|
|
Line 1: |
Line 1: |
− | <nowiki>If there are images in this attachment, they will not be displayed. Download the original attachment
| + | |
− | Page 1
| + | |
− | 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
| + | |
− | 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.
| + | |
− | Page 22
| + | |
− | 22
| + | |
− | Dogs in the Vineyard
| + | |
− | 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
| + | |
− | Page 23
| + | |
− | 22
| + | |
− | 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:
| + | |
− | Page 24
| + | |
− | 24
| + | |
− | 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
| + | |
− | Page 25
| + | |
− | 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.
| + | |
− | Page 26
| + | |
− | 26
| + | |
− | 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.
| + | |
− | Page 27
| + | |
− | 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
| + | |
− | Page 29
| + | |
− | 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
| + | |
− | Page 30
| + | |
− | 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
| + | |
− | Page 31
| + | |
− | 30
| + | |
− | 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,
| + | |
− | Page 32
| + | |
− | 32
| + | |
− | 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.
| + | |
− | Page 33
| + | |
− | 32
| + | |
− | Dogs in the Vineyard
| + | |
− | 33
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 34
| + | |
− | 34
| + | |
− | Dogs in the Vineyard
| + | |
− | 35
| + | |
− | iii: Creating Characters
| + | |
− | Page 35
| + | |
− | 34
| + | |
− | Dogs in the Vineyard
| + | |
− | 35
| + | |
− | iii: Creating Characters
| + | |
− | 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
| + | |
− | Page 36
| + | |
− | 36
| + | |
− | Dogs in the Vineyard
| + | |
− | 37
| + | |
− | 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.
| + | |
− | Page 37
| + | |
− | 36
| + | |
− | Dogs in the Vineyard
| + | |
− | 37
| + | |
− | iii: Creating Characters
| + | |
− | 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
| + | |
− | Page 38
| + | |
− | 38
| + | |
− | Dogs in the Vineyard
| + | |
− | 39
| + | |
− | 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.
| + | |
− | Page 39
| + | |
− | 38
| + | |
− | Dogs in the Vineyard
| + | |
− | 39
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 40
| + | |
− | 40
| + | |
− | Dogs in the Vineyard
| + | |
− | 41
| + | |
− | 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
| + | |
− | Page 41
| + | |
− | 40
| + | |
− | Dogs in the Vineyard
| + | |
− | 41
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 42
| + | |
− | 42
| + | |
− | Dogs in the Vineyard
| + | |
− | 43
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 43
| + | |
− | 42
| + | |
− | Dogs in the Vineyard
| + | |
− | 43
| + | |
− | iii: Creating Characters
| + | |
− | — 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
| + | |
− | Page 44
| + | |
− | 44
| + | |
− | Dogs in the Vineyard
| + | |
− | 45
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 45
| + | |
− | 44
| + | |
− | Dogs in the Vineyard
| + | |
− | 45
| + | |
− | iii: Creating Characters
| + | |
− | 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,
| + | |
− | Page 46
| + | |
− | 46
| + | |
− | Dogs in the Vineyard
| + | |
− | 47
| + | |
− | iii: Creating Characters
| + | |
− | 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
| + | |
− | Page 47
| + | |
− | 46
| + | |
− | Dogs in the Vineyard
| + | |
− | 47
| + | |
− | iii: Creating Characters
| + | |
− | Page 48
| + | |
− | 48
| + | |
− | Dogs in the Vineyard
| + | |
− | 49
| + | |
− | iii: Creating Characters
| + | |
− | 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
| + | |
− | Page 49
| + | |
− | 48
| + | |
− | Dogs in the Vineyard
| + | |
− | 49
| + | |
− | iii: Creating Characters
| + | |
− | 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.
| + | |
− | Page 50
| + | |
− | 50
| + | |
− | Dogs in the Vineyard
| + | |
− | 51
| + | |
− | 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.
| + | |
− | Page 51
| + | |
− | 50
| + | |
− | Dogs in the Vineyard
| + | |
− | 51
| + | |
− | iii: Creating Characters: Recap
| + | |
− | — 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.
| + | |
− | Page 52
| + | |
− | 53
| + | |
− | Page 53
| + | |
− | 53
| + | |
− | 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
| + | |
− | Page 54
| + | |
− | 54
| + | |
− | Dogs in the Vineyard
| + | |
− | 55
| + | |
− | 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?
| + | |
− | Page 55
| + | |
− | 54
| + | |
− | Dogs in the Vineyard
| + | |
− | 55
| + | |
− | 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
| + | |
− | Page 56
| + | |
− | 56
| + | |
− | Dogs in the Vineyard
| + | |
− | 57
| + | |
− | iv: Conflict & Resolution
| + | |
− | Page 57
| + | |
− | 56
| + | |
− | Dogs in the Vineyard
| + | |
− | 57
| + | |
− | 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.
| + | |
− | Page 58
| + | |
− | 58
| + | |
− | Dogs in the Vineyard
| + | |
− | 59
| + | |
− | 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,
| + | |
− | Page 59
| + | |
− | 58
| + | |
− | Dogs in the Vineyard
| + | |
− | 59
| + | |
− | 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.
| + | |
− | Page 60
| + | |
− | 60
| + | |
− | Dogs in the Vineyard
| + | |
− | 61
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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
| + | |
− | Page 61
| + | |
− | 60
| + | |
− | Dogs in the Vineyard
| + | |
− | 61
| + | |
− | 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
| + | |
− | Page 62
| + | |
− | 62
| + | |
− | Dogs in the Vineyard
| + | |
− | 63
| + | |
− | 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.
| + | |
− | Page 63
| + | |
− | 62
| + | |
− | Dogs in the Vineyard
| + | |
− | 63
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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
| + | |
− | Page 64
| + | |
− | 64
| + | |
− | Dogs in the Vineyard
| + | |
− | 65
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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):
| + | |
− | Page 65
| + | |
− | 64
| + | |
− | Dogs in the Vineyard
| + | |
− | 65
| + | |
− | iv: Conflict & Resolution
| + | |
− | — 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
| + | |
− | Page 66
| + | |
− | 66
| + | |
− | Dogs in the Vineyard
| + | |
− | 67
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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
| + | |
− | Page 67
| + | |
− | 66
| + | |
− | Dogs in the Vineyard
| + | |
− | 67
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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
| + | |
− | Page 68
| + | |
− | 68
| + | |
− | Dogs in the Vineyard
| + | |
− | 69
| + | |
− | 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
| + | |
− | Page 69
| + | |
− | 68
| + | |
− | Dogs in the Vineyard
| + | |
− | 69
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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.
| + | |
− | Page 70
| + | |
− | 70
| + | |
− | Dogs in the Vineyard
| + | |
− | 71
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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:
| + | |
− | Page 71
| + | |
− | 70
| + | |
− | Dogs in the Vineyard
| + | |
− | 71
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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].
| + | |
− | Page 72
| + | |
− | 72
| + | |
− | Dogs in the Vineyard
| + | |
− | 73
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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.
| + | |
− | Page 73
| + | |
− | 72
| + | |
− | Dogs in the Vineyard
| + | |
− | 73
| + | |
− | 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
| + | |
− | Page 74
| + | |
− | 74
| + | |
− | Dogs in the Vineyard
| + | |
− | 75
| + | |
− | iv: Conflict & Resolution
| + | |
− | Page 75
| + | |
− | 74
| + | |
− | Dogs in the Vineyard
| + | |
− | 75
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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?
| + | |
− | Page 76
| + | |
− | 76
| + | |
− | Dogs in the Vineyard
| + | |
− | 77
| + | |
− | iv: Conflict & Resolution
| + | |
− | — 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
| + | |
− | Page 77
| + | |
− | 76
| + | |
− | Dogs in the Vineyard
| + | |
− | 77
| + | |
− | iv: Conflict & Resolution
| + | |
− | 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
| + | |
− | Page 78
| + | |
− | 78
| + | |
− | Dogs in the Vineyard
| + | |
− | 79
| + | |
− | iv: Conflict & Resolution: Recap
| + | |
− | 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.
| + | |
− | Page 79
| + | |
− | 78
| + | |
− | Dogs in the Vineyard
| + | |
− | 79
| + | |
− | iv: Conflict & Resolution: Recap
| + | |
− | 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.
| + | |
− | Page 80
| + | |
− | 80
| + | |
− | Dogs in the Vineyard
| + | |
− | 81
| + | |
− | iv: Conflict & Resolution: Recap
| + | |
− | 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:
| + | |
− | Page 81
| + | |
− | 80
| + | |
− | Dogs in the Vineyard
| + | |
− | 81
| + | |
− | iv: Conflict & Resolution: Recap
| + | |
− | 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
| + | |
− | Page 82
| + | |
− | 82
| + | |
− | Dogs in the Vineyard
| + | |
− | 83
| + | |
− | 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.
| + | |
− | Page 83
| + | |
− | 82
| + | |
− | Dogs in the Vineyard
| + | |
− | 83
| + | |
− | iv: Conflict & Resolution: Recap
| + | |
− | 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!
| + | |
− | Page 84
| + | |
− | 85
| + | |
− | Page 85
| + | |
− | 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,
| + | |
− | Page 86
| + | |
− | 86
| + | |
− | Dogs in the Vineyard
| + | |
− | 87
| + | |
− | 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...”
| + | |
− | Page 87
| + | |
− | 86
| + | |
− | Dogs in the Vineyard
| + | |
− | 87
| + | |
− | v: Resolution in Action
| + | |
− | Page 88
| + | |
− | 88
| + | |
− | Dogs in the Vineyard
| + | |
− | 89
| + | |
− | v: Resolution in Action
| + | |
− | 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.
| + | |
− | Page 89
| + | |
− | 88
| + | |
− | Dogs in the Vineyard
| + | |
− | 89
| + | |
− | v: Resolution in Action
| + | |
− | 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.
| + | |
− | Page 90
| + | |
− | 90
| + | |
− | Dogs in the Vineyard
| + | |
− | 91
| + | |
− | 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.
| + | |
− | Page 91
| + | |
− | 90
| + | |
− | Dogs in the Vineyard
| + | |
− | 91
| + | |
− | v: Resolution in Action
| + | |
− | — 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
| + | |
− | Page 92
| + | |
− | 92
| + | |
− | 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?
| + | |
− | Page 93
| + | |
− | 92
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 94
| + | |
− | 94
| + | |
− | Dogs in the Vineyard
| + | |
− | 95
| + | |
− | 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;
| + | |
− | Page 95
| + | |
− | 94
| + | |
− | Dogs in the Vineyard
| + | |
− | 95
| + | |
− | 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.
| + | |
− | Page 96
| + | |
− | 96
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 97
| + | |
− | 96
| + | |
− | Dogs in the Vineyard
| + | |
− | 97
| + | |
− | vii: Creating Towns
| + | |
− | 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
| + | |
− | Page 98
| + | |
− | 98
| + | |
− | Dogs in the Vineyard
| + | |
− | 99
| + | |
− | 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.
| + | |
− | Page 99
| + | |
− | 98
| + | |
− | Dogs in the Vineyard
| + | |
− | 99
| + | |
− | vii: Creating Towns
| + | |
− | 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:
| + | |
− | Page 100
| + | |
− | 100
| + | |
− | Dogs in the Vineyard
| + | |
− | 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
| + | |
− | Page 101
| + | |
− | 100
| + | |
− | Dogs in the Vineyard
| + | |
− | 101
| + | |
− | vii: Creating Towns
| + | |
− | Page 102
| + | |
− | 102
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 103
| + | |
− | 102
| + | |
− | Dogs in the Vineyard
| + | |
− | 103
| + | |
− | 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.
| + | |
− | Page 105
| + | |
− | 104
| + | |
− | Dogs in the Vineyard
| + | |
− | 105
| + | |
− | vii: Creating Towns
| + | |
− | — 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.
| + | |
− | Page 106
| + | |
− | 106
| + | |
− | Dogs in the Vineyard
| + | |
− | 107
| + | |
− | 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.
| + | |
− | Page 107
| + | |
− | 106
| + | |
− | Dogs in the Vineyard
| + | |
− | 107
| + | |
− | 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.
| + | |
− | Page 108
| + | |
− | 108
| + | |
− | Dogs in the Vineyard
| + | |
− | 109
| + | |
− | vii: Creating Towns
| + | |
− | Page 109
| + | |
− | 108
| + | |
− | Dogs in the Vineyard
| + | |
− | 109
| + | |
− | vii: Creating Towns
| + | |
− | 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
| + | |
− | 110
| + | |
− | 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
| + | |
− | Dogs in the Vineyard
| + | |
− | 111
| + | |
− | vii: Creating Towns
| + | |
− | 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
| + | |
− | Page 112
| + | |
− | 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.
| + | |
− | Page 113
| + | |
− | 112
| + | |
− | Dogs in the Vineyard
| + | |
− | 113
| + | |
− | 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.
| + | |
− | Page 114
| + | |
− | 114
| + | |
− | 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.
| + | |
− | Page 115
| + | |
− | 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.
| + | |
− | Page 116
| + | |
− | 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!
| + | |
− | Page 117
| + | |
− | 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.
| + | |
− | Page 118
| + | |
− | 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.
| + | |
− | Page 119
| + | |
− | 118
| + | |
− | 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.)
| + | |
− | Page 126
| + | |
− | 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.
| + | |
− | Page 127
| + | |
− | 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
| + | |
− | Page 128
| + | |
− | 128
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 129
| + | |
− | 128
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 130
| + | |
− | 130
| + | |
− | Dogs in the Vineyard
| + | |
− | 131
| + | |
− | 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
| + | |
− | Page 131
| + | |
− | 130
| + | |
− | Dogs in the Vineyard
| + | |
− | 131
| + | |
− | 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
| + | |
− | Page 133
| + | |
− | 132
| + | |
− | Dogs in the Vineyard
| + | |
− | 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.
| + | |
− | Page 134
| + | |
− | 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
| + | |
− | Page 135
| + | |
− | 134
| + | |
− | 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
| + | |
− | Page 138
| + | |
− | 138
| + | |
− | 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.
| + | |
− | Page 139
| + | |
− | 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.
| + | |
− | Page 140
| + | |
− | 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.
| + | |
− | Page 141
| + | |
− | 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.
| + | |
− | Page 142
| + | |
− | 142
| + | |
− | Dogs in the Vineyard
| + | |
− | 143
| + | |
− | x: How to GM
| + | |
− | Page 143
| + | |
− | 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.
| + | |
− | Page 144
| + | |
− | 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>
| + | |