a theologian in your own right.
+
If your husband treats you badly, you can expect the Faith
+
to take your complaints seriously.
+
Usually what happens is this: over the course of your
+
service, you’ll return periodically to visit the Dogs’
+
Temple. If the Dogs’ Stewards have decided that your
+
service is complete, they release you then. However, if
+
something urgent comes up in the field and you need
+
to be released, you can send to them, they release you
+
ceremonially by proxy when they receive your message,
+
they send back confirmation, and you’re supposed to wait
+
for the confirmation before you go forward no longer
+
a Dog. Unless you’ve done something dodgy already,
+
ending your service this way is as honorable and faithful as
+
waiting for them to release you. (The typical reason you’d
+
ask to be released is that you’ve met a person you’re going
+
to marry, and you don’t want to wait.)
+
Some Dogs leave service unfaithfully, though. You
+
aren’t punished at all; everybody knows that the job’s
+
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+
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+
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+
iii: Creating Characters
+
hard-to-impossible and nobody expects you to do better
+
than your best. If you need it, you are guaranteed a place
+
in the Dogs’ Temple, working in the kitchens, the stables,
+
sweeping up, doing household chores, whatever, until you
+
find your way to better. Often if you desert your calling,
+
though, you don’t choose to go back like that.
+
Some Dogs just stay Dogs. The Stewards of the Dogs
+
don’t release them — again according to their spiritual
+
intuition — and they don’t ask to be released. Few Dogs
+
in the field are in their thirties, but I suppose one or two
+
might be.
+
Converts
+
A
+
nd here’s how your life might be different if you’re a
+
convert to the Faith.
+
Most converts come from Back East; practically
+
everyone born out here in the mountains is raised Faithful.
+
Being from Back East means that you’ve left friends and
+
family behind and made the trek westward to join the
+
body of the Faith. One person in ten dies on that trek.
+
How old were you when you converted to the Faith?
+
The oldest Dogs in the field are men and women who
+
converted as adults.
+
Or it might be that you’re a Mountain Person. If you’ve
+
been raised in the Faith, by convert parents or by an
+
adoptive Faithful family, your life is only a little different
+
from your fellow Dogs’. The Mountain People don’t look
+
like the Faithful: they’re leaner built, they have different
+
eyes, different faces, different hair, so you never quite fit
+
in. You’ve been subject to prejudice, both the outrightly
+
hostile kind — you’re naturally wicked, superstitious,
+
lazy, dirty, mean — and a subtler kind. Some see you as
+
uniquely noble, admiring the antiquity of your Faithful
+
heritage, holding you to a high standard and expecting
+
you to be at once insightful, powerful and humble, with
+
little compassion for you if you fail. If you’ve been adopted
+
by Faithful parents, it’s very likely that they see you this
+
way themselves.
+
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+
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+
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+
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+
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+
If you’ve converted more recently, you have to deal
+
with not only those twin prejudices, but also an upbringing
+
in a culture at odds with your new one. You used to take
+
comfort from and find meaning in your people’s worship
+
— your ancestors looked after you, the spirits led and
+
provided for you. How do you now understand your native
+
religion? It might even be that the little thoughtless habits
+
of your childhood, themselves innocent, bring evil to your
+
mind and to the minds of the people around you. What
+
balance can you find — if any at all — between serving
+
the King of Life and remembering your own kind?
+
Going Forward
+
New Relationships
+
W
+
henever you want, you can write someone’s name
+
on your character’s sheet and assign one or a couple
+
of your available Relationship dice. It doesn’t have to be
+
someone your character knows well or feels strongly about;
+
it should be someone that you yourself are interested in.
+
Your relationship dice don’t describe your character’s
+
family or community, before initiation. Instead, they
+
reflect what your character learned from it.
+
If you grew up in a complicated family, you’re going to
+
know how to create complicated new relationships. If you
+
grew up in a strong family, you’re going to know how to
+
create strong new relationships.
+
In addition to people, your character can have
+
Relationships with institutions, like the Dogs or the
+
Faith; places, like a particular branch, mountain, grove
+
or river; sins, whether that means habitually committing
+
them, struggling with them, or being particularly resolute
+
against them; and demons.
+
Generally speaking, you get to roll the dice for your
+
character’s Relationships when the person or thing is a)
+
your character’s opponent in a conflict, or b) what’s at
+
stake in a conflict. See the Conflict & Resolution chapter
+
for more.
+
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+
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+
Dogs in the Vineyard
+
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+
iii: Creating Characters
+
Ceremony
+
I’ll say more about this in the Conflict & Resolution
+
chapter too, but meanwhile you should have an idea what
+
the ceremonies of the Faith look like. Your character’s
+
initiation included investing him or her with the authority
+
to perform all of these:
+
— Anointing with Sacred Earth. Sacred Earth
+
is consecrated river clay. All Dogs carry a jar of it.
+
You anoint someone with it by marking it on his or her
+
forehead.
+
— Calling by Name. When you call someone by their
+
full, whole name, with authority, their soul can’t ignore
+
you.
+
— Invoking the Ancients. This means simply declaring
+
your authority as a Dog and an office holder of the Faith.
+
— Laying on Hands. Generally you put both your hands
+
on the top of someone’s head, but any contact between the
+
palm of your hand and someone else’s skin will do.
+
— Making the Sign of the Tree. The Faith’s most
+
sacred symbol is a stylized tree, the Tree of Life. You
+
make the Sign of the Tree by holding your right hand up
+
at shoulder level, palm forward, with your fingers wide
+
spread.
+
— Reciting the Book of Life. The Book of Life is the
+
Faith’s scripture.
+
— Singing Praise. Lots of the Faith’s rituals incorporate
+
sung hymns.
+
— Three In Authority. Whenever possible, have at
+
least two other Dogs or office holders of the Faith perform
+
ceremony with you. (Dogs are generally sent out in groups
+
of three or four, although two is acceptable because most
+
branches have a Steward who can make the third.)
+
When you perform a ritual, incorporate whichever
+
elements of ceremony suit your needs. Here are a few of
+
the Faith’s most common rituals:
+
— To Name a Baby: Hold the baby on your left arm.
+
Mark the baby’s forehead with Sacred Earth. Say
+
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+
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+
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+
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+
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+
something like, “by the authority given me by the Ancient
+
Prophets of Life, I name you...” and say the baby’s name.
+
If you’re moved to do so, you can give the baby some
+
specific blessing or make some prophecy about the baby’s
+
life.
+
— To Solemnize a Marriage: Have the couple hold
+
hands before you. Mark both of their foreheads with
+
Sacred Earth. Call upon the authority of the Ancients and
+
recite one of the many relevant passages from the Book of
+
Life, declaring them wed. Call the wife by her new name.
+
— To Heal a Sick Person: Lay hands on the sick person
+
and anoint him with Sacred Earth. Calling him by name,
+
command him to health. If he’s able, have him sing one of
+
the healing hymns with you.
+
— To Drive Demons out of a House: Make the sign
+
of the tree. Declare the authority you have from the
+
Ancients and command the demons to depart. Bolster your
+
commands — and make the place less hospitable to them
+
— by reciting scripture and singing hymns. If you know
+
the demons’ names, use them!
+
— To Dedicate a Person to Office: Lay hands on the
+
person. Call him by name. Give him his new office, call
+
upon the Ancients of the Faith to give him their authority,
+
and charge him to serve faithfully until such time as he is
+
released from duty.
+
— To Sanctify a Corpse: Mark the corpse’s forehead
+
with Sacred Earth, reciting the Passages for the Dead
+
from the Book of Life. If you know the person’s name, use
+
it. According to the folk beliefs of the Faithful, after you’ve
+
died, each minute that passes before someone sanctifies
+
your corpse presents a temptation to remain on earth
+
as a ghost, which is a sin and will count against you at
+
Judgment. The Faith has no such official doctrine.
+
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+
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+
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+
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+
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+
A Dog’s duties
+
As your character travels from branch to branch, here
+
are some things he or she will routinely be called upon to
+
do:
+
— Carry mail and news.
+
— Officiate or participate in holy ceremonies: naming
+
babies, dedicating children to the Faith, solemnizing
+
weddings, blessing the sick, anointing and sanctifying
+
the dead. Most branches will have a Steward who can
+
perform these, but the Faithful will be honored by your
+
participation.
+
— Deliver doctrine and new interpretation as needed to
+
the branch’s Steward and other office holders, and consult
+
with them about the challenges the branch faces.
+
— Preach.
+
— Participate in, but hold yourself apart from, the
+
branch’s social functions and celebrations.
+
— Help the branch out with physical work, like bringing
+
in a harvest or digging out from a blizzard, only when the
+
need is immediate and acute.
+
In a perfect world, your character would mostly shake
+
hands and kiss babies. Too bad it’s not a perfect world,
+
huh?
+
When things go wrong in a branch, it looks like this:
+
— Someone’s proud.
+
— Pride, enacted, creates injustice.
+
— Injustice leads to sin. Either the proud person
+
becomes bold, or the victims of the injustice become
+
resentful; either way, someone breaks the rules.
+
— Sin in a branch lets the demons attack it. (A sin-free
+
branch is protected from the demons by the power of the
+
Faith.) The demons aren’t themselves corporeal, so they
+
have to use some intermediary to attack: raids by outlaws
+
or Territorial Authority soldiers, disease, disaster, failing
+
crops, drought, storms — whatever serves to threaten the
+
branch.
+
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+
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+
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+
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+
— Sin and demonic attacks, over time, create false
+
doctrine. The habitual sinner might fall into heresy to
+
justify her sin, or the victim of demonic attacks might
+
blame the Faith or the King of Life for his misfortune.
+
— False doctrine, enacted, is corrupt worship.
+
Inappropriate ceremonies, incorrect observances, subtle
+
changes to the order of things — or even blatant and
+
outright demonism! (I’ll point out also that when corrupt
+
worship begins in a branch, the demons might immediately
+
stop attacking it.)
+
— If a corrupt form of worship ever has three or more
+
followers, it becomes a false priesthood.
+
— A false priesthood commands the attention and
+
obedience of the demons. That’s called sorcery, when you
+
tell the demons what to do and they do it.
+
— Sorcery will eventually lead to hate and premeditated
+
murder. That’s the demons’ ultimate goal.
+
So when you arrive in a branch, it’ll be (rarely) just
+
fine, or else it’ll fall somewhere in this process. Maybe
+
there’s someone whose pride is causing some injustice, and
+
that’s it — nobody’s sinned yet, and your character can
+
deal with it just by taking the guy down a peg or two.
+
Maybe that guy’s been sinning, having an affair with his
+
cousin’s daughter say, and it’s been a terrible year because
+
the crops have blight — your character will have to find
+
and resolve that hidden sin. Maybe all that’s past and the
+
niece has taken it into her head that women can have more
+
husbands than one, just as that guy was her own secret
+
husband, and she’s gradually winning the support of her
+
sisters in the branch — your character will not only have
+
to deal with her somehow, but also find the sin behind her
+
heresy. Maybe, worse, she’s already won the support of
+
her sisters, and now there are several women in the branch
+
who have second, secret husbands, plus demons at their
+
call! Leave that branch alone and soon they’ll be killing
+
each other and it’ll be on your character’s head.
+
Knowing just this makes your character a theologian!
+
Most Faithful will know that people shouldn’t sin, because
+
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+
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+
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+
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+
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+
when people sin they lose the blessings of the Faith, but
+
honestly they’ll think more and harder about whether it’ll
+
be a bad winter and they hope their horse isn’t coming
+
down sick and isn’t it getting to be time to bring the apple
+
harvest in? Keeping the Faith in order is your job, Dog.
+
A Dog’s authority
+
When your character is acting to preserve the faith of
+
a branch, he or she can take whatever steps are necessary,
+
and no one can justly complain. Your character acts on
+
behalf of the King of Life; if anyone has a problem, they
+
can take it up with Him.
+
Check this out:
+
Brother Zachary is the worst thing in Steward
+
Joseph’s world. It’s not just that he’s a sinner, it’s that he’s
+
unteachable, unreformable. Too mean and too proud.
+
Brother Zachary is single-handedly destroying Steward
+
Joseph’s branch. But when Steward Joseph goes to the
+
King of Life for guidance, it’s all: see to his needs, call him
+
to repentance, cultivate him, serve him, help him, show
+
him compassion. That, after all, is Steward Joseph’s job:
+
look after each person in his care. The King of Life tells
+
Steward Joseph what’s best for Brother Zachary. Steward
+
Joseph has invested more time and care and worry in
+
Brother Zachary than in any other single thing in his life.
+
Your character comes to town. The branch has a septic
+
wound. A thousand resentments, sins waiting to burst
+
free. If you leave it as it is it’ll tear itself to pieces. Steward
+
Joseph’s doing his very best by everyone, but it’s stone
+
clear: Brother Zachary will become too much for him to
+
carry. Steward Joseph will do something terrible, with lots
+
of people caught up in it, and it’ll be bloodshed, sorcery,
+
and damnation.
+
Your character doesn’t care what’s best for Brother
+
Zachary, he cares what’s best for the branch. You have him
+
drag Brother Zachary out of his house and shoot him in
+
the street.
+
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+
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+
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+
Steward Joseph comes in a rage. “All my work, all my
+
time, all my investment in Brother Zachary’s salvation!
+
And for what, you kill him!”
+
“Your job is to heal the wound,” your character says.
+
“My job is to save the body.”
+
Your character’s conscience and
+
your own
+
Does this mean that your character can’t sin?
+
No. But it does mean that no one’s in a position to
+
judge your character’s actions but you yourself. Your
+
character might be a remorseless monster or a destroying
+
angel — I the author of the game can’t tell the difference,
+
your GM and your fellow players can’t tell the difference,
+
only you can.
+
As play progresses, you’ll have the opportunity
+
to consider your character’s actions and change your
+
character’s Stats, Traits and Relationships to reflect
+
them. That might mean that you give your character
+
Relationships with sins and demons, problematize his or
+
her Traits, and burn out his or her Relationships with
+
the Faithful — or it might mean no such thing. Sin,
+
arrogance, hate, bloodlust; remorse, guilt, contrition;
+
inspiration, redemption, grace: they’re in how you have
+
your character act, not (just, or necessarily) in what’s on
+
your character’s sheet. Those moments, in play, are what
+
matters.
+
Your character’s conscience is in your hands.
+
Leaving Play
+
S
+
tories end. Lives end too.
+
At any moment in the game, you can choose to have
+
your character leave play. “That’s it,” you might say. “I’m
+
not gonna put up with this any more. I retire to be a dirt
+
farmer.” Being a Dog isn’t easy and you don’t really know
+
up front when your character will quit. Or sometimes,
+
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+
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+
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+
a character’s story is finished and it’s time for you, the
+
author, to move on to a new one.
+
Also, occasionally, your character will get killed. The
+
conflict resolution rules will keep it from being pointless
+
or arbitrary: it’ll happen only when you’ve chosen to stake
+
your character’s life on something.
+
Either way, take some time to wrap up — work with
+
your GM and your fellow players to give your exiting
+
character an epilogue or a eulogy. The moments leading
+
up to the end will probably be some of the highlights of the
+
game, so don’t rush over them or hurry past.
+
But when it’s all said and all done, you’ve collectively
+
given your character’s story the recognition it deserves,
+
and you’re satisfied, you can stay in the game! Just go
+
ahead and make a new character:
+
— Grab a blank sheet for your new character.
+
— However many dice in Stats your old character had,
+
divvy that many dice among your new character’s Stats,
+
plus 1d6 for your trouble. You definitely do not have to give
+
your new character the same number of dice in any given
+
Stat as your old character had.
+
— However many dice in Traits your old character had,
+
give your new character that many dice in Traits, plus 1d6
+
for your trouble. Make up all new Traits and assign the
+
dice to them however seems good.
+
— However many dice in Relationships, assigned or
+
available, your old character had, give your new character
+
that many dice for Relationships. Don’t assign them all
+
now! Just like when you made your old character, name a
+
couple of people and then write the rest of the dice in the
+
“available” slot on your character’s sheet.
+
— If you like, you can shuffle dice one-to-one between
+
your pool for Traits and your pool for Relationships. You
+
might have emphasized Traits for your old character, for
+
instance, but you want to emphasize Relationships for your
+
new character. That’s fine, just shift some Trait dice over.
+
— It’s up to you whether your new character’s a new
+
Dog or an experienced one. If new, say something you
+
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+
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+
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+
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+
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+
hope your character accomplished during initiation, same
+
as for your old character. If experienced, say something
+
you hope your character accomplished during his or her
+
service so far. Either way, set a stage, roll dice, resolve
+
the conflict, and give your character the outcome as a 1d6
+
Trait.
+
— Equip your character as appropriate. Don’t forget his
+
or her coat.
+
Then work with your GM and fellow players to get your
+
new character introduced. You might have to play a piece
+
of the game with no character, sitting at the table and
+
contributing as usual but not so directly represented in
+
the game, but I hope you all figure out a way to minimize
+
that. If nothing else, it’s within bounds for your character
+
to just show up: “The Stewards at Dogs’ Temple sent
+
me here, I’ve ridden straight through the night, and can
+
somebody tell me why?”
+
GMing Character Creation
+
W
+
hile your fellow players are creating their characters,
+
you need to stay on top of four things.
+
1. Are we developing characters who’re competent to
+
serve? If we aren’t, you need to redirect us. Try asking
+
questions like, “and how would this person make it through
+
initiation?” and pointing out the Dog’s responsibilities
+
and what initiation entails. I’ve noticed that some players’
+
impulse is to create clowns. Clowns are fine, but make sure
+
there’s some hardness, some will, underneath.
+
2. If we lose our characters’ initiatory conflicts, will
+
we be out of the game? “I hope my character makes it
+
through initiation” isn’t an acceptable conflict, whatever
+
specific form it takes. We already know that all our
+
characters are going to be Dogs, that’s the game.
+
Instead, suggest a conflict that cements a Trait the
+
character already has. Like if my character has “I’m good
+
with horses,” suggest that I try to accomplish something
+
related: teaching a new initiate to ride well, winning
+
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+
the admiration of the hostlers, or arranging for my
+
companions to all have excellent mounts when we leave.
+
Remember: as GM, you always roll 4d6+4d10 for
+
initiatory conflicts.
+
3. How much supernatural effectiveness are we
+
building into our characters? Don’t judge whether it’s too
+
much or too little — you’re to keep an open mind and
+
follow our lead. The supernatural in the game will be
+
somewhere on a continuum. At this end, barely any, where
+
the demons are really just bad luck and the pressures a
+
town has to struggle with to survive, and the ceremonies
+
of the Faith only reassure the Faithful and remind them of
+
their commitments to one another. At the other end, lots
+
and lots, with the Dogs as powerful exorcist-gunslingers
+
battling demons, sorcerers and ghosts, where calling a
+
person by name can restore him to life and bullets slide
+
off a Dog’s coat, striking sparks. Look at the Traits we
+
give our characters, and you’ll begin to see where on that
+
continuum this particular game will fall.
+
...But “follow our lead” doesn’t mean keep your mouth
+
shut. If one of us is stuck for Traits, feel free to suggest
+
“I’ve exorcised a demon,” “the King of Life speaks to me
+
in dreams,” or “I’m a healer.” When it comes to initiatory
+
conflicts, be sure to suggest some supernatural ones, along
+
the same lines. If we don’t respond, then follow.
+
4. What’s up, I mean really what’s up, with our
+
characters? Does mine have some sort of love-hate thing
+
going on with his family? Does Em’s have a mean streak?
+
Does J.’s have secret doubts?
+
Don’t act on them yet — in fact, it’s way too early to
+
draw any conclusions a’tall — but file them away. Now’s
+
the time to start going “mmhmm” like good Dr. Freud.
+
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+
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+
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+
iii: Creating Characters: Recap
+
Recap
+
Creating your Character
+
Your character’s initiation took two months at the
+
Dogs’ Temple in Bridal Falls City. The teachers there
+
proved, trained, educated, initiated, and inspired him or
+
her. The Dogs’ Stewards then assigned your character to
+
companions and a route.
+
It’s your responsibility to create a character suited to
+
service and within the genre of the game.
+
1. Choose one:
+
— Well-rounded: 17d6 for Stats, 1d4 4d6 2d8 for Traits,
+
4d6 2d8 for Relationships.
+
— Strong History: 13d6 for Stats, 3d6 4d8 3d10 for
+
Traits, 1d4 3d6 2d8 for Relationships.
+
— Complicated History: 15d6 for Stats, 4d4 2d6 2d10 for
+
Traits, 5d6 2d8 for Relationships.
+
— Strong Community: 13d6 for Stats, 1d4 3d6 2d8 for
+
Traits, 4d6 4d8 3d10 for Relationships.
+
— Complicated Community: 15d6 for Stats, 6d6 2d8 for
+
Traits, 4d4 2d6 2d8 2d10 for Relationships.
+
2. Divvy your character’s Stat dice between Acuity,
+
Body, Heart and Will. Give every Stat at least 2 dice.
+
3. Create some Traits and assign your character’s Trait
+
dice to them.
+
4. Create a couple of Relationships and assign some
+
of your character’s Relationship dice to them. The rest of
+
your character’s Relationship dice are Available.
+
5. Write down your character’s Belongings and assign
+
them their dice. Remember to describe your character’s
+
coat.
+
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+
— It’s normal: 1d6.
+
— It’s excellent: 2d6.
+
— It’s big: 1d8.
+
— It’s big and excellent: 2d8.
+
— It’s crap: 1d4.
+
— All guns get an additional 1d4.
+
6. When your GM comes around to you, say something
+
that you hope your character accomplished during
+
initiation. Make it what’s at stake in a conflict, set a stage,
+
roll dice, See and Raise, and at the end give your character
+
the outcome as a new Trait at 1d6.
+
GMing Character Creation
+
— Are the characters suitable Dogs?
+
— Are their initiation conflicts’ stakes appropriate?
+
— How supernaturally effective are they?
+
— What are their interesting underlying issues?
+
For initiation conflicts, you roll 4d6+4d10.
+
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+
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+
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+
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+
iv: Conflict &
+
Resolution
+
T
+
he shopkeeper from Back East? His wife isn’t really
+
his wife. He’s the procurer and she’s the available
+
woman. Their marriage is a front.
+
Your brother’s son, your nephew, is fourteen years old.
+
He’s been stealing money from his father, your brother,
+
and taking it to visit this woman.
+
Your brother is in a bitter rage, humiliated by his son’s
+
thievery and grieving his son’s lost innocence.
+
He’s going to shoot her.
+
What do you do?
+
Overview
+
W
+
e’ll use dice to resolve the conflicts the characters
+
get into. The dice determine not just how the
+
conflict turns out at the end — who wins? — but also
+
how the conflict goes throughout. They provide reversals,
+
escalation, daring advances and desperate retreats, broken
+
bones, cutting betrayals, and all the other juicy goodness a
+
conflict should have.
+
All the players who have an interest in a particular
+
conflict roll their own dice. Your dice represent your
+
bargaining position in the conflict: the more dice you
+
roll, the more say you have in how the conflict goes. This
+
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+
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+
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+
iv: Conflict & Resolution
+
is because your dice give your characters’ actions and
+
reactions weight, consequence. When you have a character
+
throw a punch, you use your dice to back it up. When
+
your character takes a punch, your dice determine whether
+
he shrugs it off or down he goes.
+
To launch a conflict, we begin by establishing what’s
+
at stake, setting the stage, and figuring out who’s
+
participating. Every participating player takes up dice
+
to match the circumstances and throws them down all at
+
once. From there on, the conflict plays out kind of like
+
the betting in poker. One player “raises” by having a
+
character act and putting forward two dice to back it up,
+
and all of the other players whose characters are affected
+
by the act have to put forward dice of their own to “see.”
+
When you use dice to Raise and See they’re gone: put
+
them back in the bowl and don’t use them again in this
+
conflict.
+
Depending on how effectively you See, you might have
+
to take Fallout Dice: dice representing blows your character
+
took — hard words or punches or knives in the ribs or
+
even bullets — and when the conflict’s over you’ll roll
+
them to see how badly your character is hurt.
+
If you’re losing, you can get more dice by escalating the
+
conflict. Someone’s getting the better of your character in
+
an argument? Pull a gun. That’ll shut ’em up.
+
Anyone who has too few dice to See when they have
+
to — and can’t or won’t escalate — is out of the conflict.
+
Whoever’s left at the end gets to decide the fate of what’s
+
at stake. Everybody deals with their Fallout Dice, and then
+
the conflict’s done!
+
The Simple Case
+
1.
+
Establish what’s at stake. Any player can make
+
suggestions, and everybody should feel free to toss it
+
around until you arrive at the right thing.
+
What’s at stake is: does your character’s brother
+
shoot the woman?
+
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+
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+
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+
iv: Conflict & Resolution
+
2. Set the stage. Say where the conflict’s taking place,
+
what’s around, maybe mention where the conflict might
+
range or what features of the environment might come into
+
play. Also have someone say how the conflict will start.
+
Your character meets his brother on the twin-
+
rut road between his farm and town. The nearest
+
building is his tool shed, a hundred feet behind;
+
otherwise it’s all around swaying gold wheat. The
+
sky is insane summer blue and it’s before noon.
+
Your character’s brother has his old smoothbore
+
carbine and his jaw is clenched. You’ll start with
+
just talking, you say.
+
3. Who’s participating?
+
Just me and you, for now. You’re taking your
+
own character’s side, of course, and I’m taking
+
your character’s brother’s.
+
4. Take up dice. You’ll take dice from your character’s
+
sheet, as appropriate to this conflict as it opens. I’ll take
+
dice from your character’s brother’s sheet. Here’s how it
+
works:
+
Stats: Which Stats you roll depends on what arena
+
the conflict is currently playing out in. Just talking: roll
+
Acuity + Heart. Physical, but not fighting: roll Body +
+
Heart. Fighting hand-to-hand: roll Body + Will. Fighting
+
with guns: roll Acuity + Will.
+
Since we start out with our characters just
+
talking, you roll d6s equal to your character’s
+
Acuity plus d6s equal to your character’s Heart:
+
let’s say 6d6 together. I roll d6s equal to your
+
character’s brother’s Acuity plus his Heart: let’s
+
say 7d6.
+
Relationships: You roll the dice listed for your
+
character’s Relationships under pretty limited
+
circumstances: when your Relation is your character’s
+
opponent or when your Relation is what’s at stake.
+
Since your character’s brother is your opponent,
+
you get whatever dice you have listed for him
+
on your character’s sheet. Recall that for blood
+
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+
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+
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+
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iv: Conflict & Resolution
+
relations, if you don’t specify any dice you get a d6.
+
Let’s say that for this particular relationship you
+
have 1d8 listed and I have nothing. You roll your
+
1d8 and I roll the default 1d6.
+
Traits: You roll the dice listed for your character’s
+
Traits when you bring them into play as part of a Raise or
+
See. You roll a Trait’s dice only once per conflict, the first
+
time you bring the Trait into play.
+
Things: You roll the dice listed for your character’s
+
Belongings, as for Traits, when you bring them into play in
+
a See or a Raise. You only get each thing’s dice only once
+
in a conflict. If you bring something into play in a See or
+
a Raise and it’s not on your character sheet, you get its
+
normal dice if you’re using it as it oughta be used, and a
+
d6 or a d4 otherwise.
+
Since neither of us has Raised or Seen yet,
+
neither of us get dice from our characters’ Traits or
+
Belongings.
+
All told, you take up 6d6 plus 1d8, and I take up
+
8d6.
+
5. We roll all our dice. Leave ’em out on the table where
+
everybody can see. You can push them around into order if
+
you want.
+
You roll: 1 2 2 3 4 4 7. I roll: 1 1 1 3 4 5 6 6.
+
6. Now we take turns Raising and Seeing. Here are the
+
ground rules:
+
Your Best Roll is the sum of your two highest dice.
+
Your Best Roll is 11, mine is 12.
+
To Raise, say what your character does and put
+
forward two of your dice.
+
You Raise always with two dice. They can be any two,
+
including or excluding your best roll. When you Raise,
+
have your character do something that his opponent can’t
+
ignore. We’ll call it an “attack” for now, but of course it
+
doesn’t have to be violent.
+
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+
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+
iv: Conflict & Resolution
+
(You can Raise with one die under two particular
+
circumstances: when you’ve Helped someone else, and
+
when it’s your Raise and you have only one die left.)
+
Your Raise is both what your character does and the
+
dice you’re using to back it up. Don’t put dice forward to
+
Raise without describing your character’s action.
+
To See, say how your character responds and put
+
forward one or more of your dice.
+
You See by putting forward dice to equal or exceed the
+
standing Raise. You See with as many dice as you need.
+
Your See is both your character’s response and the
+
dice you’re using to get it. Don’t put dice forward to See
+
without describing how your character deals with the
+
Raise:
+
If you See with one die, that’s Reversing The Blow.
+
Say how your character turns the attack back onto the
+
attacker, and don’t discard the die you used to See, hold
+
on to it for a minute. When it’s your turn to Raise, use
+
that die as one of your two dice to Raise. It counts twice,
+
in other words: you See with it and then immediately use it
+
again to Raise before you discard it.
+
If you See with two dice, that’s a Block Or Dodge. Say
+
how your character defends against the attack.
+
If you See with three or more dice, that’s Taking The
+
Blow. Say how the attack lands and how your character
+
reacts.
+
When you Take The Blow, you always get Fallout
+
Dice. Take a number of dice equal to the number you
+
used to See — so if you Saw with three, take three, if you
+
Saw with four take four, and so on up — and set them
+
aside until the conflict ends. The size of the Fallout Dice
+
you take depends on the nature of the blow: d4s if it’s not
+
physical, d6s if it’s physical but not a hit with a weapon,
+
d8s if it’s a hit with a weapon but not a bullet, and d10s if
+
it’s a bullet.
+
And finally, if you don’t want to play through to the
+
end of a conflict, you can Give instead. You lose the stakes,
+
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+
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+
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+
iv: Conflict & Resolution
+
but gain an advantage in any follow-up conflict. Under
+
some circumstances you might rather that than staying in.
+
Here’s the procedure:
+
a. Whichever character’s opening the conflict, that
+
player makes the first Raise. Say what your character does
+
and put forward two of your dice to back it up.
+
You’re opening the conflict, so you start: “Hey,
+
Zeke, you don’t just go shoot people,” you have
+
your character say. “Let’s talk about this.” You
+
Raise with a 4 and a 3, for 7.
+
In cases where it’s not clear who should open the
+
conflict, have it be the player with the highest best roll.
+
b. Everybody whose character is affected by your Raise
+
has to See. Remember that you Raise with two dice and
+
See with as many as it takes.
+
I put forward my own 4 and 3 to See. “Get out
+
of my way, boy,” I have my character say.
+
c. Now whoever’s next gets to Raise. In this case, me.
+
“In fact, if you had any conscience of your
+
own, you’d be with me.” That’s my Raise, so I put
+
forward a 5 and a 6, for 11.
+
d. Again, everybody whose character is affected by
+
my Raise has to See. Notice that with only two of us, we
+
simply trade back and forth: you Raise, I See then Raise,
+
you See then Raise, I See then Raise ... and on until one
+
of us is out of dice and the conflict ends.
+
You have my 11 to See, so you slide forward
+
your 7 and your second 4. “Don’t try to tell me
+
about my conscience,” you have your character say;
+
that’s your See. Here’s your Raise: “you go home
+
and see to your son.” Raising with your best dice
+
left: two 2s.
+
I see with my last 6, Reversing The Blow. “Ha!
+
I remember how he used to look up to you! Maybe
+
if you’d been in his life he wouldn’t have gone this
+
way.” Because I Reversed The Blow, I get to keep
+
the 6 for my Raise. I add one of my 1s to it.
+
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+
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+
So now you only have the one 1 left. You can’t
+
See my Raise, so I win the stakes. Your character
+
stands there with the wind out of his sails and I
+
have my character push past and on into town,
+
where he murders the shopkeeper’s supposed wife.
+
Escalating
+
A
+
nd that’s pretty grim, no? Let’s look at something you
+
can do about it.
+
When you Escalate, you get to roll Stat dice for the
+
new arena. Let’s take it from my Reversal:
+
“...Maybe if you’d been in his life he wouldn’t
+
have gone this way.” I put forward my 1 to go with
+
my 6, so you have a 7 to See.
+
“Forget this,” you say. “I punch you.”
+
Now your character isn’t just talking any more! He’s
+
fighting, and that means you roll Body plus Will. Take
+
up those new dice, throw ’em down, and add them to
+
whatever’s still left on your side.
+
Let’s say that your character’s Body plus Will is
+
7d6. You roll: 1 3 4 5 5 5 6. Also, let’s say that your
+
character has “Fist fighting 1d8” as a Trait, so you
+
roll that d8 as soon as you say “I punch you.” You
+
roll a 4 on the d8 and you still have that 1 left from
+
before too.
+
So you See my outstanding 7 with your 4 and
+
your 3, and put forward two of your 5s to Raise.
+
Now I don’t have the dice to See your Raise. If I don’t
+
want to Give, I have to Escalate to match. Will I? Yes!
+
Let’s say that my character’s Body plus Will is
+
6d6. I roll crap: 1 1 2 2 2 5. I have no immediately
+
relevant Trait and my two leftover 1s aren’t much
+
comfort.
+
I have to See your 10. I See with my 5, two 2s
+
and a 1. Because I’m Seeing with more than two
+
dice, I’m Taking The Blow: “I’m surprised and
+
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+
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+
iv: Conflict & Resolution
+
you catch me right in the jaw,” I say. I take four
+
Fallout Dice, the number of dice I used to See, and
+
since I took a punch they’re d6s. I set 4d6 aside for
+
after the conflict.
+
Now all I have left to Raise with is a 2 and
+
some 1s, and you have a 6, a 5, a 4 and some
+
stuff. If I stay in the fight, you’ll beat the crap out
+
of me. Instead I Give. Now you get the resolution
+
of what’s at stake: you have your character take
+
my gun away and send me home, bruised and
+
grumbling.
+
You don’t need to wait for the Raise you can’t See to
+
Escalate. You can Escalate as soon as you want.
+
In any given conflict, you can roll each of your Stat’s
+
dice only once. In a gunfight, we’d roll Acuity plus Will —
+
but we both rolled our Acuity when we were just talking,
+
and we both rolled our Will when we started punching!
+
Having my character raise the gun wouldn’t give me any
+
new Stat dice.
+
Using Traits and
+
Things
+
E
+
scalating to gun fighting would, however, give me dice
+
for the gun itself — 1d4 plus 1d8, as it happens — plus
+
dice for any gun fighting Traits I might bring into play. It
+
works like this:
+
When you use one of your Traits to Raise or See, you
+
get to roll its dice. When you use one of your Belongings
+
to Raise or See, same thing, you get to roll its dice.
+
Roll the dice after you say your action, but before you
+
put dice forward.
+
Like Stats and everything else, you can roll a Trait’s
+
or a Belonging’s dice only once in a conflict. After that,
+
you can still use the Trait or Belonging to See or Raise,
+
but you don’t get more dice for it. It doesn’t matter how
+
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+
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+
iv: Conflict & Resolution
+
many times I have my character adjust his eyeglasses, for
+
instance; I get to roll their dice just once, the first time.
+
So let’s see how that could go. Let’s take it from the
+
punch.
+
Now all I have left to Raise with is a 2 and
+
some 1s, and you have a 6, a 5, a 4 and some stuff.
+
If I stay in the fight, you’ll beat the crap out of me.
+
Instead ... I have Zeke raise his gun.
+
“I can’t believe you hit me,” I say. “I pull the
+
trigger.”
+
First thing first: I’m Escalating to gun fighting.
+
If I hadn’t already, I’d roll Acuity and Will. I have
+
so I don’t.
+
Then I roll the dice for the gun, 1d4 plus 1d8.
+
I roll a 3 and a 7. I also have a Trait: “I’m a good
+
shot 2d6,” so I roll those dice: a 2 and a 4.
+
I look at your dice: your highest two are still a 6
+
and a 4. If I put forward my 7 and my 4, I’ll force
+
you to Take the Blow — but I don’t want that, as
+
it happens. That’s Fallout in d10s and you’re my
+
brother, after all. I put forward my 3 and my 4; I
+
know you can Block or Dodge a 7.
+
Your character has a wicked handy Trait, though:
+
“disarming enemies 2d8.” So when you say (Seeing
+
with 6 and 1, Block or Dodge), “I grab the barrel of
+
the gun and shove it upward so you shoot into the
+
air,” and then you say, “and I jerk it out of your
+
hands,” things take a bad turn for me. You roll a
+
3 and an 8 on your 2d8. You Raise with the 8 and
+
your 4, so I have to Take the Blow. I See with my
+
7 and my two 2s. Your character gets the gun and
+
I get 3d6 Fallout. (We’ve escalated to gun fighting,
+
yes, but the blow I took was merely rough physical
+
treatment, not a gunshot.)
+
Anyhow we struggle over the gun but if you’ve
+
been paying attention to our dice, you’ll see that I
+
can’t win.
+
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+
Now your character does send mine home,
+
humiliated and gunless.
+
Is the potential for bad, bad Fallout — inflicted and
+
received, remember; when one gun comes out, others often
+
follow — anyway is it worth those dice? Depends on the
+
circumstances and your personal will.
+
Improvised Things: Sometimes you’ll have your
+
character use a tool or weapon not listed on your sheet.
+
If your character’s using it to its intended purpose
+
— shooting a gun, looking through a spyglass, hitting
+
things with a hammer — you get its normal dice. If your
+
character’s using it for something unintended — hitting
+
someone with a pistol’s butt, wedging a hammer into a
+
doorjamb to hold it shut — you get 1d6, or 1d4 if it’s a
+
dumb, desperate or dangerous thing to do. There’s an
+
example in passing below, so keep an eye out for it.
+
Occasionally a character will burst into a conflict
+
already in progress. The player doesn’t get to roll dice
+
— you can’t join a conflict already underway as a full
+
participant — so instead you can treat the character
+
mechanically as an improvised thing. Incorporate her into
+
a Raise or a See for 1d8 if she’s big, 2d6 if she’s excellent,
+
2d8 if she’s big and excellent, 1d6 if she’s normal, or 1d4
+
if she’s crap. If you have a Relationship with her, that’s
+
like a belonging written on your character sheet: roll your
+
Relationship dice instead, no matter how excellent, big or
+
crap she might be.
+
Timing Traits and Things
+
— Say your See or Raise, incorporating the Trait or
+
Thing. This brings it into play.
+
— Roll its dice and add them to whatever dice you’ve
+
already got.
+
— Put forward the dice you’re using for your See or
+
Raise.
+
If you say “I shoot you” for a Raise, for instance,
+
you get to roll your gun’s dice and then put your two dice
+
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+
forward. The dice you roll for the Trait or Thing are
+
available to you.
+
Remember that you can roll a Trait’s or Thing’s dice
+
only once in any conflict, no matter how many times you
+
incorporate it into a See or Raise.
+
Giving
+
W
+
hen you Give instead of Seeing, you don’t need to
+
Take the Blow. In fact, one of the best reasons to
+
Give is to avoid a Blow you can’t bear to Take.
+
There’s no need to stay in a conflict to the bitter end.
+
You can and should Give as soon as your character would,
+
as soon as you’re willing to let the conflict go — be it
+
because the stakes aren’t worth it, or because you’ve
+
thought of follow-up stakes even better — or as soon as
+
you realize you can’t win.
+
When you Give instead of Raising, you get to cut your
+
losses. Grab your highest remaining single die and set it
+
aside. If there’s any follow-up conflict, roll your Stat and
+
Relationship dice as usual, then add this reserved die to
+
the mix. Don’t reroll it! This represents the advantage you
+
keep by ceding the previous stakes on your own terms.
+
Fallout
+
B
+
ut what about those blows my character took? Here’s
+
how Fallout Dice work:
+
a. Roll all your Fallout Dice. If you Took more than
+
one Blow, you might have Fallout in different sizes; that’s
+
just fine. Roll ’em all and add the two highest together;
+
that’s your Fallout Sum.
+
I roll my 7d6 Fallout: 1 1 2 4 5 5 6. I’m hurtin’
+
at 11.
+
b. Is your Fallout Sum less than 8? If so, your character
+
suffers only short-term consequences. Choose one of these
+
things (this is the short-term list):
+
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+
— Subtract 1 from one of your character’s Stats for your
+
next conflict.
+
— Take a new trait rated 1d4 for your next conflict.
+
— Change the dice of one of your character’s
+
Relationships to d4s for your next conflict.
+
— Have your character leave the scene and spend some
+
time alone. Only choose this one if nobody else launches a
+
follow-up conflict.
+
c. Otherwise, if your Fallout Sum is 8 or higher, your
+
character suffers lasting harm. Choose one of these things
+
(this is the long-term list):
+
— Subtract 1 from one of your character’s Stats.
+
— Take a new trait at 1d4.
+
— Take a new relationship at 1d4.
+
— Add 1d to an existing d4 trait or relationship.
+
— Subtract 1d from an existing d6+ trait or relationship.
+
— Change the die size of an existing trait or relationship
+
to d4.
+
— Erase a Belonging from your character’s sheet.
+
— Rewrite your coat’s description to include permanent
+
damage. Reduce your coat’s dice if it’s called for.
+
d. In addition, is your Fallout Sum 12 or higher? If so,
+
your character’s injured. Choose again from the long-term
+
list.
+
Injured how badly, though?
+
e. Is your Fallout Sum less than 16? If so, Roll dice
+
equal to your character’s Body. If you can See your
+
current Fallout Sum in 3 or fewer dice, your character will
+
recover without medical attention. Stop here. Otherwise,
+
bump your current Fallout Sum up to 16 and continue.
+
f. Is your Fallout Sum 16 or higher? If so, your
+
character’s badly injured. With medical attention he might
+
live, but without it, he won’t.
+
— If your character gets medical attention, launch a new
+
conflict. You roll your character’s Body plus the healer’s
+
Acuity, plus any relevant Relationships, Traits and Tools,
+
of course. (If your healer is a fellow Player Character, have
+
that player roll the dice.) I roll all your Fallout Dice again
+
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+
plus the Demonic Influence (about which, more later).
+
What’s at stake is whether your character will live. Your
+
healer takes any Fallout from this roll. If you and your
+
healer win, your character will live; stop here. Otherwise
+
bump your current Fallout Sum up to 20 and continue.
+
— If you don’t get medical attention, bump your current
+
Fallout Sum up to 20 and continue.
+
g. Is your Fallout Sum 20 or higher? If so, your
+
character’s dead. Choose one of the following:
+
— Die now.
+
— Set up your death scene, during which you’ll die.
+
Notice that since only guns inflict d10 Fallout, only a
+
gunfight can kill your character outright, and then only
+
if you roll two 10s on your Fallout Dice. Otherwise, your
+
character will at least have the opportunity to survive with
+
medical care.
+
Notice also that since just talking inflicts only d4
+
Fallout, only if you roll two 4s will an argument give your
+
character long-term consequences.
+
h. While your Fallout Dice are still there on the table,
+
check to see: did you roll any 1s?
+
If so, your character gets something good out of the
+
conflict. Choose one of these things:
+
— Add 1 to one of your Stats.
+
— Create a new Trait at 1d6.
+
— Add or subtract 1 die from an existing Trait.
+
— Change the d-size of an existing Trait.
+
— Create a new Relationship at 1d6.
+
— Add or subtract 1 die from an existing Relationship.
+
— Change the d-size of an existing Relationship.
+
— Write a new Belonging on your character sheet and
+
give it its usual dice.
+
(This is the experience list. Choose only one per
+
conflict, no matter how many 1s you rolled in Fallout.)
+
i. All of these many choices you get to make, whatever
+
you choose, you have to justify it out of the events of the
+
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+
conflict. If any of your fellow players can’t see it, you have
+
to explain better, say more, and win that person over.
+
My Fallout Sum, as you remember, is 11. My
+
character suffers lasting harm but isn’t injured.
+
From the long-term list I choose to change the
+
die size of my character’s Relationship with your
+
character, his brother, to d4. Is it justified? I’d be
+
surprised if anyone even asked.
+
Also I did, in fact, roll at least one 1 on my
+
Fallout Dice. From the experience list I choose a
+
new Relationship for my character: the shopkeeper’s
+
purported wife, 1d6. I explain that while he’s
+
not gonna go shoot her, his hate isn’t resolved,
+
it’s festering. He thinks about her all the time.
+
Everybody agrees that that makes sense, so there we
+
go.
+
Follow-up Conflicts
+
A
+
follow-up conflict is simply a new conflict that follows
+
on the one just ended. In general you treat it exactly
+
as you would any other, but it does have a few special
+
considerations:
+
— It counts as a follow-up conflict only if its stakes
+
follow directly from the previous conflict’s resolution.
+
— Its stakes can be the same as the previous conflict’s
+
stakes only if all three of its participants, its stage as
+
set, and its opening arena are different. That is, if your
+
character tries to talk my character into admitting her sin,
+
but fails, you can’t just try again. That conflict’s done.
+
What you have to do if you want a follow-up with the same
+
stakes is come back another time or catch her at some other
+
place, with your friends to back you up — and this time it
+
can’t be just talking.
+
— If you cut your losses in the previous conflict, Giving
+
instead when it was your turn to Raise, you get to keep
+
your single best die from that conflict. After you roll
+
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+
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iv: Conflict & Resolution
+
your dice for this conflict, add your reserved die (without
+
rerolling it) to the mix.
+
— As the GM, I get an extra option, and it’s a good
+
one. If nobody cares about my NPCs’ Fallout, when I
+
roll my Fallout Dice, I don’t calculate and choose Fallout.
+
Instead, I simply give you the two highest dice to add
+
into your side of the new conflict. You don’t reroll them,
+
just put them straight in with your own dice. They’re the
+
advantage you carry into the follow-up.
+
If anyone does care, I roll and assign Fallout as usual.
+
Later on, I have your character’s brother hire
+
some thugs to go burn down the shopkeeper’s store.
+
We play it out as a conflict and your character fends
+
them off and manages to corner one in a nearby
+
stable. There’s lots of hitting and even a couple of
+
shots fired during the conflict, so I have some ugly
+
Fallout Dice: 6d6 and 3d10; when I roll them the
+
two highest are a 6 and a 9 — but nobody really
+
cares whether this thug is hurt or killed, nobody’s
+
going to keep track of his Traits or Relationships.
+
You launch a follow-up conflict; what’s at stake
+
is whether this captured thug reveals that your
+
character’s brother is behind the attempted arson.
+
So instead of giving the thug his due Fallout, I give
+
those two highest Fallout Dice to you for the follow-
+
up conflict. You roll your character’s Acuity and
+
Heat and then I pass them over.
+
Frankly, an extra 6 and 9 for you to Raise me
+
with? I don’t like my odds.
+
Using Relationships
+
B
+
ecause rolling your character’s relationship depends on
+
who your character’s opponent is and what’s at stake,
+
you’ll roll them at the beginning of the conflict, with your
+
Stats.
+
With a Person: A relationship with a person
+
contributes its dice to your side of a conflict when a) the
+
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+
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+
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+
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+
person is your character’s opponent, b) the person is what’s
+
at stake, or c) the person comes to your character’s active
+
aid in a conflict already underway.
+
With an Institution: A relationship with an
+
institution (like the Faith or the Dogs) contributes its dice
+
to your side of a conflict when a) your character’s opponent
+
is a person with authority in the institution, or b) what’s
+
at stake is your character’s status with regard to the
+
institution.
+
With a Place: A relationship with a place contributes
+
its dice to your side of a conflict when a) your character’s
+
at the place, or b) the place is what’s at stake.
+
With a Sin: A relationship with a sin contributes its
+
dice to your side of a conflict when a) your character has
+
committed the sin and it’s relevant to the conflict, b) your
+
character’s resisted committing the sin and it’s relevant to
+
the conflict, c) what’s at stake is someone’s commission of
+
the sin — your character’s, your opponent’s, or someone
+
else’s.
+
With a Demon: A relationship with a demon
+
contributes its dice to your side of a conflict when a) the
+
demon is your character’s opponent, via a sorcerer or
+
possessed person, or b) the demon is what’s at stake.
+
If your character has a Relationship with a demon,
+
he or she can ask the demon for help at any time. Add
+
the situation’s Demonic Influence to your side, with
+
supernatural special effects. This makes your character a
+
Sorcerer; what that means to your character’s soul is, as
+
always, in your hands.
+
Timing New Relationships
+
If you have unassigned Relationship Dice, you can put
+
a new Relationship on your character sheet at any time.
+
Just name the relationship and assign dice to it.
+
If you assign a new Relationship during a conflict, and
+
the Relationship is with either your opponent or what’s at
+
stake, roll the newly applicable dice right away.
+
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+
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+
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+
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+
Multiple Opponents
+
T
+
he Raise-See-Raise rhythm is very easy when there’s
+
only you and me, but what if there are more of us?
+
a. Whenever you Raise, everybody whose character is
+
affected has to See. You decide who that is; make it clear in
+
your description of your Raise.
+
b. Break it into Rounds and Goes if that helps. In every
+
Round, every player gets one Go; your Go is when you
+
Raise.
+
c. You get your Go in order of highest Best Roll.
+
So here’s a little outline of how it works, stripped down
+
to the bones:
+
Round Starts.
+
Order by Best Roll is: Player 1, Player 2, GM, Player 4,
+
Player 3. Boldface marks each go.
+
Player 1: I Raise, GM is affected.
+
GM: I See.
+
Player 2: I Raise, Player 3 and GM are affected.
+
Player 3: I See.
+
GM: I See.
+
GM: I Raise. Player 1, Player 2, Player 4 are
+
affected.
+
Player 1: I See.
+
Player 2: I See.
+
Player 4: I See.
+
Player 4: I Raise. GM is affected.
+
GM: I See.
+
Player 3: I Raise. Player 2 is affected.
+
Player 2: I See.
+
Round Ends.
+
Next Round, everybody still in the conflict gets one
+
Go again, but the order may have changed. Here’s how it
+
might look, fleshed out:
+
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+
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+
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+
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+
The other PCs have had enough of your
+
character’s brother. They’ve decided to beat sense
+
into him. You see their point but, well, he’s your
+
brother, and you’ll stand with him. They corner the
+
two of you in a hay barn.
+
You’re Player 3; I’m the GM. Zeke’s your
+
character’s brother, recall; I’m playing him. We join
+
the fight in progress:
+
Round starts.
+
Order by Best Roll is: Player 1, Player 2, me,
+
Player 4, you. Boldface marks each go.
+
Player 1: I grab Zeke from behind and hold
+
him for you to punch [to Player 4].
+
Me (Block or Dodge): He twists out of your
+
grip. You can keep hold of his jacket if you want.
+
Player 1: Cool. I throw it down in the hay.
+
Player 2: I hook your ankle and throw you
+
over into Zeke [to you].
+
You (Taking the Blow): Oof. I windmill my arms
+
and go down on my butt.
+
Me (Block or Dodge): ...But Zeke jumps out of
+
the way.
+
Me: In fact he jumps over to the wall and
+
pulls down a big ol’ hay rake. Since you’re
+
down [to you], he swings it freely, chest high,
+
like whaa! at all of you [to Players 1, 2, 4].
+
(I roll a d6 for the improvised weapon, by the
+
way.)
+
Player 1 (Taking the Blow): You knock the wind
+
outa me.
+
Player 2 (Block or Dodge): I throw myself
+
down. Whish!
+
Player 4 (Block or Dodge): I catch the rake, like
+
hah!
+
Player 4: ...And jerk it out of your hands
+
[to me].
+
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+
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+
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+
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+
Me (Taking the Blow): All yours.
+
You: Hey, you’re down in the hay with me
+
[to Player 2]? I roll over onto you and get you
+
in a head lock.
+
Player 2 (Taking the Blow): Ow! Get off! Urk!
+
Round Ends.
+
In play, you should make explicit who you expect to
+
See your Raises. Usually it’ll be each and every one of
+
your opponents, and usually it’ll be obvious from your
+
description of what you do. Only take care that none of
+
your opponents could simply ignore your Raise; a Raise is,
+
remember, something that your opponent can’t ignore.
+
If you Reverse a Blow in a group conflict, keep the die
+
for whatever you do next, whether it’s Raise or See.
+
Helping
+
I
+
f you and a friend are in a conflict together, you can
+
help one another. It works like this:
+
On your friend’s Go, you can give one of your dice to
+
your friend’s Raise. You have to have your character do
+
something that would a) clearly and directly contribute
+
to your friend’s character’s action, and b) be obviously
+
something your character could do, given everything else
+
going on. If anyone objects that your character’s too busy
+
or in the wrong part of the scene, you should graciously
+
withdraw. Given that everybody thinks it’s reasonable,
+
though, just slide one of your dice over to go with your
+
friend’s.
+
On someone else’s Go, you can give one of your dice to
+
your friend’s See. Again, you have to have your character
+
do something both clearly helpful and clearly possible, and
+
again if anyone objects, don’t insist.
+
Either way, however, you’ve spent the die, and
+
moreover, you’ve borrowed against your own next Raise.
+
On your next Go, Raise with only one die.
+
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+
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+
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+
iv: Conflict & Resolution
+
You can’t help two people between your Goes. If you
+
could, you’d have to Raise with no dice, and that doesn’t
+
make any sense.
+
Player 4’s character has reversed the rake in
+
his hands and brings it crashing down on your
+
character’s back. Player 4 puts forward a big
+
Raise, and you’ve only got small dice: you’ll be out
+
of the conflict.
+
I’ve been holding a good die in reserve, though.
+
“Zeke shouts and shoves you out of the way,” I say,
+
and I give you my die. With it, you’re able to See
+
and stay in the fight.
+
I’ve spent it from my next Raise, though, so
+
when it comes around to my Go, I’ll Raise with only
+
one die.
+
When you give a die to a friend for a See, it doesn’t
+
count against her for Fallout. In other words, if your
+
friend is able to See with one die plus yours, that’s a
+
Reversal; with two dice plus yours, that’s a Block or
+
Dodge; with three dice plus yours, that’s Taking the Blow
+
for three dice of Fallout.
+
Using Ceremony
+
S
+
orcerers, demons, the possessed, and the souls of
+
the Faithful can’t ignore ceremony performed with
+
authority. That means that when your character’s in
+
conflict with one of those sorts of opponents, you can use
+
ceremony to See and Raise!
+
Your character can perform an entire ceremony,
+
including many ceremonial elements, as a single See or
+
Raise, or each See and Raise can be a single element of
+
ceremony. Choose whichever better serves the pace of the
+
conflict. I call upon the Authority of the Ancients! I make
+
the Sign of the Tree! I command you By Name to depart!
+
Raise 9! Or, if you’d rather: I call upon the Authority of
+
the Ancients! Raise 6! I make the Sign of the Tree! See 7! I
+
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+
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+
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+
command you By Name to depart! Raise 9! Either is, as I
+
say, valid.
+
In addition, the elements of ceremony that your
+
character uses determines the Fallout dice that your
+
character’s opponent receives when Taking the Blow.
+
Ceremony is like a weapon, in that way.
+
Ceremonial Fallout:
+
— Anointing with Sacred Earth: d8s.
+
— Calling by Name: d4s.
+
— Invoking the Ancients: d4s.
+
— Laying on Hands: d6s.
+
— Making the Sign of the Tree: d6s.
+
— Reciting the Book of Life: d4s.
+
— Singing Praise: d6s.
+
— Three In Authority: d8s.
+
If you’re creating a multiple-element ceremony as a
+
single Raise, inflict the highest die-size Fallout of all the
+
elements you’re including. If, for instance, your ceremony
+
includes Calling by Name, Invoking the Ancients, and
+
Making the Sign of the Tree, it inflicts d6s for Fallout.
+
Strictly, bringing ceremony into a conflict is not
+
escalating. You don’t get to roll new dice — unless you’ve
+
got a Trait or Belonging that now applies. No, ceremony is
+
useful only because it lets you Raise against demons and
+
sorcerers on their own terms.
+
Remember the supernatural continuum? If your game
+
is at the low-supernatural edge, you might go the entire
+
thing without using ceremony a’tall.
+
Demonic Influence
+
S
+
ome conflicts call for me as the GM to “roll Demonic
+
Influence,” that is, to bring to bear the sort of
+
generalized badness of what’s going on in the town.
+
Demonic Influence depends on what the Dogs have
+
discovered about the town, not what’s actually going on.
+
What’s the worst “something wrong” manifestation the
+
PCs have seen here?
+
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+
— Injustice: the Demonic Influence is 1d10.
+
— Demonic Attacks: the Demonic Influence is 2d10.
+
— Heresy: the Demonic Influence is 3d10.
+
— Sorcery: the Demonic Influence is 4d10.
+
— Hate and Murder: the Demonic Influence is 5d10.
+
There are three cases in particular:
+
When a character’s critically injured but gets
+
medical attention, I scoop up all of the Fallout Dice the
+
player just rolled, add the Demonic Influence, and roll
+
the lot. If the character’s dying but didn’t roll any Fallout
+
— if the character’s life was named as what’s at stake in a
+
conflict, for instance — I roll four dice plus the Demonic
+
Influence. I roll four dice of a size appropriate to the
+
circumstances or the resolution of the conflict: 4d10 if the
+
character’s shot, 4d8 if she’s stabbed, hacked, hanged or
+
clubbed, 4d6 if she’s strangled, stomped down, fallen or
+
drowned.
+
When a character launches a conflict and there’s
+
no clear opposition, I roll 4d6 plus the Demonic Influence.
+
When a Sorcerer calls upon the demons for help,
+
I roll the Demonic Influence into the sorcerer’s side of the
+
conflict, as though it were a Trait or Thing.
+
GMing Conflicts
+
I
+
think of this as “second session” advice. The first
+
time you play, you’ll be busy figuring out the simple
+
mechanics and rhythm of the game. It’s when you reflect
+
on the first time that this section will make the most sense.
+
— As GM, you get to help establish stakes. If your
+
player says “what’s at stake is this” you can say “no, I
+
don’t dig that, how about what’s at stake is this instead?”
+
Not only can you, you should. This is an important duty
+
you have as GM and you shouldn’t abdicate it.
+
— As GM, you should push for small stakes. It’s
+
natural for the players to set stakes big. “Do we get the
+
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+
whole truth from her about everything that’s going on?
+
Do we convince him to give up his sinnin’ ways and do
+
right forever after? Do we undo all the harm the cult has
+
done?” You as GM have to engage with them and wrestle
+
them down. You should be saying, “no, how about do you
+
win her trust about some small matter? Do you give him
+
a moment’s pause? Do you make this one person breathe
+
easier, right now?” It’s out of creative tension between
+
their big stakes and your small stakes that the right stakes
+
are born.
+
What you’re after is two things: follow-up conflicts and
+
givable conflicts.
+
Since you want good follow-up conflicts, the right
+
stakes can go either way without creating a dead end or a
+
dull patch. Pushing stakes smaller will tend to make them
+
less make-or-break.
+
Givable conflicts — that’s the trick. The right stakes
+
will make it so that escalating, taking a blow and giving
+
are all roughly equal. Set the stakes too large and
+
Escalating is always worth it. Set them small enough and
+
Giving vs. Escalating becomes a real question, as does
+
Giving vs. Taking a bad Blow.
+
Conflicts always end with a Give. It doesn’t have to be
+
because one side has used every single last die. It can be as
+
soon as one side sees which way the wind’s blowing - but
+
that won’t happen if the stakes are too grandiose.
+
— As GM, don’t put up with hedged stakes. “Do
+
we get him to repent?” is fine. “Do we get him to repent
+
without spilling blood?” is not. Think outcomes, not
+
methods; the methods come from playing the conflict
+
through.
+
— As GM, you should always follow your group’s
+
lead. A big part of your job in the first couple of sessions
+
is to figure out, mostly by observation, your group’s
+
standards for legit Raises and Sees, invoking traits, valid
+
stakes, using ceremony, the supernatural, and so on.
+
However, the thing to observe in play isn’t what the
+
group’s doing, but instead who’s dissatisfied with what
+
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+
the group’s doing. The player who frowns and uses
+
withdrawing body language in response to someone
+
else’s Raise, or who’s like “that’s weak” when someone
+
reaches for dice — that’s the player whose lead to follow.
+
Everyone’s Raises etc. should come to meet the most
+
critical player’s standards. As GM, it’s your special
+
responsibility to pay attention, figure out what those
+
standards are, and to press the group to live up to them.
+
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+
Recap
+
Resolving Conflicts
+
First, say what’s at stake.
+
Second, set the stage and the opening arena.
+
Third, roll Stat dice, depending on the opening arena:
+
— Just talking: Acuity + Heart.
+
— Physical, not fighting: Body + Heart.
+
— Fighting hand to hand: Body + Will.
+
— Gun fighting: Acuity + Will.
+
Fourth, roll Relationship dice if they apply.
+
Relationships apply when your relation is your opponent,
+
or your relation is at stake.
+
Fifth, take turns Raising:
+
— A Raise is an action your opponent’s character can’t
+
ignore.
+
— Whoever opens the conflict does the first Raise.
+
— In every round, everyone Raises once, in order of Best
+
Roll.
+
— For every Raise, everyone affected has to See.
+
— If your Raise or See brings one of your Traits or
+
Belongings into the conflict, roll its dice.
+
— If you See with one die, that’s Reversing the Blow. If
+
you See with two dice, that’s Block or Dodge. If you See
+
with three or more dice, that’s Taking the Blow.
+
— When you Take a Blow, you get Fallout Dice equal to
+
the number of dice you used to See.
+
— If you Escalate the conflict to a new arena, roll your
+
appropriate Stats.
+
— If you Help someone, give her a die, and Raise with
+
only one die when it’s your go.
+
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+
Sixth, when someone can’t See a Raise, or else when
+
someone Gives, that person’s out of the conflict.
+
— If you Give instead when it’s your turn to Raise, you
+
get to cut your losses: keep your single highest die for a
+
follow-up conflict, if there is one.
+
— The last person in the conflict gets to say what
+
happens with what’s at stake.
+
Seventh, everybody rolls Fallout:
+
— If you roll any 1s, choose something from the
+
experience list.
+
— If your highest two dice sum to less than 8, choose
+
something from the short-term list.
+
— If they sum to 8 to 11, choose something from the
+
long-term list.
+
— If they sum to 12 or more, choose two things from the
+
long-term list, and your character’s injured.
+
— If they sum to 16 to 19, your character’s badly injured.
+
Launch a follow-up conflict where what’s at stake is
+
whether he dies.
+
— If they sum to 20, your character’s dying.
+
Eighth, somebody launch a follow-up conflict, or
+
move on to the next scene.
+
Timing Dice
+
— Roll Stat dice at the beginning of the conflict and
+
when the conflict escalates to a new arena.
+
— Roll Relationship dice at the beginning of the conflict,
+
only.
+
— Roll Trait and Thing dice when you bring the Trait or
+
thing into play, incorporated into a See or Raise. Roll the
+
dice after you say the See or Raise, but before you assign its
+
dice.
+
— Roll each Stat’s, each Relationship’s, each Trait’s and
+
each Thing’s dice at most once per conflict.
+
Fallout Dice
+
Whenever you Take a Blow, you get one Fallout die for
+
each die you used to See. The size of the dice depends on
+
the blow you took:
+
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+
The Blow was...
+
— Not physical, not ceremonial: d4s.
+
— Physical: d6s.
+
— A weapon: d8s.
+
— A gunshot: d10s.
+
Ceremonial:
+
— Anointing with Sacred Earth: d8s.
+
— Calling by Name: d4s.
+
— Invoking the Ancients: d4s.
+
— Laying on Hands: d6s.
+
— Making the Sign of the Tree: d6s.
+
— Reciting the Book of Life: d4s.
+
— Singing Praise: d6s.
+
— Three In Authority: d8s.
+
— If the ceremony included more than one of these, take
+
the highest die size.
+
Interpreting Fallout:
+
— Did you roll at least one 1? Choose something from
+
the experience Fallout list. Continue.
+
— Did your two highest dice sum to 7 or less? Choose
+
something from the short-term Fallout list. Stop.
+
— Did your two highest dice sum to 8-11? Your
+
character’s injured: choose something from the long-term
+
Fallout list. Stop.
+
— Did your two highest dice sum to 12 or more? Your
+
character’s badly injured. Choose two things from the
+
long-term Fallout list. Continue.
+
— Did your two highest dice sum to 12-15? You might
+
need medical attention. Roll your Body. Consider your two
+
highest Fallout dice to be a Raise; if you can See in three
+
dice or fewer, you’ll recover without medical attention;
+
stop. If you can’t, bump your Fallout sum to 16; continue.
+
— Did your two highest dice sum to 16-19? Without
+
medical attention your character will die: bump your
+
Fallout sum to 20 and continue. With medical attention,
+
your character might live: launch a follow up conflict: your
+
Body + the healer’s Acuity vs. your Fallout dice (rerolled)
+
+ the Demonic Influence. What’s at stake is: does your
+
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iv: Conflict & Resolution: Recap
+
character live? If you lose, bump your Fallout sum to 20
+
and continue; otherwise stop.
+
— Did your two highest dice sum to 20? Your character’s
+
dying. Stop.
+
The short-term Fallout list:
+
— Subtract 1 from one of your character’s Stats for your
+
next conflict.
+
— Take a new trait rated 1d4 for your next conflict.
+
— Change the dice of one of your character’s
+
Relationships to d4s for your next conflict.
+
— Have your character leave the scene and spend some
+
time alone. Only choose this one if nobody else launches a
+
follow-up conflict.
+
The long-term Fallout list:
+
— Subtract 1 from one of your character’s Stats.
+
— Take a new trait at 1d4.
+
— Take a new relationship at 1d4.
+
— Add 1d to an existing d4 trait or relationship.
+
— Subtract 1d from an existing d6+ trait or relationship.
+
— Change the die size of an existing trait or relationship
+
to d4.
+
— Erase a Belonging from your character’s sheet.
+
— Rewrite your coat’s description to include permanent
+
damage. Reduce your coat’s dice if it’s called for.
+
The experience Fallout list:
+
— Add 1 to one of your Stats.
+
— Create a new Trait at 1d6.
+
— Add or subtract 1 die from an existing Trait.
+
— Change the d-size of an existing Trait.
+
— Create a new Relationship at 1d6.
+
— Add or subtract 1 die from an existing Relationship.
+
— Change the d-size of an existing Relationship.
+
— Write a Belonging on your character sheet and give it
+
its usual dice.
+
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+
Demonic Influence
+
What’s the worst “something wrong” manifestation the
+
PCs have seen here?
+
— Injustice: the Demonic Influence is 1d10.
+
— Demonic Attacks: the Demonic Influence is 2d10.
+
— Heresy: the Demonic Influence is 3d10.
+
— Sorcery: the Demonic Influence is 4d10.
+
— Hate and Murder: the Demonic Influence is 5d10.
+
GMing Conflict Resolution
+
— Help establish stakes.
+
— Push for small stakes.
+
— Don’t accept hedged stakes.
+
— Learn and stand for your group’s standards!
+
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+
85
+
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+
85
+
v: Resolution
+
in Action
+
Y
+
ou can see how the conflict rules apply to
+
arguments, chases, fistfights, shootouts, preaching
+
to a crowd, exorcising a demon — but they’re more
+
flexible even than that. Here are some subtler cases to get
+
you thinking.
+
Split Seconds
+
1.
+
What’s at stake: do you outshoot the shooting
+
instructor?
+
— The stage: the shooting range outside the Dogs’
+
Temple. You’ve been shooting at cans and scarecrows; now
+
someone flips a nickel. Do you hit it? All the Seeing and
+
Raising has to come between when the person flips the
+
nickel and when you pull the trigger.
+
— You roll Acuity + Will. I roll 4d6 + 4d10 (this being
+
your initiatory conflict).
+
— My Raises might include the sun’s glare, the distance
+
to the shot, the nickel’s flickering in the light, the fact that
+
you’ll hurt the instructor in front of your fellow initiates,
+
your grandfather’s insistence to you as a kid that you never
+
take a shot you can’t hit.
+
— Your Raises might include stilling your breath,
+
stilling your mind, leading your target, remembering your
+
grandfather’s hand on yours as he taught you to shoot,
+
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+
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+
v: Resolution in Action
+
fear that if you miss the shot you’ll look presumptuous and
+
foolish.
+
2. What’s at stake: who draws first?
+
— The stage: the dusty street through town. The big
+
town clock has just made that click noise it makes before it
+
strikes noon. All the Seeing and Raising has to happen in
+
the instant before the first gong.
+
— We roll Acuity + Will.
+
— Our Raises might include flexing our hands,
+
narrowing our eyes, a bird flying across the sun, our
+
fear of death, stilling our thoughts, little flinches and
+
hesitations, doubts about our rightness in the fight.
+
Other Time Tricks
+
3.
+
What’s at stake: do you learn to ride?
+
— The stage: the hills and brooks and scrubland
+
above the Dogs’ Temple. You’ve never ridden a horse before
+
you came here. Our Seeing and Raising will take place
+
in snapshots over the months of your initiation, like a
+
montage sequence in any movie.
+
— You roll Body + Heart. I roll 4d6 + 4d10, again.
+
— My Raises might be the challenging riding situations
+
you find yourself in.
+
— Your Raises might be riding challenges you set for
+
yourself, but each time, you start with “on the next day
+
that I go out riding...”
+
4. I gave an example way back in the Character
+
Creation chapter:
+
What’s at stake: do you learn to stop swearing?
+
— The stage: your teachers bring you into council and
+
take you to task.
+
— You roll Acuity + Heart. I roll 4d6 + 4d10.
+
— We Raise and See back and forth, but somewhere in
+
the middle I Raise with this: “two nights later, two men
+
corner you behind the stable...”
+
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+
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+
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+
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+
Cool, huh? Two nights pass between my See and my
+
Raise.
+
5. How about flashbacks?
+
What’s at stake: do I lose you?
+
— The stage: you’ve tracked me into the mountains up
+
above Bowers Draw. My hideout is up here somewhere.
+
I’ve killed some people and you aren’t inclined to let me get
+
away.
+
— We roll Acuity + Heart.
+
— We Raise and See back and forth, but somewhere in
+
the middle you Raise with this: “flashback to me at the
+
scene of the killings. I’m bent down, looking at something
+
on the corner of the doorframe: some red mud. I do it like
+
this between my fingers. It’s the same red mud as up here
+
in the creek bed!”
+
Bodyguards
+
6.
+
What’s at stake: do you gun me down?
+
— The stage: you’ve tracked me into the mountains
+
up above Bowers Draw and run me to ground. I’ve got
+
a couple of my thugs with me. You aren’t in the mood to
+
talk.
+
— We roll Acuity + Will and start shooting.
+
— The interesting thing here is that I can have one of
+
my thugs take the bullet as a Block or Dodge, if I want.
+
You Raise with “I creep up along the ridge until I’ve got a
+
shot at you” and I Take the Blow, “I keep shooting where
+
I thought you were.” Then you Raise with “I draw careful
+
sight at the side of your head ... BAM!” and I Block or
+
Dodge, “my thug Billy sees the glint of your barrel and
+
dives! You splatter me with his gore!” Billy’s dead, poor
+
jerk, but it was still a Block or Dodge because you didn’t
+
hit me.
+
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+
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+
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+
Ambush
+
7.
+
What’s at stake: do you get murdered in your bed?
+
— The stage: your room at night. A possessed
+
sinner creeps into your room without waking you.
+
— You roll only Acuity, because you’re asleep. I roll
+
Body + Will.
+
— My first Raise will be to hit you in the head with my
+
axe. I get my axe dice too! I’m rolling a lot more dice than
+
you, so probably you have to Take the Blow. But check it
+
out — that means you take Fallout and get to say how,
+
it doesn’t mean you’re dead. You aren’t dead unless the
+
whole conflict goes my way.
+
— So let’s say that you take the blow: “I hear him
+
coming even in my sleep, but he gashes me bad...” Then
+
it’s your Raise, and you can escalate: “...I come awake
+
already in motion, with blood in my eyes and my knife in
+
my hand!” Away we go!
+
I should tell you, in an early playtest I startled one of
+
my players bad with this very conflict. In most roleplaying
+
games, saying “an enemy sneaks into your room in the
+
middle of the night and hits you in the head with an axe”
+
is cheating. I’ve hosed the character and the player with
+
no warning and no way out. Not in Dogs, though: the
+
resolution rules are built to handle it. I don’t have to pull
+
my punches!
+
(You’ve GMed a bunch of RPGs before, right? Think
+
about what I just said for a minute. You know how you
+
usually pull your punches?)
+
Life or Death
+
8.
+
What’s at stake: are you dead?
+
— The stage: you’ve been hit in the head with an
+
axe. You Took the Blow and rolled a 16 for Fallout. Your
+
companion’s rushing to your side to provide first aid.
+
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+
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+
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+
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+
v: Resolution in Action
+
— Your friend rolls your Body plus his own Acuity. I
+
roll all of your Fallout Dice again, plus the town’s Demonic
+
Influence.
+
— My Raises might include you falling unconscious, you
+
hearing the voices of angels, your blood spurting, your
+
pulse failing, your deceased loved ones welcoming you
+
among them.
+
— Your friend’s Raises might include medical attention,
+
exhortation, and ceremony.
+
There’s another way to die than by taking bad Fallout.
+
What’s at stake is: does my character kill yours? It’s
+
possible for you to lose the conflict without taking any
+
Fallout a’tall, let alone rolling a 16+.
+
When that happens, treat it exactly as though
+
your attacker hit you with four dice Fallout, of the size
+
appropriate to his weapon — d10s for a gun, d8s for
+
an axe, etc. — and you rolled a 16. If you get medical
+
attention, we roll over into this new conflict: are you dead?
+
If you don’t, we don’t: you’re just dead.
+
For instance, I have a possessed person hit you in the
+
head with an axe, what’s at stake is does he murder you, I
+
put forward a fat Raise and you don’t have the dice to See
+
... so you have to Give. You’re dying of an axe in the head.
+
Ouch. Your companion rushes to your side. So now we roll
+
forward into this conflict where what’s at stake is: are you
+
dead? I roll 4d8 + Demonic Influence, just as though you’d
+
taken 4d8 Fallout.
+
Special Effects
+
9.
+
Think back to that supernatural continuum. Let’s say
+
that we’re playing somewhere in the middle of it: not
+
flashy, not colorful, but creepy...
+
What’s at stake: do you figure out who murdered
+
her?
+
— The stage: you’re bending over her body, cold, where
+
it lies in the tool shed. She’s got a rake through her.
+
— You Roll Acuity + Heart. I roll Demonic Influence.
+
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+
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+
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+
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+
— Your first Raise is to Call her by Name and ask her
+
ghost to answer your questions.
+
Sweet! Now we get to incorporate the chills, the
+
disembodied voices, the reenactment of the crime, the
+
pain, the hate of talking to a ghost into our Raises and
+
Sees.
+
10. What’s at stake: do you control the demon?
+
— The stage: this is another initiatory accomplishment.
+
Your teachers take you to a prepared place outside of
+
Bridal Falls City, where there’s a consecrated grove of
+
trees and a huge marble box. The box is carved with
+
prayers and inside it there’s a demon. Your teachers give
+
you a crowbar and wait among the trees.
+
— You roll Acuity + Heart. I roll 4d6 + 4d10.
+
— Naturally your Raises and Sees will be all ceremony.
+
— I decide at once that the demon’s going to try to
+
possess you, and if it succeeds it’ll pantomime forcing itself
+
back into the box, as a ruse to get your teachers to let it
+
escape. So in my Raises I have it battering on you like
+
wind, whispering into your ears, forcing itself into your
+
mouth and eyes, anything to get inside.
+
I hope I win. I have a great follow-up conflict in mind.
+
11. Or let’s say that we’re playing way out on the
+
other end of it, where the whole landscape of the game
+
is magically charged. It’s a Western version of a Chinese
+
Ghost Story!
+
What’s at stake: do you stop me from murdering her?
+
— The stage: I rode down on her in the middle of the
+
town street, but you spooked my horse and it bucked me
+
off. Now I jump up, swinging my wicked big repeater
+
around and escalating to shooting!
+
— We roll Acuity + Will.
+
— My Raise is fanning the hammer. Bam bam bam bam
+
bam!
+
— You put forward dice to Block or Dodge and say
+
something like this: “I sweep my coat around and the
+
bullets spark off of it, like pang pang pang! I’m mighty
+
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+
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+
Dogs in the Vineyard
+
93
+
with the power of righteousness!” Then you Raise with
+
something like this: “I Call you by your Secret Name!
+
Drop the gun!”
+
Fun, huh?
+
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+
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+
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+
93
+
vi: The Structure of
+
the Game
+
I
+
f Dogs in the Vineyard were a board game, this would
+
be the board.
+
1. Character Creation
+
Players:
+
— Create suitable characters;
+
— Contribute to one another’s characters;
+
— Contribute details to the game’s landscape and
+
culture, in the form of back story, Traits, et cetera;
+
— Get a handle on the game’s resolution rules.
+
PCs:
+
— Get initiated.
+
GM:
+
— Contribute to the players’ characters;
+
— Present the game’s landscape and culture,
+
incorporating the other players’ contributions;
+
— Begin to establish your role as the primary author of
+
adversity in the game, via conflict resolution.
+
NPCs:
+
— Support and/or oppose the PCs’ initiations, as called
+
for by the initiatory conflicts.
+
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+
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+
vi: The Structure of the Game
+
2. Long-term Play: Each
+
Character’s Service as a Dog
+
Players:
+
— Show your character in action.
+
— Comment on each others’ characters in action.
+
— Continue to contribute details to the game’s setting.
+
PCs:
+
— Travel from congregation to congregation, facing
+
danger and putting things as right as they can.
+
GM:
+
— Create and present towns and NPCs.
+
— Continue to develop and present the game’s setting,
+
with the players’ contributions.
+
— Identify and challenge the PCs’ moral grounds, by
+
provoking their judgment.
+
NPCs:
+
— Variously oppose, support, and otherwise engage the
+
PCs, to serve their own interests.
+
3. Short-term Play: Each Town
+
Players:
+
— Play your character!
+
— Respond actively to your fellow players’ play;
+
— Drive play toward conflict;
+
— Set stakes, follow up, and assign your character’s
+
Fallout, as called for.
+
PCs:
+
— Deliver mail and news;
+
— Bless babies, sanctify marriages, heal the sick and
+
injured, participate in ceremonies and celebrations;
+
— Uncover the town’s pride, sin, apostasy and hate, lay
+
it bare, and pronounce judgment upon it.
+
GM:
+
— Play the town!
+
— Drive play toward conflict;
+
— Actively reveal the town in play;
+
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+
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+
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+
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+
vi: The Structure of the Game
+
— Follow the players’ lead about what’s important and
+
what’s not;
+
— DO NOT have a solution in mind, but be open to
+
whatever solutions the PCs come to;
+
— Escalate, escalate, escalate.
+
NPCs:
+
— Try to get the PCs on their side;
+
— Try to undermine the PCs’ authority;
+
— Reveal their troubles to the PCs, either directly or by
+
protesting too much;
+
— Try to chase the PCs off with threats and violence;
+
— Offer to help the PCs in any way necessary;
+
— Try to murder the PCs in their sleep;
+
— Ask the PCs for special considerations;
+
— Ask the PCs for honest advice;
+
— Tell the PCs that it’s no big thing, when obviously it’s
+
all that matters;
+
— etc.!
+
4. Short-term Play: Between Towns
+
Players:
+
— Assign your character’s Experience for the town.
+
PCs:
+
— Decide: press on to the next town, return to a
+
previous town, or return to the Dogs’ Temple;
+
— Travel and reflect.
+
GM:
+
— Prepare the town the PCs are traveling to, by creating
+
or updating it.
+
— Prepare a batch of proto-NPCs.
+
5. Long-term Play: At the End of a
+
Dog’s Service
+
Players & GM:
+
— Create an epilogue or eulogy for the exiting
+
character.
+
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+
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+
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+
97
+
Player:
+
— Create a new character.
+
Going Forward:
+
— If the exiting character comes back into play, he or
+
she can be played as either a temporary PC, an NPC, or
+
some combination.
+
If you prefer, you can think of this chapter as the
+
skeleton of the game, and all the other chapters as the
+
meat.
+
If at any moment of play, you don’t know precisely
+
what to do right now, check this chapter first.
+
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+
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+
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+
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+
T
+
here’s something wrong, of course. That’s what
+
makes the game interesting, otherwise you’re just
+
roleplaying being welcomed by the people and
+
kissing their babies and shaking their hands. So when
+
the PCs arrive, amidst all the baby kissing and being
+
welcomed, some people are acting odd, or something bad
+
has recently happened, or there’s something just not right.
+
Your job as GM is to reveal the wrongness, in all its dirty
+
little glory.
+
“Something wrong” falls into a tidy progression, which
+
looks like this:
+
Pride (manifests as injustice).
+
...leads to...
+
Sin (manifests as demons attacking from outside, in
+
the form of famine, plague, raiding outlaw bands, or
+
whatever).
+
...leads to...
+
False Doctrine (manifests as corrupt religious
+
practices and heresy).
+
...leads to...
+
False Priesthood (manifests as demons within the
+
congregation: sorcery, possession and active evil).
+
...leads to...
+
Hate and murder.
+
When you create a town, you identify some key people
+
in it, decide what’s wrong with it and how it affects the
+
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+
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+
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+
vii: Creating Towns
+
people you’ve identified, decide how people will react to the
+
PCs’ arrival, and imagine what might happen if they never
+
came.
+
Something’s Wrong:
+
Pride
+
P
+
ride means wanting something better, or more, or
+
higher, than your fellows have. Pride doesn’t value a
+
thing for itself: it isn’t Pride to say “I want that because
+
it’s pretty.” Pride values a thing only by contrast to what
+
others have: it’s Pride to say “I want that because I should
+
have something prettier than yours.”
+
1. Stewardship
+
The Faith’s organization is made of nested domains of
+
spiritual authority, called Stewardship. Stewardship forms
+
a hierarchy of responsibility from each individual Faithful
+
up to the Prophets and Ancients of the Faith, who derive
+
their Stewardship from the King of Life. You’re responsible
+
for anyone who falls within your Stewardship, and you’re
+
responsible to whomever holds Stewardship over you.
+
At the end, you’ll be judged for how you fulfilled your
+
Stewardship.
+
The Faith overall looks like this, where “}” means
+
“falls under the Stewardship of”:
+
Local Families } Local Officials } Regional
+
Officials } Prophets & Ancients of the Faith
+
Families look like this:
+
Children, Elder Parents, Related Unmarried
+
Adults in the House } Married Adults } Husband
+
Local Officials look like this:
+
Various Duty-specific Officials, if there are
+
enough families to need specialized offices }
+
Counselors, if there are enough families that one
+
Steward can’t do it all } Steward.
+
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+
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+
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+
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+
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+
Regional Officials look just the same. The duty-
+
specific regional officials are to the local officials as the
+
local officials are to the families:
+
Various Duty-specific Officials, if there are
+
enough Branches in the region to need specialized
+
offices } Counselors, if there are enough Branches
+
that one Steward can’t oversee them all } Regional
+
Steward.
+
And the Prophets and Ancients of the Faith have
+
their own internal structure, but it’s not relevant. They
+
speak and act as one, from our point of view here.
+
Now, the Dogs! The Dogs look like this:
+
Congregation } Dogs Assigned to it } Stewards at
+
the Dogs’ Temple } Prophets & Ancients of the Faith
+
Notice that the branch Steward has Stewardship over
+
the families in his congregation, while the Dogs assigned
+
to that route have Stewardship over his congregation as a
+
whole, including him in his official capacity. Dogs have no
+
authority to solve the problems of families or individuals,
+
that’s the Steward’s job, except as the problems spill over
+
into the congregation as a whole. (Which they pretty much
+
do, so that’s okay.)
+
Oh, and an individual person looks like this:
+
Day-to-day Behavior, Obedience, Destiny,
+
Personal Relationships } You
+
You do not have Stewardship over your role in your
+
family, your congregation, or the Faith! Those belong to
+
your Steward.
+
What Stewardship means in practice is: the King of
+
Life will talk to you about what you have Stewardship
+
over, and expect you to keep it in order.
+
An example: Brother August is a man in Brother
+
Parley’s branch. He has a wife, six children (two of whom
+
are unmarried adults), and his wife’s aging mother in his
+
family. The King of Life does not talk to Brother Parley
+
about Brother August’s wife, kids, or mother in law. He
+
talks to Brother Parley about Brother August’s family:
+
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+
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+
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+
101
+
vii: Creating Towns
+
“Brother August’s family is troubled,” He might say. “See
+
what you can do about that.” Then Brother Parley goes to
+
Brother August and says, “The King of Life tells me your
+
family is troubled; what’s up?” And Brother August might
+
answer: “well, He tells me that my oldest is impatient and
+
bored, which would explain why he’s being so rude to his
+
grandmother. I’m thinking I’ll send him to my brother’s
+
out in Chapelton for a change of scenery.” That’s if
+
Brother August is lucky and on top of things. If he’s not,
+
he might answer: “yeah, the Wise Dead only knows what’s
+
going on with them. Fight fight fight, and I can’t keep
+
anyone under control.” Now Brother Parley has to say,
+
“okay, well you’d better get right with the King and quick,
+
so He’ll help you get your family in order.” If Brother
+
Parley’s congregation is big enough to warrant an official
+
in charge of gettin’ right with the King, Brother Parley
+
will tell him to go visit Brother August; otherwise, Brother
+
Parley has to see to it himself.
+
Stewardship applies to interpreting doctrine! The
+
King of Life tells the Prophets and Ancients the Truth
+
Immortal. The Prophets and Ancients derive from Truth
+
Immortal specific doctrines, as It applies to the here
+
and now, which they tell to the regional Stewards. The
+
regional Stewards apply the doctrines to the circumstances
+
of their regions, and tell their branch Stewards. The
+
branch Stewards apply these interpretations to their own
+
congregations, and tell the families. The husbands apply
+
the interpretations to themselves and their wives, and with
+
their wives apply them to their children and other family
+
members. Responsibility for following doctrine goes back
+
up the line: if family members don’t, the husband has to
+
answer to the branch Steward; if a branch doesn’t, the
+
branch Steward has to answer to the regional Steward; if a
+
region doesn’t, the regional Steward has to answer to the
+
Prophets and Ancients.
+
Pride can enter into Stewardship when:
+
— You think that you’d do a better job with someone
+
than that someone’s Steward, like if you think you know
+
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+
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+
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+
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+
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+
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+
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+
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+
103
+
vii: Creating Towns
+
better what’s good for Brother Zebediah’s wife than
+
Brother Zebediah does.
+
— You think that your convenience is more important
+
than your Stewardship, so you don’t attend to it.
+
— You think that fulfilling your Stewardship obligations
+
means you deserve recompense or special consideration.
+
— You think that the person with Stewardship over you
+
is doing a bad job or doesn’t deserve it, or you don’t have
+
to listen to him.
+
— You use your Stewardship over someone as though it
+
were power, not responsibility.
+
— You favor some of the people over whom you have
+
Stewardship above the others, seeing to their needs
+
preferentially.
+
Stewardship probs will generate conflict in the game
+
by themselves pretty much only insofar as your group is
+
interested in the Faith’s structure, order, and who has to
+
obey whom. But it underlies everything that follows, so
+
best to have a good grip on it.
+
2. Women’s vs. Men’s Roles
+
Girls are expected to:
+
— be retiring, demure, quiet, polite, patient, and
+
deferential.
+
— do boring, repetitive, menial work without
+
complaining.
+
— be afraid of spiders, mice, guns, horses, climbing,
+
falling, and swimming.
+
— not be afraid of blood.
+
— tend their younger siblings.
+
— help make meals, keep the house clean, and keep the
+
animals fed.
+
Boys are expected to:
+
— be obedient, energetic, respectful, enthusiastic, smart,
+
and confident.
+
— do hard physical work without complaining.
+
— not be afraid of anything.
+
— take on increasingly adult male responsibilities.
+
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+
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+
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+
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+
vii: Creating Towns
+
— not be too hard to clean up after.
+
Unmarried women are expected to:
+
— keep to their families.
+
— be receptive to courtship.
+
— fight to keep their courtships proper.
+
— overcome their girlish fears.
+
— continue on essentially as girls, otherwise.
+
Unmarried men are expected to:
+
— aggressively court multiple women (intending to
+
marry only one of them, until called to marry another by
+
the Faith, which may never happen).
+
— travel.
+
— work as men.
+
Married women are expected to:
+
— bear and raise children.
+
— serve their husbands.
+
— keep house.
+
Married men are expected to:
+
— provide for their families.
+
— educate their wives and children.
+
— defend their homes.
+
Old women are expected to:
+
— help their daughters raise their grandchildren and
+
keep their houses.
+
— be sweet, patient, indulgent and wise.
+
Old men are expected to:
+
— help educate their grandchildren.
+
— be clear-spoken, opinionated, stern and wise.
+
Pride can enter into Gender Roles when:
+
— you aren’t satisfied with the roles of your gender: you
+
want more freedom, or the roles of the other gender.
+
— you want someone of the other gender to act outside
+
her or his roles.
+
— you deny someone full access to her or his roles (by
+
locking your unmarried adult daughter in the house or
+
overprotecting your son, for instance).
+
Page 104
+
104
+
Dogs in the Vineyard
+
105
+
vii: Creating Towns
+
People, especially women, who want to transcend their
+
gender roles are sympathetic. Lots of good, interesting,
+
very satisfying conflict possibilities there.
+
3. Love, Sex, & Marriage
+
Here’s the Faith’s position on love, sex and
+
marriage:
+
— Between husband and wife, all sex and all love is
+
virtuous.
+
— Between two men or two women, no romantic love is
+
virtuous (although familial and comradely love can be) and
+
sex is a sin (and, coincidentally, a crime).
+
— Between two people married to others, no romantic
+
love is virtuous and sex is a sin.
+
— Between an unmarried man and a married woman,
+
no romantic love is virtuous and sex is a sin.
+
— Between a married man and an unmarried woman,
+
romantic love might be virtuous, and sex is a sin.
+
— Between an unmarried man and an unmarried
+
woman, romantic love is virtuous, and sex is probably a
+
sin.
+
Except in the unfortunate case of a husband and wife
+
who don’t love one another, sex is never virtuous without
+
love.
+
Now, see that “probably”? That’s because the King of
+
Life is, occasionally, a realist. Sometimes, when it matters,
+
He prefers a loving family to official recognition.
+
Especially because getting married isn’t just a Faith
+
thing. It’s also a Territorial Authority thing. Not all
+
people who should marry are able to, legally, be it because
+
of fees, corrupt Territorial representatives, or various
+
other difficulties — all the result of the unrighteousness
+
of the non-Faithful and the corruptness of the Territorial
+
Authority and the other religions.
+
Pride can enter into love, sex & marriage when:
+
— you demand the love of, or impose your love upon,
+
someone who doesn’t love you.
+
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+
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+
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+
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+
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+
— you act as though you love someone when you really
+
don’t.
+
— you consider your love to transcend sin and virtue,
+
like when you’re in love with someone inappropriate.
+
— you want sex, without considering love, virtue or sin.
+
— you pursue marriage with someone who reflects well
+
on you or who can advance you, not whom you love.
+
— you buy the affection and loyalty of your intended
+
spouse with money or prestige.
+
— you demand that your suitor buy your affection.
+
And you know? That stuff’s all rare bloody story meat.
+
4. Polygamy
+
Polygamy (technically polygyny; polyandry isn’t
+
allowed a’tall) is, in the Faith, a reward to men for long-
+
term service and dedication. No man under, say, 30 has a
+
second wife, and no man under 40 has a third (or fourth,
+
or fifth, or sixth...). To get official allowance to court a
+
woman after your first wife, you must:
+
— have been called upon by the King of Life to do so, as
+
confirmed by the person with Stewardship over you.
+
— be fulfilling the Stewardship of your office in the
+
Faith in an exemplary fashion (or have retired from a
+
lifetime of doing so).
+
— have a woman in mind.
+
— be able to support the addition to your family,
+
including the inevitable children and elder parents.
+
And pride can enter into Polygamy when:
+
— you consider polygamy to be your right, instead of a
+
reward you have to deserve.
+
— you think that you deserve polygamy when really you
+
just want it.
+
— you’re seeking a second or subsequent wife in order to
+
display your worthiness and faith.
+
— you’re a wife and you don’t welcome a righteous
+
subsequent wife.
+
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+
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+
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+
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+
vii: Creating Towns
+
— you’re a second or subsequent wife and you resent the
+
wives before you.
+
— you put your relationships with your fellow wives over
+
your relationship with your husband.
+
— you’re pursuing or part of a polygamous marriage
+
unapproved by the Faith.
+
— you’re a wife who wants an additional husband.
+
Polygamy is love, sex etc. times two. Or more. It
+
puts people in complicated and high-pressure situations.
+
Problematic polygamy can drive your game.
+
5. Money
+
Nobody in the Faith should be hungry when someone
+
else is eating. The King of Life has said so, and it’s maybe
+
the Faith’s most constant struggle.
+
Pride can enter into money when:
+
— you think you deserve more than someone else.
+
— you don’t want to give up what you have when
+
someone else needs it more than you do.
+
— you exploit the poor to buy community respect.
+
And that’s pretty good story stuff, but, well, it just
+
ain’t sex.
+
Injustice
+
W
+
hen a person acts on pride, when a person’s pride
+
influences the workings of a community, injustice
+
inevitably results.
+
1. Money: Someone is hungry when someone else is
+
eating. Someone is cold when someone else has clothing
+
and shelter.
+
2. Role: Someone is prevented from fulfilling his or her
+
role in the community. A mother can’t care for her child, a
+
husband can’t protect his family, one laborer has to do the
+
work of two, a young man can’t court a young woman.
+
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+
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+
Dogs in the Vineyard
+
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+
vii: Creating Towns
+
3. Righteousness: Someone has to choose between sin
+
and suffering. A person must steal food or else go hungry.
+
A child must lie to his parents or else be beaten. A young
+
woman must see her fiancé behind her father’s back, or not
+
at all.
+
Sin
+
1.
+
Violence. It’s a sin to harm or kill another person,
+
unless you have just cause. Self defense and war are
+
just causes; “he slept with my wife” is not.
+
2. Sex. It’s a sin to have sex with someone you aren’t
+
married to, unless all of the following are true: your
+
marriage is ordained in Heaven, you’re prevented from
+
wedding by inescapable circumstances, and you wed as
+
soon as you are able.
+
3. Deceit. It’s a sin to lie, cheat, steal, or break
+
promises.
+
4. Disunity. It’s a sin to conspire against another
+
person or to profit from another person’s misfortune.
+
5. Blasphemy. It’s a sin to call upon the King of Life in
+
an unworshipful manner.
+
6. Apostasy. It’s a sin to worship the King of Life
+
in any way not according to the dictates of the Faith, to
+
call upon any god but the King of Life, or to turn to the
+
demons for favors.
+
7. Worldliness. It’s a sin to dress immodestly, to smoke
+
tobacco or drink hard liquor, to use vulgar language, to
+
sleep in the same room as an unbeliever, to gamble for
+
money, to work on a day set aside for worship, or to show
+
comfort in the presence of sin.
+
8. Faithlessness. It’s a sin to neglect the duties of your
+
office in the Faith.
+
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+
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+
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+
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+
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+
Page 109
+
108
+
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+
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+
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+
Demonic Attacks
+
T
+
he presence of sin opens a community to attacks
+
from Demons. Since demons are non-corporeal, the
+
demonic attacks take various material forms, some subtle,
+
some overt. The demons will assess the character of the
+
community and act on some or all of these goals: isolate
+
the community, endanger the community’s survival,
+
exacerbate the community’s injustices, prosper the
+
community’s sinners, oppress the community’s faithful.
+
The demons might see the PCs’ arrival as a threat or an
+
opportunity.
+
Should the specifics of the demons’ attacks follow from
+
the specifics of the sin? Maybe. Consider:
+
Brother Eleazer is having an affair with his neighbor’s
+
daughter, Sister Alise. a) The demons are able to attack
+
Brother Eleazer, Sister Alise, and nobody else. b) The
+
demons are able to attack Brother Eleazer, Sister Alise,
+
and both of their families, interests, and holdings. c) The
+
demons are able to attack anybody in town, except the
+
exceptionally righteous. d) The demons are able to attack
+
anybody in town, including the exceptionally righteous.
+
And consider:
+
Brother Eleazer is having an affair with his neighbor’s
+
daughter, Sister Alise. a) The demons’ attacks are
+
specifically sexual: inspiring lust, souring marital
+
relations. b) The demons’ attacks have to do with, y’know,
+
fertility: blighting crops or herds, making women barren
+
or too fecund. c) The demons’ attacks are all about
+
relationships: inspiring hate within families and between
+
friends, inspiring distrust between spouses. d) The
+
demons’ attacks might be anything.
+
Choose what’s best for this particular town. But
+
you should know: what you choose now will constrain
+
your choices later. Over time, your players will develop
+
expectations about the rules the demons follow — and
+
that’s good. Defy those expectations with caution.
+
Page 110
+
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+
Dogs in the Vineyard
+
111
+
vii: Creating Towns
+
False Doctrine
+
S
+
in causes guilt. If I’m a habitual sinner, adopting a
+
false doctrine is a way to numb my conscience and
+
justify the sin.
+
Alternately, if I see someone else sinning but don’t see
+
anyone stepping in to correct the problem, I might conclude
+
that it’s my Steward at fault, or some other office holder of
+
the Faith. I might further conclude that there’s some flaw
+
in the Faith allowing the sin to continue. I might arrive at
+
a false doctrine that way.
+
False doctrines are always concrete. Here are some
+
examples:
+
The King of Life allows a woman to have more
+
than one husband.
+
Brother Parley is not the true branch Steward.
+
We should worship at the quarters of the moon,
+
not on the Sabbath.
+
The oldest son should not work with his
+
brothers, he should serve as a second father.
+
Marriage is a convenience; I need not marry my
+
lover.
+
God told me to kill him.
+
The Book of Life isn’t scripture but merely
+
human wisdom.
+
The Mountain People hold the true keys to
+
Heaven.
+
Corrupt Worship
+
T
+
he outward expression of false doctrine is false
+
worship and corrupt ceremony. Holding to a false
+
doctrine will corrupt your observances, even if — as in the
+
case of “God told me to kill him” — the false doctrine isn’t
+
especially related to them.
+
As the GM, it’s your job to create and present the
+
corrupt religious practices of your heretics.
+
Page 111
+
110
+
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+
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+
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+
False Priesthood
+
S
+
o far everything has been individual. One person is
+
resentful of injustices, then commits sins, then adopts
+
weird beliefs. False Priesthood is when the heretic develops
+
a following. The followers may themselves be anywhere
+
on the continuum — they might be heretics in their own
+
right, they might just be sinners or proud, they might even
+
be humble and decent but misled. The point is that now the
+
heresy has the force of a (sub-)community behind it.
+
Sorcery
+
O
+
rganized worship has power. The power of an
+
organized heresy is that the demons will serve it.
+
The false priest is a sorcerer. He or she will have
+
demonic attendants — overt or covert, noticed or not.
+
Since the false priest necessarily wants, at heart, to bring
+
the congregation to ruin, the demons will give up their
+
own agenda and adopt the cult’s.
+
Members of a cult are also vulnerable to demonic
+
possession. The demons take control of the person’s will
+
and act through the person directly.
+
Look ahead to the chapter on NPCs for more about
+
sorcerers and possession.
+
Hate and Murder
+
A
+
nd here I’m talking about something way more
+
serious than passion and rage. Hate is an organized
+
and deadly assault on the Faithful by the demonic, made
+
wholly personal. Hate causes murder — and not the tidy
+
“just a sin” murder that a love triangle or stolen cattle will
+
cause. The murders that follow from false priesthood and
+
sorcery have an entirely different tenor. They’re senseless,
+
or ritualistic, or their victims are innocent, perhaps good
+
people who threaten the cult. When you dig into those
+
murders, you find occult significance, motives that don’t
+
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+
112
+
Dogs in the Vineyard
+
113
+
vii: Creating Towns
+
add up, dirt on the upstanding in the community. The
+
murder is the tip of something big and sinister and it
+
promises more murders to come or more murders already
+
done and covered up. When the Faithful murder the
+
Faithful, it means that things have gone as wrong as they
+
can go.
+
Procedure
+
Setup
+
B
+
efore you start in earnest, there are three things you’ll
+
want to be sure to get out of the process: some NPCs
+
with a claim to the PCs’ time, some NPCs who can’t ignore
+
the PCs’ arrival, and some NPCs who’ve done harm, but
+
for reasons anybody could understand. In the following
+
procedure I talk about whether the town “seems grabby
+
enough” and whether there are “enough NPCs to keep
+
the PCs busy” — those three things are what I’m talking
+
about.
+
It can also be very useful to bring a secular authority
+
figure into play, a person who represents the Territorial
+
Authority in some fashion. Since the needs of the
+
Territorial Authority are different from the needs of the
+
Faith, you can thereby introduce a person who a) has
+
legitimate reason to be involved in the situation, but b) is
+
working at cross-purposes to the Dogs.
+
You can also repeat steps if you want. A town might
+
have one situation going all the way up to murder, and a
+
second, unrelated situation still at the sin level, and then
+
four more budding prides. If I wanted a town to take more
+
than a session or two to sort out, that’s how I’d do it.
+
If you like, try starting with the step corresponding
+
with the level of wrongness you’d like the town to have,
+
and working backward. If it works, or if it spectacularly
+
doesn’t, write me! I’d love to hear about it.
+
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+
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+
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+
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+
vii: Creating Towns
+
Step 1
+
1a: Pride. Scroll through the list of Pride problems
+
above. Choose whichever one jumps out at you. Attach a
+
name to it and write a (very short) paragraph.
+
1b: Injustice. Pride creates injustice. How is somebody
+
better off or worse off than everybody else, because
+
of the pride? Attach a name or names to it and write a
+
paragraph.
+
1c: If the situation seems grabby enough to you, which
+
it probably won’t but if it does, you can stop. Skip ahead to
+
step 6.
+
Step 2
+
2a: Sin. Unaddressed, injustice leads to sin. The
+
advantaged person becomes bold or the disadvantaged
+
person becomes resentful — either way, they break the
+
rules. Choose an appropriate sin from above, and choose
+
a sinner and a victim. Attach a name or names to it and
+
write a paragraph.
+
2b: Demonic Attacks. Sin allows the demons to attack
+
the town. What form does their attack take? Attach a
+
name or names to it and write a paragraph.
+
2c: The demons want the sin to become habitual.
+
2d: If you’ve got enough NPCs to keep the PCs busy
+
and you’re happy with the situation, you can stop. Skip
+
ahead to step 6.
+
Step 3
+
3a: False Doctrine. Habitual Sin and/or Demonic
+
Attacks create false doctrine. Either the sinner invents
+
false theology to justify the sin, or the victim or witness of
+
the attacks creates false doctrines to explain or repair what
+
seems to be a failure of the Faith. What’s the false tenet?
+
Attach names and write a paragraph.
+
3b: Corrupt Worship. False doctrine expresses itself
+
in bad religious practice or an incorrect use of ceremony.
+
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+
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+
Dogs in the Vineyard
+
115
+
vii: Creating Towns
+
What’s the form it takes? Attach names and write a
+
paragraph.
+
3c: The demons want the false doctrine to win over
+
other people.
+
3d: If you’ve taken the situation as far as you want to,
+
you can stop. Skip ahead to step 6.
+
Step 4
+
4a: False Priesthood. When a corrupt worship has
+
three or more worshippers, it becomes a false priesthood.
+
Who is the cult leader and who are the cult? Attach names
+
and write a paragraph or two.
+
4b: Sorcery. A false priesthood commands the service
+
of the demons. What does the cult have the demons doing?
+
Attach names and write a paragraph or two.
+
4c: The demons want someone to kill someone, plus
+
they want whatever the cult wants.
+
4d: If you’re happy with the situation, you can stop.
+
Skip ahead to step 6.
+
Step 5
+
5a: Hate and Murder. Eventually someone kills
+
someone. The demons especially like it when a) the very
+
Faithful and b) possible threats get murdered. Attach
+
names to the murder and write a paragraph.
+
5b: Stop now, or repeat 5a until the situation is grabby
+
enough for you. Unresolved, murder leads to more murder.
+
Step 6
+
6a: What does each named person want from the
+
Dogs? Write a sentence or two for each.
+
6b: What do the demons want in general? What do
+
they want from the Dogs? What might they do? Write a
+
paragraph.
+
6c: If the Dogs never came, what would happen — that
+
is, what’s the next step up the “what’s wrong” ladder?
+
Write a sentence or two.
+
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+
114
+
Dogs in the Vineyard
+
115
+
vii: Creating Towns
+
You’re done!
+
Example One: the Boxelder Canyon
+
Branch.
+
Brothers Artax, Benjamin and Cadmus are the Dogs.
+
1a Pride: The Territorial Authority guy thinks he
+
deserves his living without working. He’s a Faithful who’s
+
been assigned to negligible civic duties — keeping census
+
info and reporting it annually — but he thinks that it’s
+
enough to warrant his family’s maintenance.
+
1b Injustice: Because he spends his time pestering
+
the town for more money instead of working, he, his wife
+
(Brother Artax’ aunt) and their children are dirt poor.
+
1c: I need more people and more grief. I keep going.
+
2a Sin: The Territorial Authority guy’s wife, Brother
+
Artax’ aunt, makes whiskey and sells it to the town’s
+
farmhands on the sly.
+
2b Demonic Attacks: The church meeting house
+
burned down. Brother Benjamin’s uncle was badly burned
+
in the fire. He’s healing but pissed off.
+
2d: The situation doesn’t seem baked yet. I keep going.
+
3a False Doctrine: Brother Benjamin’s burned uncle
+
blames the Steward for the fire, because the Steward’s
+
grandmother is a Mountain Person convert and she lives
+
in the Steward’s house. It’s dumb bigotry, but he’s decided
+
that the Steward’s Calling is invalid.
+
3b Corrupt Worship: Brother Benjamin’s burned
+
uncle has taken to ceremonially praying for the Steward’s
+
grandmother’s death.
+
3d: I’m happy with the situation, but I want to hook
+
Brother Cadmus in! How about Brother Cadmus’ younger
+
brother, a farmhand newly arrived in town. He’s listening
+
too hard to Brother Benjamin’s raving uncle: he’s a
+
potential convert to the potential cult. Good, all done. I
+
skip to step 6.
+
4, 5: skipped.
+
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+
116
+
Dogs in the Vineyard
+
117
+
vii: Creating Towns
+
6a the People:
+
— Brother Artax’ aunt, the Territorial Authority census
+
guy’s wife, wants the Dogs to stay out of her business. She
+
wants to keep her whiskey a secret.
+
— Brother Benjamin’s uncle wants the Dogs on his side
+
vs. the Steward.
+
— Brother Cadmus’ little brother wants the Dogs to
+
tell him who to trust, but not to tell him to stop drinking
+
whiskey.
+
— The Territorial Authority census guy wants the Dogs
+
to side with him, that he deserves to be paid a living wage
+
for his (negligible) civic office.
+
— The Steward wants the Dogs on his side vs. the uncle.
+
He especially wants to convince them that his grandmother
+
is a convert with no malice in her.
+
6b the Demons:
+
— The demons want the farmhands to join the cult.
+
They’ll attack the town where the Steward oughta be able
+
to protect it, and undermine his authority where they can.
+
— They want the Dogs to join with the uncle.
+
— They want the whiskey to stay secret.
+
— If the Dogs get close to the whiskey, the demons’ll
+
work overtime to implicate the Steward’s grandmother.
+
They’ll make it look like she’s using them to attack the
+
uncle — that’s a good twist!
+
6c If the Dogs Never Came:
+
— Sooner or later the cult would get its three members.
+
Then they’d overthrow the Steward, and the demons would
+
whisper to them that leaving him and his grandmother
+
alive is dangerous to them. Eventually, murder!
+
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+
116
+
Dogs in the Vineyard
+
117
+
vii: Creating Towns
+
Example Two: the Whitechurch
+
Branch.
+
Brothers Artax, Benjamin and Cadmus are the Dogs.
+
1a Pride: Brother Artax’ niece is resisting the
+
appropriate courtship of the Steward’s son, for no good
+
reason. She just doesn’t like him.
+
1b Injustice: Consequently, the Steward’s son has
+
become obsessed with her. He’s buying her more gifts
+
than he can afford, burdening his family.
+
2a Sin: The shopkeeper, not a Faithful, is marking
+
up his prices. He doesn’t consider it a sin to profit from
+
injustice, but it is one. He and his wife — Brother
+
Benjamin’s cousin, young, pretty, Faithful — are getting
+
way rich and are lording it over.
+
2b Demonic Attacks: The demons want to make the
+
situation worse, so they’re breaking tools and making
+
them wear out faster. Brother Cadmus’ aged uncle’s farm
+
is one of the worst hit. The old guy values his independence
+
— whether that’s Pride too is up in the air.
+
3, 4, 5: skipped.
+
6a the People:
+
— The Steward and his son want Brother Artax to talk
+
sense into his niece. The Steward would be content if he
+
talked sense into his son.
+
— The shopkeeper wants the Dogs to keep their noses
+
out. They’ll have to figure out how to deal with him given
+
that he’s not Faithful. (Is he a Spiritualist, an Atheist, a
+
Dogmatist or what? Wing it!)
+
— His wife, Brother Benjamin’s cousin, wants the Dogs
+
to assuage her guilt. She doesn’t especially want them to
+
convert him to the Faith — she loves him how he is.
+
— Brother Cadmus’ uncle wants the Dogs to stay
+
over and help him get his farm back together, “just this
+
harvest.”
+
— Brother Artax’ niece wants to marry Brother
+
Benjamin or Brother Cadmus.
+
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+
118
+
Dogs in the Vineyard
+
119
+
vii: Creating Towns
+
6b the Demons:
+
— The demons want to drive prices and demand up, up,
+
up!
+
— They want the Steward to pronounce that it’s okay for
+
the town to rob the store — which would be false doctrine.
+
— They want the Dogs to buy stuff, so they’ll try
+
to break their stuff too. They don’t want the Dogs to
+
pronounce that it’s okay for the town to rob the store —
+
because if the Dogs say it, it’s probably not false doctrine.
+
That’s what Dogs do, after all.
+
6c If the Dogs Never Came:
+
— eventually the Steward would declare the store to be
+
the congregation’s property and run the shopkeeper and
+
his wife out. The demons would keep applying scarcity
+
pressure — without the shopkeeper, how will the town
+
restock the store? — until it all blows up.
+
Example Three: the Tower Creek
+
Branch
+
Brothers Artax, Benjamin and Cadmus are the Dogs.
+
1a Pride: The branch Steward has just taken,
+
righteously, a second wife. His first wife, Sister Bethia
+
(Brother Artax’ cousin) is against it.
+
1b Injustice: Sister Bethia is monopolizing her
+
husband’s attention, manipulating him so that he has little
+
time for his new wife. By “time,” of course, I mean both
+
“sex” and “public regard.”
+
2a Sin: The new wife — Sister Edie — turns to the
+
town’s deputy sheriff, Brother Cyrus.
+
2b Demonic Attacks: The demons make Sister Edie
+
barren.
+
3a False Doctrine: Sister Edie thinks, correctly, that
+
she can’t conceive because of her infidelity. She concludes,
+
incorrectly, that she should marry her lover, Brother
+
Cyrus. She thinks that women of the Faith can have
+
multiple husbands.
+
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+
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+
Dogs in the Vineyard
+
119
+
vii: Creating Towns
+
3b Corrupt Worship: She talks a third woman,
+
old Sister Wilhelmina (Brother Benjamin’s aunt) into
+
performing a secret wedding.
+
4a False Priesthood: Sister Edie, Brother Cyrus,
+
Sister Wilhelmina — that’s three! They’re a small cult but
+
they’re a cult. By performing the false wedding, Sister
+
Wilhelmina has established herself as the false prophet.
+
4b Sorcery: Sister Wilhelmina’s trying to sorcerously
+
restore Sister Edie’s fertility, by robbing other women of
+
theirs.
+
5a Hate and Murder: Sister Wilhelmina sorcerously
+
kills a child in the womb. Yesterday, the unborn baby was
+
healthy. Today, it’s stillborn.
+
6a the People:
+
— The Steward wants the Dogs to bless his second wife,
+
Sister Edie, to conceive.
+
— The Steward’s first wife, Sister Bethia, wants the
+
Dogs to prevail upon her husband to put aside Sister Edie.
+
— Brother Cyrus, the deputy sheriff, wants the Dogs to
+
solemnize his marriage to Sister Edie — he’s skeptical of
+
old Sister Wilhelmina’s authority.
+
— Sister Wilhelmina wants the Dogs to leave. As they
+
get closer to her, she’ll call upon the demons to protect her
+
and mislead them.
+
— The injured mother wants the Dogs to Name her
+
stillborn baby, because “he wasn’t meant to be born
+
dead.”
+
6b the demons:
+
— The demons want the Dogs to blame Sister Bethia,
+
the first wife, for the stillbirth. They’ll set her up as a
+
sorceress, even though she’s not one. Her Pride will be
+
obvious even without their help.
+
6c if the Dogs never came:
+
— Maybe the Steward could sort it all out and put it
+
right — but no, you know that Sister Wilhelmina would
+
talk poor Brother Cyrus into killing him first.
+
Page 120
+
121
+
Page 121
+
121
+
viii: Between Towns
+
Reflection
+
D
+
id your characters do a good thing? Is the town
+
better than when they arrived?
+
What did the events in the town reveal about
+
your characters? Whose character do you like better than
+
you did before? Whose don’t you like as well as you used
+
to?
+
What are you saying about people, in the actions of
+
your characters? Playing Dogs will raise questions about
+
duty, obedience, responsibility, sin, love — where do your
+
characters come down on the issues?
+
It’s also very appropriate for you to talk about the
+
experience of the game as players — what you liked and
+
didn’t like, what went well, where the action bogged and
+
where it was sharp.
+
Reflection Fallout
+
Choose one of these:
+
— Add 1 to one of your Stats.
+
— Create a new Trait at 1d6.
+
— Add or subtract 1 die from an existing Trait.
+
— Change the d-size of an existing Trait.
+
— Create a new Relationship at 1d6.
+
— Add or subtract 1 die from an existing Relationship.
+
— Change the d-size of an existing Relationship.
+
Page 122
+
122
+
Dogs in the Vineyard
+
123
+
viii: Between Towns
+
— Write a Belonging on your character sheet and give it
+
its usual dice.
+
This is exactly the same as the experience Fallout list,
+
so don’t let that throw you.
+
Whichever you choose, justify it by your character’s
+
experiences in the town you’re leaving.
+
In addition, choose one of these:
+
— Add any two dice to your unassigned Relationship
+
dice.
+
— Add 2d4 plus any one die to your unassigned
+
Relationship dice.
+
— Rewrite your coat’s description to reflect damage,
+
wear, repairs or replacement. Change your coat’s dice if it’s
+
called for.
+
— Choose again from the reflection / experience Fallout
+
list.
+
Direction
+
W
+
here do the characters go from here:
+
— To the next town on their assigned route?
+
— Back to the Dogs’ Temple, to make an accounting of
+
their service so far?
+
— Back to a previous town, to follow up?
+
— Home or elsewhere, abandoning their service?
+
GMing Between Towns
+
R
+
emember how, at the end of character creation, you
+
went “mmhmm” like the good doctor? Here’s where
+
you angle the game to hit those issues. In the town just
+
past, what were the characters about? What positions did
+
they take? Which sinners did they judge harshly, and
+
which did they show mercy? What did they say, I mean
+
really say, about themselves and others?
+
Your goal in the next town is to take the characters’
+
judgments and push them a little bit further. Say that in
+
Page 123
+
122
+
Dogs in the Vineyard
+
123
+
viii: Between Towns
+
Page 124
+
124
+
Dogs in the Vineyard
+
125
+
this past town, one of the characters came down clearly on
+
the side of “every sinner deserves another chance.” In the
+
next town, you’ll want to reply with “even this one? Even
+
this sinner?” Or say that another character demonstrated
+
the position that “love is worth breaking the rules for.”
+
You can reply with “is this love worth breaking the rules
+
for too? Is love worth breaking this rule for?”
+
But Dogs isn’t abstract or academic! This love, this
+
sinner, this law — those are real people, real characters
+
I mean, in real concrete situations. Create the people and
+
the situations, don’t pose the question in some sort of
+
theoretical way.
+
Most importantly, don’t have an answer already in
+
mind. GMing Dogs is a different thing from playing it.
+
Your job as the GM is to present an interesting social
+
situation and provoke the players into judging it. You don’t
+
want to hobble their judgments by arguing with them
+
about what’s right and wrong, nor by creating situations
+
where right and wrong are obvious. You want to hear your
+
players’ opinions, not to present your own.
+
Page 125
+
124
+
Dogs in the Vineyard
+
125
+
ix: Creating NPCs
+
A
+
n NPC has to have exactly the things a PC has:
+
Acuity, Body, Heart, and Will, all rated in d6s;
+
some Traits and some Relationships, rated in dice;
+
and some Belongings, rated in dice as usual (1d6 if it’s
+
normal, 1d8 if it’s big, 1d4 if it’s crap, plus 1d4 if it’s a gun,
+
etc.).
+
Proto-NPCs
+
H
+
owever, you don’t make your NPCs the way you
+
do PCs, one by one and with individual intention.
+
Instead, you make ’em in batches of six semi-formed proto-
+
NPCs, which you then flesh out when you need to, in play.
+
Like this:
+
1. Copy the NPC sheet from the back of the book or
+
make some boxes, lines and columns on a piece of paper.
+
2. Give your proto-NPCs Stats: roll 6d10. Each d10
+
gives you one proto-NPC’s Stats. Don’t name the proto-
+
NPCs, just give them Stats. Mix up which Stats get the
+
high numbers and which get the low. Here’s the table:
+
Roll Stats
+
Roll
+
Stats
+
1
+
4 3 2 2
+
6
+
4 4 4 3
+
2
+
4 3 3 2
+
7
+
5 4 4 3
+
3
+
4 4 3 2
+
8
+
5 5 4 3
+
4
+
5 4 3 2
+
9
+
6 5 4 3
+
5
+
5 5 3 2
+
10
+
6 5 5 4
+
(Remember that Stat dice are always d6s.)
+
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+
126
+
Dogs in the Vineyard
+
127
+
ix: Creating NPCs
+
3. Give your proto-NPCs Traits: for each one, roll
+
4d8. Each d8 gives your proto-NPC dice for one Trait.
+
Don’t name the Traits now, just write down the dice.
+
Here’s the table:
+
Roll Trait
+
Roll
+
Trait
+
1
+
2d4
+
5
+
1d10
+
2
+
1d4
+
6
+
2d6
+
3
+
1d6
+
7
+
2d8
+
4
+
1d8
+
8
+
2d10
+
4. Give your proto-NPCs Relationships: for each
+
one, roll 2d10. Each d10 gives your proto-NPC dice for one
+
Relationship. Don’t name the Relationships now, just write
+
down the dice. Here’s the table:
+
Roll Relationship
+
Roll
+
Relationship
+
1
+
2d4
+
6
+
2d6
+
2
+
1d4
+
7
+
2d8
+
3
+
1d6
+
8
+
2d10
+
4
+
1d8
+
9
+
3d6
+
5
+
1d10
+
10
+
3d8
+
In addition, each proto-NPC, like everybody, gets this
+
Relationship: Blood 1d6.
+
5. Give your batch of proto-NPCs some Free Dice:
+
roll 3d6. Each d6 gives you some dice to assign to a Trait
+
or Relationship for some NPC in the batch, whenever in
+
play you want to. Write the dice down in the “Free Dice”
+
box at the top of your NPC sheet. Here’s the table:
+
Roll Free Dice
+
Roll
+
Free Dice
+
1
+
2d4
+
4
+
1d8
+
2
+
2d6
+
5
+
2d8
+
3
+
4d6
+
6
+
1d10
+
That’s it! Your proto-NPCs are made. Don’t do
+
anything else to them until you’re actually in the midst of
+
play.
+
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+
126
+
Dogs in the Vineyard
+
127
+
ix: Creating NPCs
+
An example of a proto-NPC:
+
Name: ______________________
+
Stats
+
Acuity: 3d6
+
Body: 2d6
+
Heart: 5d6
+
Will: 5d6
+
Traits
+
___________ 2d4
+
___________ 1d6
+
___________ 1d10
+
___________ 1d10
+
Relationships
+
Blood 1d6
+
___________ 2d6
+
___________ 1d8
+
All of the examples in this chapter are built on this
+
proto-NPC.
+
NPCs in Play
+
G
+
oing into a session of play, at one hand you have a
+
town prepared with a list of named people, each one
+
motivated toward or away from the incoming Dogs. At
+
the other hand you have a list of unnamed proto-NPCs,
+
each one with Stats and some undefined Traits and
+
Relationships. In play, easy! Put them together. A named
+
person plus an unnamed proto-NPC equals a whole NPC.
+
Until a person comes into a conflict, you don’t need to
+
know his dice a’tall. You can just play him along, based on
+
what you do know: what he wants, what he’s afraid of, how
+
he’s aligned with or against the PCs.
+
Then when he does come into a conflict, scan down your
+
available proto-NPCs and choose one that’ll do. Write his
+
name in the space for it and pick up his relevant Stat dice.
+
If it makes sense to name one or both of his Relationships
+
now, do, and pick up those dice too. You can name his
+
Traits now or when you need them. Give him Belongings
+
(with their usual dice) if it’s called for. And if you need to,
+
you can pull dice from your Free Dice to add to his Traits
+
or Relationships.
+
It obviously works just the same way for people you
+
didn’t name when you wrote up the town, but brought into
+
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+
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+
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+
129
+
ix: Creating NPCs
+
play to meet the needs of the moment. Choose a proto-
+
NPC and go to!
+
If you run out of proto-NPCs, just call a quick break
+
and make a new batch. It takes only a minute or three.
+
An example of an NPC:
+
Name: Brother Thaddeus
+
Stats
+
Acuity: 3d6
+
Body: 2d6
+
Heart: 5d6
+
Will: 5d6
+
Traits
+
Well-read 2d4
+
Wealthy 1d6
+
Good Shot 1d10
+
Argumentative 1d10
+
Relationships
+
Blood 1d6
+
Sr. Hannah 2d6
+
___________ 1d8
+
Groups
+
S
+
ometimes the PCs will get into a conflict with a group.
+
You don’t need Stats for each individual opponent!
+
Instead create the group as one NPC.
+
How many people are in the group? Each person in the
+
group gives the group +2d6 to its Stats, divvy as you see
+
fit. Go ahead and change them on your NPC sheet.
+
Who are the people in the group? Write each one — or
+
the notable ones if the group is large — as a Trait. First
+
fill out the Traits you already have dice for on the NPC
+
sheet. Then steal the NPC’s listed Relationship dice, unless
+
the group needs them for Relationships (which is up to you
+
to decide). Then you can pull as many of your Free Dice as
+
you can spare, and after that each additional person gets
+
1d6.
+
List people by their role in the group, not (just) by
+
name. That way it’ll be easy to tell when you incorporate
+
them into the group’s Raises and Sees, so you’ll know
+
when you get to roll their dice.
+
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+
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+
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+
129
+
ix: Creating NPCs
+
Assign any Fallout the group gets to individuals in
+
the group as plausible or, more likely, give Fallout to the
+
players for follow-up conflicts.
+
An example of a group:
+
Name: Brother Thaddeus’ 7 farmhands
+
Stats
+
Acuity: 7d6
+
Body: 10d6
+
Heart: 8d6
+
Will: 5d6
+
Traits
+
Clumsy 2d4
+
Bully 1d6
+
Steady 1d10
+
Brick 1d10
+
Ringleader 2d6
+
Schemer 1d8
+
Voice of Reason 1d6
+
Relationships
+
Br. Thaddeus 1d6
+
When an NPC helps a PC
+
When an NPC takes a PC’s side in a conflict from the
+
beginning, it’s exactly as though the NPC were joining a
+
group. Give the PC +2d6 to Stats, plus a Trait representing
+
the NPC’s role. You choose which Stats. For the Trait, pull
+
from your Free Dice or make it 1d6, it’s up to you.
+
When an NPC comes suddenly to a PC’s side in a
+
conflict in progress, treat the NPC as an improvised tool.
+
See chapter 4 for the details.
+
Possessed People
+
A
+
possessed person must be either a) a willing, knowing
+
heretic, that is a believer in false doctrine, but possibly
+
acting alone; or else b) a sinner within the false priesthood
+
of a Sorcerer. In the latter case the Sorcerer has to
+
perform a ritual to make the possession happen, but the
+
possessed person needn’t be willing or informed.
+
Anyhow, assign one of the possessed person’s
+
Relationships to a demon. The number of dice in the
+
Relationship indicates how chronically the person has been
+
possessed.
+
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+
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+
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+
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+
ix: Creating NPCs
+
Choose a number of Manifestations equal to the
+
number of dice: Changes in body shape, changes in hands,
+
changes in facial features, changes in hair nails or teeth,
+
changes in eyes.
+
Choose a number of Powers equal to the number of
+
dice:
+
— Cunning: Apply the Relationship to every social
+
conflict.
+
— Ferocity: Apply the Relationship to every physical
+
conflict.
+
— Preservation: When the possessed person Takes a
+
Blow, take one fewer Fallout dice than normal.
+
— Viciousness: The possessed person inflicts Fallout
+
one die size higher than usual. Punches do damage like
+
blunt weapons, blunt weapons like edged weapons, edged
+
weapons like guns. It still maxes at d10.
+
A Dog in conflict with a possessed person can use
+
ceremony to See or Raise.
+
An example of a possessed person:
+
Name: Sister Hannah
+
Stats
+
Acuity: 3d6
+
Body: 2d6
+
Heart: 5d6
+
Will: 5d6
+
Traits
+
Sinner 2d4
+
Destitute 1d6
+
Beautiful 1d10
+
Black Hair 1d10
+
Relationships
+
Blood 1d6
+
A Demon 2d6
+
Br. Thaddeus 1d8
+
Manifestations
+
My hair moves even without wind.
+
My pupils reflect light like a cat’s.
+
Powers
+
Cunning
+
Preservation
+
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+
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+
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+
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+
ix: Creating NPCs
+
Page 132
+
132
+
Dogs in the Vineyard
+
133
+
ix: Creating NPCs
+
Sorcerers
+
A
+
false prophet — that is, a believer in false doctrines
+
who’s developed a following — is automatically a
+
sorcerer, even if he or she doesn’t realize it. The demons
+
attend to all false prophets and do their will. That being
+
the case, sometimes you’ll use a sorcerer’s special abilities
+
in a conflict, but have the sorcerer himself deny that
+
anything non-normal is happening.
+
Give the sorcerer a Relationship to a demon at four dice
+
of your choice, above and beyond the Relationships listed
+
for the NPC.
+
A sorcerer can:
+
— Call on the demons. Add the current Demonic
+
Influence to his preferred side of any conflict, as though it
+
were a Trait, by introducing demonic special effects into a
+
See or Raise.
+
— Become possessed at will (getting access, thereby, to
+
all the powers available to a possessed person).
+
— Perform rituals to invite demons to possess his
+
followers.
+
A Dog in conflict with a sorcerer can use ceremony to
+
See and Raise.
+
An example of a Sorcerer:
+
Name: Brother Calvin
+
Stats
+
Acuity: 3d6
+
Body: 2d6
+
Heart: 5d6
+
Will: 5d6
+
Traits
+
Patient 2d4
+
Alert 1d6
+
Aggrieved 1d10
+
Imposing 1d10
+
Relationships
+
Blood 1d6
+
The Dogs 2d6
+
A Demon 4d8
+
___________ 1d8
+
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+
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+
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+
133
+
ix: Creating NPCs
+
Demons?
+
D
+
emons don’t ever get Stats or Traits or anything.
+
Demons act in the world only through situations’
+
Demonic Influence and people’s Relationships to them.
+
They contribute dice to conflicts in only two circumstances:
+
Spiritual Opposition: Whenever a PC tries to
+
accomplish something that calls for a conflict, but there’s
+
no clear opponent, roll 4d6+Demonic Influence. This
+
doesn’t really depend on an individual demon, it’s just how
+
it works.
+
It’s the same when a PC launches a conflict with a
+
demon directly: 4d6+Demonic Influence.
+
Sorcery & Possession: As I’ve described.
+
In no case is any particular demon more powerful or
+
more intent than any other. All demons are faceless and
+
equal, except as empowered by a town’s sin or individual
+
sinners.
+
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+
134
+
Dogs in the Vineyard
+
135
+
ix: Creating NPCs: Recap
+
Names
+
S
+
ome appropriate female names you might not think of:
+
Abiah
+
Cornelia
+
Mindwell
+
Adelaide
+
Damaris
+
Obedience
+
Adelia
+
Edwina
+
Patience
+
Adeliza
+
Electa
+
Permelia
+
Alexanderina
+
Eliphal
+
Phidelia
+
Almena
+
Emeline
+
Philomena
+
Althea
+
Fidelia
+
Prudence
+
Asenath
+
Hester
+
Relief
+
Augusta
+
Honora
+
Submit
+
Azubah
+
Kesiah
+
Sybrina
+
Bedelia
+
Lavina
+
Temperance
+
Bethia
+
Louvina
+
Theodosia
+
Clementine
+
Malvina
+
Tryphena
+
Cleophas
+
Marilla
+
Tryphosia
+
Constance
+
Mehetable
+
Waitstill
+
S
+
ome appropriate male names you might not think of:
+
Abijah
+
Eleazer
+
Micajah
+
Archibald
+
Elijah
+
Nathaniel
+
August
+
Hamilton
+
Newton
+
Azariah
+
Hezekiah
+
Obediah
+
Bartholomew
+
Hiram
+
Phineas
+
Cornelius
+
Jackson
+
Pleasant
+
Cuthbert
+
Jedediah
+
Thaddeus
+
Cyrus
+
Jeduthan
+
Theophilus
+
Derrick
+
Josiah
+
Virgil
+
Ebenezer
+
Malachi
+
Wiley
+
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+
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+
Dogs in the Vineyard
+
135
+
ix: Creating NPCs: Recap
+
Recap
+
Before Play
+
Create 6 proto-NPCs at a time. For each, roll 1d10 for
+
Stats, 4d8 for Traits, and 2d10 for Relationships, plus roll
+
3d6 for Free Dice for the whole batch:
+
Roll Stats
+
Trait
+
Relationship Free Dice
+
1
+
4 3 2 2
+
2d4
+
2d4
+
2d4
+
2
+
4 3 3 2
+
1d4
+
1d4
+
2d6
+
3
+
4 4 3 2
+
1d6
+
1d6
+
4d6
+
4
+
5 4 3 2
+
1d8
+
1d8
+
1d8
+
5
+
5 5 3 2
+
1d10
+
1d10
+
2d8
+
6
+
4 4 4 3
+
2d6
+
2d6
+
1d10
+
7
+
5 4 4 3
+
2d8
+
2d8
+
--
+
8
+
5 5 4 3
+
2d10
+
2d10
+
--
+
9
+
6 5 4 3
+
--
+
3d6
+
--
+
10
+
6 5 5 4
+
--
+
3d8
+
--
+
In Play
+
When you need dice for an NPC, choose whichever one
+
fits best. Assign Traits, Relationships and Belongings as
+
called for. Pull in Free Dice if you want.
+
Groups
+
Each person in the group a) gives the group NPC +2d6
+
to Stats, and b) is a Trait.
+
Possessed people
+
Choose a number of Manifestations and a number
+
of Powers equal to the number of dice in the person’s
+
Relationship with the demon.
+
Page 136
+
137
+
Page 137
+
137
+
x: How To GM
+
Play the town
+
Y
+
ou made a town, right, you’ve got some NPCs, and
+
each and every one of them wants something from
+
the PCs. Right? So play them!
+
Don’t play the PCs. Present the PCs with choices — by
+
which I mean, have your NPCs come to them and ask
+
them to do things, fix things, take care of things, make it
+
right, make it better, tell them it’s not their fault, tell them
+
they’re in the right, tell them not to worry — then back
+
waaay off. “Sister Abigail comes to you and asks you to
+
marry her to her lover, Brother Ezekiel. Yes, they’ve been
+
having an illicit affair and he’s already married. What do
+
you do?”
+
Provoke the players to have their characters take action,
+
then: react! Whatever the PCs do, your NPCs have to
+
adjust to it. Figure out what they want now — it should be
+
easy, they want what they always wanted — and have ’em
+
work toward it.
+
Don’t play “the story.” The choices you present to the
+
PCs have to be real choices, which means that you can’t
+
possibly know already which way they’ll choose. You can’t
+
have plot points in mind beforehand, things like “gotta get
+
the PCs up to that old cabin so they can witness Brother
+
Ezekiel murdering Sister Abigail...” No. What if the
+
PCs reconcile Brother Ezekiel and Sister Abigail? You’ve
+
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+
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+
Dogs in the Vineyard
+
139
+
x: How to GM
+
wasted your time. Worse, what if, because you’ve invested
+
your time, you don’t let the PCs reconcile them?
+
You’ve robbed the players of the game.
+
You can’t have a hero and a villain among your NPCs.
+
It’s the PCs’ choices that make them so. The PCs are
+
empowered to turn sin into goodness sake doctrine if they
+
think it’s the right thing to do. How are you gonna decide
+
up front who comes out on top?
+
All I’m saying is, the PCs’ stories aren’t yours to write
+
and they aren’t yours to plan. If you’ve GMed many other
+
roleplaying games, this’ll be the hardest part of all: let go
+
of “what’s going to happen”. Play the town. Play your
+
NPCs. Leave “what’s going to happen” to what happens.
+
How, though? Here’s how:
+
Drive play toward conflict
+
E
+
very moment of play, roll dice or say yes.
+
If nothing’s at stake, say yes to the players,
+
whatever they’re doing. Just plain go along with them. If
+
they ask for information, give it to them. If they have their
+
characters go somewhere, they’re there. If they want it, it’s
+
theirs.
+
Sooner or later — sooner, because your town’s
+
pregnant with crisis — they’ll have their characters
+
do something that someone else won’t like. Bang!
+
Something’s at stake. Launch the conflict and roll the dice.
+
Roll dice or say yes. Roll dice or say yes. Roll dice or
+
say yes.
+
Actively reveal the town
+
in play
+
T
+
he town you’ve made has secrets. It has, quite likely,
+
terrible secrets — blood and sex and murder and
+
damnation.
+
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+
138
+
Dogs in the Vineyard
+
139
+
x: How to GM
+
But you the GM, you don’t have secrets a’tall. Instead,
+
you have cool things — bloody, sexy, murderous, damned
+
cool things — that you can’t wait to share.
+
There’s this interesting hump I have to get over every
+
time I GM Dogs — maybe it’ll go away eventually. It’s like
+
this:
+
The PCs arrive in town. I have someone meet them.
+
They ask how things are going. The person says that, well,
+
things are going okay, mostly. The PCs say, “mostly?”
+
And I’m like “uh oh. They’re going to figure out what’s
+
wrong in the town! Better stonewall. Poker face: on!” And
+
then I’m like “wait a sec. I want them to figure out what’s
+
wrong in the town. In fact, I want to show them what’s
+
wrong! Otherwise they’ll wander around waiting for me
+
to drop them a clue, I’ll have my dumb poker face on, and
+
we’ll be bored stupid the whole evening.”
+
So instead of having the NPC say “oh no, I meant that
+
things are going just fine, and I shut up now,” I have the
+
NPC launch into his or her tirade. “Things are awful! This
+
person’s sleeping with this other person not with me, they
+
murdered the schoolteacher, blood pours down the meeting
+
house walls every night!”
+
...Or sometimes, the NPC wants to lie, instead. That’s
+
okay! I have the NPC lie. You’ve watched movies. You
+
always can tell when you’re watching a movie who’s lying
+
and who’s telling the truth. And wouldn’t you know it,
+
most the time the players are looking at me with skeptical
+
looks, and I give them a little sly nod that yep, she’s lying.
+
And they get these great, mean, tooth-showing grins
+
— because when someone lies to them, ho boy does it not
+
work out.
+
Then the game goes somewhere.
+
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+
140
+
Dogs in the Vineyard
+
141
+
x: How to GM
+
Follow the players’ lead
+
about what’s important
+
Y
+
ou present an interesting situation to your players, a
+
town. It’s got a couple few conflicts already present
+
in it, each with at least two sides, some facets and nuances
+
to the moral questions it poses. You’ve made this cool,
+
interesting thing, this town and its problems, so you show
+
it to your players like, “look! What do you think?”
+
Then you step back and wait to hear what they think
+
— and I shouldn’t suggest that you have to actually wait
+
at all. The truth is that they start taking sides the instant
+
you start showing them what the sides are. It’s immediate
+
and visceral.
+
If you’ve GMed other games, you’ve probably had this
+
experience: You say, “...and the super villain reveals his
+
plan, which is to use armored laser sharks to destroy the
+
world!”
+
Your first player says, “dude, Mr. Johnson didn’t hire
+
me to save the world, he just hired me to find his brother. I
+
go back and tell him his brother’s dead.”
+
Your second player says, “I’m still talking to the pool
+
girl, remember?”
+
And your third player’s reading your old White Wolf
+
magazines.
+
It’s suck. But you’re not going to get that with Dogs,
+
and here’s why: you haven’t created a super villain.
+
There’s not a plot the PCs have to foil. You’re not providing
+
judgment for the players the way you have to if you’ve pre-
+
decided who the villain is. Instead, you’ve presented your
+
interesting moral situation, the PCs can’t walk away from
+
it, they have to cut through its knot somehow and leave the
+
town better off. So, what do they think?
+
They’ll surprise you. They’ll take sides you never
+
expected. People just endlessly delight me and one of
+
the reasons they do is because of their capacity to take
+
surprising sides. Watch, you’ll see.
+
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+
140
+
Dogs in the Vineyard
+
141
+
x: How to GM
+
Escalate, Escalate, Escalate
+
D
+
oes that mean that you just, y’know, sit? And
+
watch? Not in the least. When the players take sides
+
— from the first moment they begin to take sides — start
+
complicating their lives.
+
It works exactly the same as it works between towns,
+
but moment-to-moment instead of episode-to-episode.
+
The dialog of play is all “my character does this, your
+
character does this, they find this, this person ambushes
+
them and starts shooting, this person shifts her eyes
+
sideways and you can tell she’s lying, what do you do?
+
Where do you go now? What do you do then?” Just like
+
any other roleplaying game. But if you take a step up from
+
that, you’ll see that the conversation’s about something.
+
It’s about the moral judgments the players make on the
+
situations you present. In the midst of conflict, you should
+
be thinking, “really? Even now? Even now? Really?”
+
In concrete terms, this point and the point before are
+
about setting conflicts’ stakes. The point before says: let
+
the players set the stakes. This point says: then, you set the
+
stakes harder.
+
Here’s an example:
+
I’m the GM. I present to my players a situation: Brother
+
Cadmus’ little brother wants the Dogs to tell him who to
+
trust, but not to tell him to stop drinking whiskey. Brother
+
Cadmus and Meg, his player, have noticed that there’s
+
something he’s not saying, but they don’t know what yet.
+
Meg has Brother Cadmus say, “I can’t tell you who to
+
trust until you tell me what’s really going on.”
+
I say, “Sweet! Let’s roll some dice. What’s at stake is,
+
does he spill?” Notice that even though I’m the one who
+
said what’s at stake, Meg’s the one who chose it.
+
We roll dice, Raise and See back and forth, and
+
(unsurprisingly) Brother Cadmus is winning.
+
Now it’s my turn to set the stakes harder. How badly
+
do Meg and her character want to know? I say, “he says,
+
‘y’know Cad, I come to you for advice and you grill me.
+
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+
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+
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+
143
+
x: How to GM
+
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+
142
+
Dogs in the Vineyard
+
143
+
x: How to GM
+
Isn’t that just like you.’ He shoves past you. I’m escalating
+
to physical.” I roll some more dice. Meg has to choose:
+
does her character physically stop him from leaving, or
+
give? How far is she willing to go for this? What if he
+
throws a punch, will she still be willing to push him?
+
Let’s say that yes, she’s willing to fight him for it.
+
Then, what if he’s beating her? Will she have Brother
+
Cadmus draw on his own brother?
+
DO NOT have a solution in
+
mind
+
I
+
f you have a solution in mind, the game rules are going
+
to mess you up bad.
+
I hope I’ve made that clear enough. If you’re GMing
+
by the rules, you have absolutely no power to nudge things
+
toward your desired outcome. It’s best for everybody,
+
I mean especially it’s best for you too, if you just don’t
+
prefer one outcome to another.
+
Your job is to present the situation and then escalate
+
it. The players’ job is to pronounce judgment and follow
+
through. The solution is born of the two in action.
+
Playing God?
+
I
+
n most RPGs with religious content, the GM arbitrates
+
the characters’ morality. The GM plays God (or the
+
gods) as an NPC, giving and withholding moral standing
+
— whatever form it takes in the particular game: Faith
+
Points, Alignment Bonuses, whatever — based on the
+
characters’ actions. Not in Dogs.
+
In Dogs, the GM has no opportunity to pass effective
+
judgment on a PC’s actions. Talk about ’em, sure, but
+
never come down on them as righteous or sinful in a way
+
that’s binding in the game world. The GM can’t give or
+
withhold dice for the state of a PC’s soul, and thus never
+
needs to judge it.
+
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+
144
+
Dogs in the Vineyard
+
145
+
x: How to GM
+
Which is good! Which is, in fact, essential. If you, the
+
GM, can judge my character’s actions, then I won’t tell
+
you what I think. I’ll play to whatever morality you impose
+
on me via your rulings. Instead of posing your players
+
an interesting ethical question and then hearing their
+
answers, you’d be posing the question and then answering
+
it yourself.
+
How dull would that be.
+
Some Actual Play
+
H
+
ere’s how it works out. This is from one of the game’s
+
very earliest playtest sessions.
+
Setup: Brothers Artax and Cadmus are the Dogs,
+
played by Tom and Meg, respectively. The branch
+
Steward, Brother Malachi, is having an affair with Brother
+
Cadmus’ 15-year-old cousin Avigail. Brother Artax’ aunt
+
Elsa is best friends with Brother Malachi’s wife Judith.
+
Sisters Elsa and Judith and Brother Malachi all feel
+
that Brother Malachi deserves, because he’s such a good
+
Steward, to be allowed by the Faith to marry Avigail.
+
Avigail is having sex with him willingly, but becoming
+
his trophy isn’t what she wants for her life — she’s in love
+
with a boy named Jonas. But whether Brother Malachi
+
deserves her as his second wife or not, they’re sinning and
+
that gives demons access to the town. The demons want
+
to maintain the status quo — inevitably, their affair will
+
spawn some sort of false doctrine, probably where they’ll
+
marry without the approval of the Faith and Brother
+
Malachi will become a breakaway cult leader. Maybe,
+
because he’s well-liked by the town, bringing the whole
+
blessed congregation away with him.
+
So that’s where we start and from that, I know how to
+
play the NPCs. Brother Malachi is charming and effective,
+
with just enough pride to make Meg and Tom suspicious
+
but not enough to give him away. Sister Elsa will try to
+
get Brother Artax’ buy-in on the whole “Brother Malachi
+
deserves a second wife” thing, and in the process give away
+
Page 145
+
144
+
Dogs in the Vineyard
+
145
+
x: How to GM
+
that he has Avigail in mind. Sister Avigail will be willing
+
to talk about Jonas but will try to hide her affair with
+
Brother Malachi. (I improvised: Jonas is delighted and
+
taken aback to hear from Brother Cadmus that Avigail
+
has a thing for him, which I believe swayed the outcome-
+
choices Meg and Tom made. If I’d made him a jerk, they’d
+
have been a lot less sympathetic to her hopes, I think.)
+
Outcome: Brothers Artax and Cadmus fend off a
+
possessed attacker, confront the principles, spill to Jonas
+
that Avagail’s in love with him, figure out (in a satisfying,
+
shared “aha!” moment crossing two separate scenes) who’s
+
having sex with whom, and then bundle Brother Malachi
+
and Sister Judith up and send them off to Bridal Falls City.
+
They tell a convenient little lie to the branch that Brother
+
Malachi’s been such a good Steward that he’s being Called
+
to greater duties. It’s important to Meg and Tom that
+
Jonas not hear about the affair, to give Avigail the chance
+
with him that she wants, so they can’t risk shunning
+
Brother Malachi or making his crime public. (Funny how
+
they thought of it as “his” crime, when there were two of
+
them in the bed...)
+
Later, Tom wrote me and said “Yeah, but your
+
description implied that she was only doing it because he
+
was the Steward and it was cast specifically as ‘Brother
+
Malachi is abusing his position.’ So it was a pretty natural
+
progression.” In fact, in my description all I’d done
+
is emphasize that he wasn’t raping her. Meg and Tom
+
between them had judged Brother Malachi so immediately
+
and so viscerally that they thought his guilt was
+
objective and foregone. And then they lied to the whole
+
congregation to protect a possible future between Avigail
+
and Jonas!
+
Isn’t that fascinating? And unbelievably cool? Friend,
+
that’s why I play this game.
+
Page 146
+
147
+
Page 147
+
147
+
xi: Design Notes
+
Resources
+
I
+
’ve watched, as you would guess, one million Westerns.
+
You should watch a bunch too, plus some Samurai
+
flicks. Most of them won’t be quite right, though: the
+
protagonists usually want to be left alone, but get dragged
+
into things despite themselves. Crime flicks are better for
+
protagonists who come into a situation ready to pronounce
+
judgment.
+
The Quick and the Dead is an exception. Ellen’d make a
+
Dog.
+
Tombstone is interesting for the way the principle
+
townspeople fall all over themselves to line up with or
+
against Wyatt Earp. NPCs in Dogs act that way.
+
You can’t go wrong with the Man Who Shot Liberty
+
Valance.
+
Or High Plains Drifter. Man.
+
Good non-Westerns with Dogs-like stories: LA
+
Confidential. Devil in a Blue Dress. The Untouchables.
+
Definitely watch Green Snake for inspiration if you’re
+
playing a high-supernatural game. A Chinese Ghost Story
+
too.
+
But of ’em all, Brigham City, a little indie flick by
+
Richard Dutcher, is the most exactly right. When you
+
watch it, consider that when Wes Clayton’s the bishop, he’s
+
Page 148
+
148
+
Dogs in the Vineyard
+
149
+
xi: Design Notes
+
the branch Steward, and when he’s the sheriff, he’s the
+
Dogs.
+
www.brighamcitythemovie.com
+
The ideal Dogs in the Vineyard soundtrack includes
+
some Johnny Cash, Slaid Cleaves, Dave Carter and Tracy
+
Grammer, Alison Krauss, Lyle Lovett, the Stone Coyotes,
+
and Cordelia’s Dad (of the later shaped-note sort). Strike
+
a balance between spirituals and murder ballads, and be
+
sure to include “the Man Comes Around.”
+
If you’d like to learn more about the LDS church, you
+
can visit its official site:
+
www.lds.org
+
For a (much) more critical picture, try:
+
www.lds-mormon.com.
+
And I’ve got a bunch of online resources going, from
+
reenactment catalogs to old maps to landscape photos to
+
“how a revolver works.” Surf to:
+
www.lumpley.com
+
Comment: Relationships vs.
+
Traits vs. Things
+
T
+
he reason that the character background options
+
aren’t balanced across Relationships and Traits is
+
that the two things serve very different purposes in the
+
game. Your Traits contribute to how conflicts go, but your
+
Relationships contribute to what conflicts are about. When
+
you take “I’m a good shot” as a Trait, you’re saying that
+
you want to resolve conflicts by shooting. When you take
+
a Relationship with a person, you’re saying that you want
+
to be in conflict with him or her.
+
You drive a conflict, moment to moment, toward
+
your Traits. You drive the game, scene by scene, toward
+
your Relationships. When you choose your character’s
+
background, you’re prioritizing: do you want more input
+
Page 149
+
148
+
Dogs in the Vineyard
+
149
+
xi: Design Notes
+
into how conflicts turn out, or more input into which
+
conflicts?
+
Make sense? That’s why you get more Relationship dice
+
than Trait dice across the board. Input into which conflicts
+
is more important in the game overall.
+
Belongings, then, are just super-narrow Traits. I
+
like it when my players put big dice in their Belongings,
+
especially their weapons — every die in a weapon is a
+
temptation to hurt someone.
+
Adapting the Faith
+
T
+
he Faith I’ve presented is based on early Mormonism.
+
It may be that you want to play Dogs but the LDS and
+
Utah flavor doesn’t do it for you. That’s fine; adapting the
+
game to other religions is quite easy.
+
The Faith has a pretty much normal set of moral codes:
+
don’t do violence to one another, don’t sleep around, don’t
+
lie, cheat, steal, break promises, conspire against one
+
another, or profit from another’s misfortune. It has the
+
standard religious ones: worship the correct god in the
+
correct way, don’t turn to demons or false gods for favors.
+
It also has a handful of “avoid the appearance of sin” and
+
“separate people” ones: modesty rules, including who’s
+
allowed to be alone with whom, who’s allowed to touch
+
whom, what people are allowed to wear; consumption
+
rules, dietary rules; and random conduct rules of the “no
+
swearing” sort (although what’s “swearing” and what isn’t
+
might still be working itself out, socially).
+
The laws of the Territorial Authority are based on the
+
same core moral code: don’t do violence to one another,
+
don’t sleep around, don’t lie, cheat, steal, etc. The thing
+
is, being made by the corrupt and decadent, the legal
+
interpretation of the code differs from the Faithful
+
interpretation in at least one key way. Maybe multiple
+
marriage is allowed by the law but prohibited by the Faith.
+
Maybe ritual tattooing is considered “violence” by the law
+
but “correct worship” by the Faith.
+
Page 150
+
150
+
Dogs in the Vineyard
+
151
+
xi: Design Notes
+
So but within that framework, you can totally play
+
around with the specifics. Does your Faith’s understanding
+
of “don’t sleep around” permit or prohibit multiple
+
marriage? Do its consumption rules permit or prohibit
+
eating pork? What arrangements constitute “conspiring
+
against one another” or “profiting from another’s
+
misfortune”? What makes “correct worship”? When are
+
the holy days and what do you do on them? Come to think
+
of it, is “the King of Life” God (if so, YHWH, Jehovah, or
+
Allah?), or Jesus, or the head of a Pantheon, or the Earth,
+
or what? Are “false gods” gods who don’t exist, or real
+
gods we oughta not be worshipping?
+
If you want to play Dogs with some other religious
+
flavor, simply rewrite the Problems in the Faith section
+
in the town creation rules to suit your religion of choice,
+
and change the Elements of Ceremony to match.
+
Consider:
+
— Seventeenth-century Massachusetts, with the PCs as
+
witch finders.
+
— Thirteenth century Europe with the PCs as
+
Dominican inquisitors, the black and white Hounds of
+
God.
+
— A modern-day mob game, replacing the Faith with
+
the Mafia’s codes of silence and loyalty, with the PCs as
+
enforcers.
+
— Or a game about the Untouchables, with the Law
+
instead of the Faith, and the PCs as Eliot Ness and his
+
people!
+
Any of those sounds interesting and fun to me.
+
Thanks
+
T
+
his game owes such a debt to Ron Edwards I can’t even
+
tell you. I mean, it’d probably be a better game if it
+
were a Sorcerer mini-supplement, that’s how much. It’s also
+
heavily influenced by Trollbabe, as I’m sure you can see.
+
www.sorcerer-rpg.com
+
Page 151
+
150
+
Dogs in the Vineyard
+
151
+
xi: Design Notes
+
I got inspiration for the dice mechanic from the Riddle
+
of Steel: what would happen, I said to myself, if you were
+
to roll the dice before you divvied them between attack and
+
defense?
+
www.theriddleofsteel.net
+
Universalis inspired my approach to Traits and
+
Relationships in a big way.
+
www.ramshead.com
+
I’m not the first guy to use poker terms in an RPG’s
+
resolution rules. Neither was Matt Snyder, but I’d be
+
remiss if I didn’t mention Dust Devils. If you’re after a
+
straight Western, no religious emphasis, Dust Devils is the
+
one.
+
www.chimera.info
+
I’m also not the first guy to quantify relationships as
+
character effectiveness. Trollbabe does, My Life with Master
+
by Paul Czege does, I’m positive that many others do, and
+
I understand that Hero Quest is grandmother to us all.
+
www.trollbabe.com
+
www.halfmeme.com
+
www.heroquest.com
+
Without the conversations and game designs at the
+
Forge, this game would never have existed.
+
www.indie-rpgs.com
+
Jared Sorensen demonstrated, and Tom Russell
+
explained to me, the difference between growth and
+
achievement in Character Creation.
+
Luke Crane released me from an obligation so I could
+
get this thing done.
+
Brennan Taylor ran the first ever independent playtests,
+
with Jason Ang, James Hall, John Hall, Michelle Malloy,
+
Caitilin Taylor and Krista White.
+
My local playtesters were Meg Baker, Carrie Bernstein,
+
Emily Care Boss, Bruce Klotz, Jodi Levine, Joshua
+
Newman, Tony Page and Tom Russell.
+
Special thanks to:
+
Page 152
+
152
+
Dogs in the Vineyard
+
153
+
Everybody who read and participated in conversations
+
about the game in my LiveJournal, my soopaseekrit
+
playtest forum, and the lumpley games forum at the Forge.
+
Emily Care Boss for doing game design with me.
+
LeEarl Baker, Lillian Baker, Ben Lehman, Scott
+
Martin, Brennan Taylor, and Jonathan Walton for their
+
critical comments on my earliest manuscript. Without
+
them, the game would suck twice as bad.
+
Jake Norwood for his insight into the Dogs’ initiation.
+
Carl Rigney for taking a year’s worth of me saying
+
whatever came into my head and catching out of it the few
+
things worth repeating.
+
Certain of my family members for their forbearance (I
+
hope, I dearly hope) when they see the unpleasant use to
+
which I’ve put their likenesses.
+
Ron Edwards and Kieth Senkowski for a couple very
+
useful conversations about illustrations.
+
Kreg Moser and Darrell Langley for inspirational
+
sketches.
+
Drew Baker for the fantastic cover art.
+
Ed Heil for his excellent interior art.
+
Joshua Newman for the layout guidance and the puttin’
+
up with.
+
And extra special thanks to Meg, who is sleeping on
+
the couch nearby right now, and who played mechanics
+
with me before there was even a game, who read every
+
word of this before anybody else, and who even wrote a
+
word or ten too.
+
Page 153
+
152
+
Dogs in the Vineyard
+
153
+
Rules Index
+
—Resolving Conflicts—
+
Overview
+
53
+
Recap
+
79
+
What’s at stake?
+
54
+
Set the stage
+
55
+
Roll Stat Dice
+
55, 60
+
Non-physical: Acuity & Heart
+
Physical: Body & Heart
+
Fighting: Body & Will
+
Gunfighting: Acuity & Will
+
Escalating
+
60
+
Roll Relationship Dice
+
55, 68
+
With your opponent
+
With what’s at stake
+
Raise & See
+
57
+
In best roll order
+
Raise with 2 dice
+
See with 1 die: Reverse the Blow
+
See with 2 dice: Block or Dodge
+
See with 3 dice: Take the Blow
+
Roll Trait Dice
+
61
+
When you incorporate the Trait into a Raise or a See
+
Roll a Thing’s Dice
+
61
+
When you incorporate the thing into a Raise or a See
+
Giving
+
64
+
Cut your losses
+
Follow-up Conflicts
+
67
+
Multiple Opponents
+
69
+
Helping One Another
+
72
+
NPCs helping PCs
+
63, 68, 129
+
Page 154
+
154
+
Dogs in the Vineyard
+
155
+
Rules Index
+
—Things’ Dice—
+
Assigning dice
+
27
+
Normal: 1d6
+
Big: 1d8
+
High Quality: 2d6
+
Big & High Quality: 2d8
+
Crap: 1d4
+
Guns: +1d4
+
—Elements of Ceremony—
+
Description & Application
+
40, 73
+
Anointing with Sacred Earth (d8 Fallout)
+
Calling by Name (d4 Fallout)
+
Invoking the Ancients (d4 Fallout)
+
Laying on Hands (d6 Fallout)
+
Making the Sign of the Tree (d6 Fallout)
+
Reciting the Book of Life (d4 Fallout)
+
Singing Praise (d6 Fallout)
+
Three in Authority (d8 Fallout)
+
—Fallout—
+
When you Take the Blow
+
58, 64
+
Roll Fallout Dice equal to the number of dice you used to See
+
Fallout Dice
+
58
+
Non-physical: d4s
+
Physical: d6s
+
Weapon: d8s
+
Gunshot: d10s
+
Ceremonial: per Elements of Ceremony
+
NPCs’ Fallout
+
67
+
If nobody cares, give the players the NPCs’ two highest rolled
+
Fallout Dice for their side of the follow-up conflict
+
Short-term Fallout
+
64
+
Subtract 1 from one of your character’s Stats for your next
+
conflict
+
Take a new trait rated 1d4 for your next conflict
+
Change the dice of one of your character’s relationships to d4s for
+
your next conflict
+
Have your character leave the scene and spend some time alone.
+
Only choose this if no one launches a follow-up conflict
+
Page 155
+
154
+
Dogs in the Vineyard
+
155
+
Rules Index
+
Long-term Fallout
+
65
+
Subtract 1 from one of your character’s Stats
+
Take a new Trait at 1d4
+
Take a new Relationship at 1d4
+
Add 1d to an existing d4 Trait or Relationship
+
Subtract 1d from an existing d6+ Trait or Relationship
+
Change the die size of an existing Trait or Relationship to d4.
+
Erase a Belonging from your character’s sheet.
+
Rewrite your coat to include permanent damage. Reduce your
+
coat’s dice appropriately
+
Experience Fallout
+
66
+
Add 1 to one of your Stats
+
Create a new Trait or Relationship at 1d6
+
Add or subtract 1 die from an existing Trait or Relationship
+
Change the die size of an existing Trait or Relationship
+
Write a Belonging on your character sheet and give it its usual
+
dice.
+
Reflection Fallout
+
121
+
Choose once from Experience Fallout
+
Choose one of these:
+
Add any 2 dice to your Unassigned Relationship Dice
+
Add 2d4 plus any 1 die to your Unassigned Relationship Dice
+
Rewrite your coat to reflect repairs or replacement. Change your
+
coat’s dice appropriately
+
Choose again from Experience Fallout
+
—How to GM—
+
Play the town
+
137
+
Drive play toward conflict
+
Reveal the town in play
+
Follow the players’ lead
+
Escalate, escalate, escalate
+
Don’t have a solution in mind
+
Don’t play God
+
Roll dice or say yes.
+
Page 156
+
156
+
Dogs in the Vineyard
+
—Something’s Wrong—
+
Overview
+
97
+
Pride
+
98
+
Enacted, creates Injustice
+
106
+
Sin
+
107
+
Allows Demonic Attacks
+
107
+
False Doctrine
+
109
+
Creates Corrupt Worship
+
110
+
False Priesthood
+
110
+
Is Sorcery
+
111
+
Hate & Murder
+
111
+
—Between Towns—
+
Players: Reflection Fallout
+
121
+
GM: Prepare the next town
+
122
+
—Creating NPCs—
+
Proto-NPCs
+
125
+
NPCs in play
+
127
+
Groups
+
128
+
Possessed people
+
129
+
Sorcerers
+
130
+
Demons
+
132
+
Names
+
134
+
If you don’t know what to do right now, check the
+
outline on pages 93-96.
+
Page 157
+
156
+
Dogs in the Vineyard
+
Dogs
+
Vineyard
+
in
+
the
+
Name:
+
Background:
+
—Stats—
+
{ }
+
—dice—
+
Acuity:
+
Body:
+
Heart:
+
Will:
+
—Traits—
+
{ }
+
—dice—
+
—Relationships—
+
{ }
+
—dice—
+
Blood: 1d6
+
{ }
+
-available-
+
—Belongings—
+
Coat:
+
{
+
—Fallout—
+
}
+
—character sheet—
+
Page 158
+
{
+
—Traits—
+
}
+
Dogs
+
Vineyard
+
in
+
the
+
—npc sheet—
+
{
+
—Relationships—
+
}
+
Acuity:
+
Body:
+
Heart:
+
Will:
+
Name:
+
—•—
+
{
+
—Traits—
+
}{
+
—Relationships—
+
}
+
Acuity:
+
Body:
+
Heart:
+
Will:
+
Name:
+
—•—
+
{
+
—Traits—
+
}{
+
—Relationships—
+
}
+
Acuity:
+
Body:
+
Heart:
+
Will:
+
Name:
+
Page 159
+
��������������������������
+
��������������
+
���������
+
ADVENTURES
+
��������������������������
+
Dog-
+
eared
+
Designs
+
��������������������������������
+
Page 160
+
</nowiki>
+

Latest revision as of 17:49, 19 February 2007