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Dogs
Vineyard
in
the
A Roleplaying Game
Written by D. Vincent Baker
ad mmiv
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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
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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
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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
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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.
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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
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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
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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.
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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,
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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?
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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?”
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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.
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ii: A Land of Balm and Virtue
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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;
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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.
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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.
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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.
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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.
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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.
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iii: Creating
Characters
Y
ou are one of God’s Watchdogs, a young man or
woman called to service in the Faith. Your duty is
to travel between the Faith’s isolated congregations
— its branches — and hold the Faith together. You’ll face
danger, sin, betrayal; you’ll represent God’s mercy to the
sinner and God’s justice to the downtrodden; you’ll root
evil out and balance the line between divine and secular
law.
You have a badge of office: a long coat, colorful,
beautiful, hand-pieced and quilted by your friends and
family back home. To you, it recalls their love and your
duty; to others, it’s a powerful symbol of your authority.
Overview
S
tarting characters are all young men and women at the
end of their teens or the beginning of their twenties.
They’ve just spent two months or more in training,
education and ceremony to prepare them for their duties.
They know one another, although they didn’t necessarily
choose one another as companions. They are, to a one,
unmarried virgins. They’re allowed to travel mixed and
unchaperoned, because of the strength of their devotion
and duties.
For more, see the “Background” section, upcoming.
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iii: Creating Characters
Create your character the first time you meet to play.
Take a copy of the character sheet in the back of the book
and fill it out using the procedure in this chapter. Please
don’t make your character in advance! Come to the table
with nothing particular in mind, pass the book around,
kibitz, and see what comes out at the end.
Most of the process is informal: several decisions to
make and you can wing it. Poll your friends, call out
suggestions and just make stuff up. The last step, though,
introduces the game’s resolution rules. We’ll take each
player in turn and work through it in good order.
At the end of the process you’ll have a character
uniquely capable, strong and weak, primed to face and be
transformed by the challenges to come.
Procedure
First Step: Background
Choose one of the following:
Well-rounded: Choose this if you want your character
to be straightforward, balanced and effective. It’s a good
choice for men born in the Faith. On your character’s
sheet: 17d6 in Stat Dice; 1d4 4d6 2d8 in Trait Dice; 4d6 2d8
in Relationship Dice.
Strong History: Choose this if you want your
character to have had a good education, lots of experience,
or specialized training. On your character’s sheet: 13d6
in Stat Dice; 3d6 4d8 3d10 in Trait Dice; 1d4 3d6 2d8 in
Relationship Dice.
Complicated History: Choose this if you want your
character to have overcome a troubled, dangerous, or
challenging upbringing. It’s an especially good choice if
you want your character to be convert to the Faith. On
your character’s sheet: 15d6 in Stat Dice; 4d4 2d6 2d10 in
Trait Dice; 5d6 2d8 in Relationship Dice.
Strong Community: Choose this if you want your
character to be socially adept and from a strong, caring
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family. It’s a good choice for women born in the Faith. On
your character’s sheet: 13d6 in Stat Dice; 1d4 3d6 2d8 in
Trait Dice; 4d6 4d8 3d10 in Relationship Dice.
Complicated Community: Choose this if you want your
character to be socially vulnerable or from a broken, in-
crisis, or destructive family. On your character’s sheet:
15d6 in Stat Dice; 6d6 2d8 in Trait Dice; 4d4 2d6 2d8 2d10
in Relationship Dice.
Let’s say that you choose Well-rounded. In the
space for Stat Dice on your character’s sheet, write
17; in the space for Trait Dice, write 1d4 4d6 2d8; in
the space for Relationship Dice, write 4d6 2d8.
Second Step: Stats
Divvy your character’s Stat Dice between the four
Stats. Don’t roll the dice now! Your character’s Stats (and
everything else) are rated in dice: “my character has 4d6
in Will,” you might say. When any particular Stat comes
into play, that’s when you roll its dice.
The minimum for each Stat is 2d6; there’s no
maximum.
Let’s say you divvy your 17 Stat Dice like this:
Acuity 4d6, Body 6d6, Heart 5d6, Will 2d6.
Acuity: More dice in Acuity means a character who’s
perceptive, alert, educated, clever, savvy or well-read.
Body: More dice in Body means a character who’s big,
healthy, strong, wiry, muscular, tall, graceful, quick, or
steady.
Heart: More dice in Heart means a character who’s
compassionate, attractive, charming, gentle, courageous,
enduring, faithful, or likeable.
Will: More dice in Will means a character who’s
tenacious, aggressive, confident, unflinching, strong-
willed, or unshakable.
You won’t usually roll any Stat alone. Usually you roll
them in pairs:
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— If your character’s just talking, roll Acuity and
Heart;
— If your character’s doing something physical but not
fighting, roll Body and Heart;
— If your character’s fighting hand to hand, roll Body
and Will;
— If your character’s gun fighting, roll Acuity and Will.
Now you might already have a sense of who you want
your character to be when you start assigning the Stats
their dice, but you might not. If you don’t, that’s just fine.
Divvy the dice however seems good at the moment. Once
they’re assigned you’ll have a good basis for figuring out
who your character is.
Body and Heart are your character’s high Stats,
so that implies a physical, athletic character. A
rangy young man, let’s even say, good-looking,
strong, and well liked.
Third Step: Traits
Create some Traits for your character and divvy your
character’s Trait Dice between them.
Words vs. Dice: You can create your character’s Traits
as tidbits of history: “I used to break horses with my dad.”
You can phrase them as simple facts about your character:
“I’ve worked with horses and I know how they think.” You
can phrase them as skills: “horsemanship.” You can phrase
them as attitudes: “I’m very comfortable working with
horses.”
You can’t give your character more Traits than you’ve
got dice to assign, but you can double up (or even triple up)
dice on a single Trait if you want. The only limit is that
all the dice you assign to a given Trait have to be the same
size: “horsemanship 2d6” is fine, “horsemanship 1d4 1d6”
isn’t.
I prefer to write four or five Traits and then divvy my
dice between them, rather than assigning dice as I go, but
you might prefer the opposite. Either way, assign more
and bigger dice to the Traits that are most important to
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your idea of your character. You don’t have to assign
dice to match competence at all: you might take “I’m a
masterful rider, at one with my mount 1d4” and “I can’t
see well without my eyeglasses 2d10,” for instance. That’d
just mean that it’s more interesting to you that your
character’s nearsighted than that your character’s a good
rider.
If you can’t think of any Traits to start with, try
this trick: write “I’m a good shot” on your character’s
sheet. (“I’m a good shot” is always a safe take.) Now ask
yourself: where did my character learn to shoot? From
whom? What were the circumstances? Tease a second Trait
out of those circumstances, something like “I used to hunt
with my brother” or “I once killed a wolf that was killing
my family’s calves” or “I fought a year in the Territorial
Army.” For your character’s third Trait, choose something
unrelated but opposed, for balance: “I’m a good cook,
too,” maybe, or “I’m well-read,” or “I know the names of
the constellations.” Now you’re underway, and it should
be no problem to come up with a couple more Traits as you
need them.
d4 Traits: Because most of your character’s opponent’s
dice are going to be d6s and better, rolling d4s makes it
more likely that your character’ll suffer consequences in
conflicts. The most straightforward approach to d4 Traits
is to take them as disadvantages: “I’m scared of horses” or
“I get winded easily” or “my eyesight isn’t too good.”
But consider taking them as seeming strengths, too.
“I’m a good shot 2d4” means that yes, your character’s a
good shot, but when guns come out, your character’s life
gets even more complicated than usual.
I’m a Dog: Since your character’s a Dog, “I’m a Dog”
makes a very reasonable Trait. (If you prefer “I’m God’s
Watchdog” or “I serve in the Order Set Apart to the
Preservation of Faith and the Faithful,” that’s just fine.)
If you don’t give your character “I’m a Dog” as a Trait,
you have to give him or her a Relationship with the Dogs
in Step Four.
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So at the end of step three, here are your
character’s Traits: I’m a good shot 1d6. I’ve never
shot a gun at a living thing 1d4. I’m pretty handy
with a knife 1d8. I’m good looking 1d6. I’ve got a
very good, but completely untrained, singing voice
2d6. I’m a Dog 1d8.
Fourth Step: Relationships
Name a couple of people with whom your character has
a relationship, and assign some of your Relationship Dice
to them.
Don’t create very many, and leave most of your
character’s Relationship Dice unassigned! You can assign
them to the people your character meets after play begins,
so save a bunch of them for that.
If you like, you can give your character a Relationship
with the Dogs. If you didn’t give your character “I’m a
Dog” as a Trait, you have to.
Otherwise just name a person or two, say who they are
to your character, and give them dice. In play you can give
your character Relationships with institutions, demons,
places, and even sins, but for now stick with people.
Blood: Whenever your character meets a blood
relation, you can write that person as a Relationship on
your character’s sheet at 1d6 for free. You never need to
spend Relationship dice on your character’s kin, in other
words, unless you want the Relationship at some other dice
than 1d6.
Like Traits: Like with Traits, the number and size of
the dice you assign to your character’s Relationships don’t
have to reflect the closeness or significance of the person
to your character. You might write “my older brother,
whom I worship and with whom I’ve always been close
and caring 1d4” and “this old man I saw once across a
field in Bowers Draw 2d8.” Assign the dice based on how
interesting you think the relationship is.
Only assign a single size die, like Traits. 2d8 is fine, 1d4
1d6 isn’t.
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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
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normal, 1d4 if it’s crap, 2d8 if it’s excellent plus big, and so
on.
There’s just one exception: guns. All guns get an extra
1d4. Thus an excellent plus big gun gets 1d4+2d8, a normal
gun like anyone might carry gets 1d4+1d6, and a crap gun
gets 2d4.
You can give your character as many belongings as you
like, of whatever quality you like. The only limit is that
the rest of your group thinks it’s reasonable for him or her
to be carrying it around on horseback, in the wilds, in the
weather.
Your Coat: Also write what colors and patterns are
in your character’s coat. Most characters’ coats start out
worth 2d6 for excellence, but see the “Background” section
for more.
Your character has: a revolver 1d4+1d6, a rifle
1d4+1d6, a horse 1d6, a fearsome big razor-sharp
knife 2d8, and a coat 2d6: kind of a smoky gray,
white and blue, with bars of deeper blue across the
shoulders and a gold eight-point star in the center
back.
Sixth and Final Step:
Accomplishment?
Up until now, you’ve been building your character in
public at the table, but while you’ve (I hope) been open to
suggestions, nobody else has had any actual say what goes
onto your character’s sheet. This final step, that changes.
Say that I’m the GM for your game. I call on each of
you — the players — in turn:
1: Say something that you hope your character
accomplished during initiation. “I hope that my
character won distinction in the eyes of the teacher of
scripture,” you might say, or “I hope that my character
overcame his fear of blood,” “I hope that my character
exorcised a demon,” “I hope that my character learned
to curb her temper,” “I hope that my character solved a
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serious problem without resorting to violence,” or whatever
grabs you. That accomplishment is what’s at stake.
Don’t choose something that’ll break your character if
it goes the wrong way. “I hope that my character survived
initiation” or “I hope that my character didn’t get sent
home in disgrace” aren’t good.
2: Now we take sides. This calls for a little bit of
examination and judgment, so bear with me.
2a: If your accomplishment for your character is
straightforward, that’s cool and easy! You take your
character’s part and I take the part of your character’s
opposition. “I hope that my character won distinction in
the eyes of the teacher of scripture,” for instance: you take
your character’s side and I take the side of your rivals. “I
hope that my character exorcised a demon”: you take your
character’s side and I take the demon’s. Or “I hope that
my character solved a serious problem without resorting
to violence”: you take your character’s side and I take the
other side of the problem, whatever it is.
2b: If, on the other hand, your accomplishment
for your character is growth, learning, or a change
of habits, then we play a little trick: you take the part
of your character as he or she is, and I take the part of
whatever forces or pressures are on your character to
change. “I hope that my character overcame his fear of
blood,” for instance: you take the side of your character in
fear, and I take the side of your character’s teachers, who
see his weakness and want to help him overcome it. “I hope
that my character learned to curb her temper”: you take
the side of your character’s temper, her reluctance to be
changed, and I take the side of her teachers.
I’ll give examples of each kind in a bit.
3: We set a stage. Between us we figure out a pivotal
moment with regard to your accomplishment for your
character. We say who’s there and what’s going on. “I
hope that my character exorcised a demon” and we create
a possessed person, we put her in a locked room, we have
your character led there and put inside, with practiced
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exorcists outside the door in case things go badly. They
might.
4: We’ve launched a conflict! We play it out between
us using the game’s Conflict & Resolution rules. I’ll
explain them in full blood and bones detail in an upcoming
chapter. Don’t forget to roll Fallout!
You’ll roll dice based on your character’s Stats, Traits,
etc., same as you will in ongoing play.
I’ll roll 4d6+4d10. The GM always rolls 4d6+4d10 for
initiations.
5: Win or lose, you get a new d6 Trait. If you win
the conflict, the Trait should match your side; if you
lose, it should match my side. “I hope that my character
won distinction,” for instance: if you win, write “I won
distinction 1d6” on your character’s sheet. If I win, write
“I didn’t win distinction 1d6.” “I hope that my character
exorcised a demon”: if you win, write “I’ve exorcised a
demon 1d6,” but if I win, write “I’ve failed to exorcise a
demon 1d6.”
Remember how with “I hope that my character learned
to curb her temper,” you took the side of your character’s
temper and resistance to change? If you win that one,
write “I haven’t learned to curb my temper 1d6,” but if I
win, write “I’ve learned to curb my temper 1d6.”
Either way, you’re allowed some editorial spin on your
new Trait. “I hope that my character exorcised a demon,”
say. Depending how the conflict goes, you might write “I
handily exorcised a demon 1d6,” “I’ve exorcised one demon
and I never want to face another 1d6,” or (if it went the
other way) “a demon handed me my butt 1d6.”
Once you’ve gotten to really play, you’ll find that “I
learned to read 1d6” and “I haven’t learned to read 1d6”
are both valuable, interesting Traits. For now you’ll have to
take my word for it: losing your initiatory accomplishment
doesn’t disadvantage your character.
Example of accomplishment: I come around
to your turn and you say, “I hope my character
healed someone dying.” We take sides: I’m the
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dying person’s illness or injury, and you’re your
character. We set a stage: Your character’s just seen
a boy trampled by an ox and she’s the first person to
him. He’s thrashing and puking blood. Conflict: go!
You Raise: “I put my hands on him to calm him
down and examine him.” I Take the Blow to See:
“Cool. He’s still shuddering and burbling but you
can get his shirt open.” I Raise: “His ribs are all
smashed and floating, and now he’s drowning. He
stops breathing.” You Block or Dodge to See: “Oh
no he doesn’t. I mark his forehead with consecrated
earth to hold him in Life.” You Raise: “I whisper to
him, ‘what’s your name?’” I Block or Dodge to See:
“He can’t draw in enough breath. His mouth moves
but no voice.” I Raise: “His eyes go wide and his
body starts to relax.” You Take the Blow to See:
“He’s seeing Heaven.” You Raise: “‘Child, don’t go,
you have work yet here.’” I’m out of dice, I can’t
See your Raise, so: “He looks so calm, and then the
pain rushes back over him. He doubles over, trying
to scream. Other people are joining you, one’s a
doctor and he takes over. The kid will live.”
You roll Fallout for the Blow you Took, but let’s
just say that there’s no lasting consequence.
You add “I healed a boy trampled by an ox 1d6”
to your character’s sheet.
Example of growth: I come around to your
turn and you say, “I hope my character learned
not to swear so much.” We take sides: you’re your
character and his foul mouth, I’m his teachers
who want him to knock it off. We set a stage: They
call your character into council. Your character’s
most senior teacher, an imposing old man with an
enormous gray beard and sharp eyes, on one side of
the table, and your character on the other.
I’ll Raise: “‘Brother Ezra, your profane
and common language will not serve you in the
vineyard. You’ve got to curb your tongue.’” You
Block or Dodge to See: “I quote some scripture,
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something about ‘when you see filth, call it filth.’”
You Raise: “‘Is that all? Can I go?’” I Reverse the
Blow to See: “He says, ‘in fact, that is all. You’re
dismissed.’” I Raise: “Two nights later, two men
corner you behind the stable. They’re big guys,
one’s your teacher’s right-hand man. He has a bar
of soap.” You Block or Dodge to See: “Oh man. I
don’t let them back me against the wall.” You Raise:
“When one of them comes close, I lunge at him and
then make a break the other way.” I Block or Dodge
to See: “The other one grabs you as you try to shove
past.” I Raise: “He holds you and your teacher’s
man comes up with the soap.” You decide not to
Escalate to a fight and instead Give: “jeeze, they
wash my mouth out?” And I say, “oh yes indeed.”
You didn’t Take any Blows so you don’t roll
Fallout.
You add “I learned not to swear in public 1d6”
to your character’s sheet. And I’m like, “in public,”
very nice.
Background
H
ere’s what life is like from your character’s point of
view.
By the time you’re 12 or 13, the Steward of your Branch
is already considering whether you would make a good
Dog. Some kids are so obviously unsuited that the Steward
dismisses the idea at once, some kids show promise, some
kids have destiny on them like a light. There’s a spiritual-
intuitive component, divine guidance, if the Steward is
even remotely qualified — so the “obviously unsuited” kid
might be the kid who’s outwardly dedicated and actively
pursuing service in the Faith, and the kid with destiny
might be the town’s delinquent troublemaker. From 12 or 13
to 17-19, the Steward keeps his eye on you and guides you
as best he can, mindful always that he’s not responsible for
building you into a Dog-to-be. It’s your own duty.
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So at 18-20, the Steward formally interviews you and
then calls you to be a Dog. You say your goodbyes, pack
up a few things, and make the trek to the Dogs’ Temple to
be initiated. The whole process, starting at the interview
and ending at your first assignment, is an initiation. You
spend two months in the Dogs’ Temple at Bridal Falls City.
The schedule there for training initiates is continuous and
rolling. Usually there’ll be a dozen, maybe fifteen initiates,
but fewer in the winter and more in good years.
Your teachers at the Dogs’ Temple don’t necessarily
love you, they love the people you’re going to serve. Their
goal isn’t to make you a Dog; again, that’s your own duty.
Their goals are:
— To prove or cull you. They exhaust, humiliate, stress,
hurt, disappoint, tempt, scare, provoke, and overwhelm
you. By the end, you’ve proven yourself to them.
— To train you. They train you to ride, shoot, fight,
preach, persevere, ask questions, be patient, notice, be
discerning, and survive. By the end you’re a capable and
confident person, whatever you were before.
— To educate you. They teach you scripture, doctrine,
ceremony, theology, cosmology and demonology. By the
end you’ve got a solid grounding in those studies.
— To initiate you. They set you apart, invest you with
the authority of the Prophets and Ancients, consecrate you
to your service, receive your oaths, and sanctify you. By
the end you’ve proven yourself worthy and taken on your
duty.
— To inspire you. At some moment, some thing that
someone says will make your soul light up. Nobody can
predict when or what that thing will be, but without it, you
won’t make a Dog.
Your personal background, naturally, has a big effect
on how long they spend on each of those things. If you
can already ride, shoot, fight and survive, they notice right
away and move on. If you’re a scriptural scholar already,
they’ll put you to work teaching your fellows — maybe
even just teaching them to read.
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Meanwhile, while you’re there learning and proving
yourself, your family and your home town are making
your coat. It’s an honor and a point of pride to make
a coat. Primary responsibility is your mother’s, your
grandmothers’, your aunts’ and sisters’. If your coat is
poor, it reflects badly on them foremost. The boys and
men in your family are expected to help and participate,
but to do what they’re told. The women are expected
to have the skills necessary to oversee the project and
coordinate the efforts of everybody else.
There’s a traditional party where everybody in your
extended community who can and will comes to your
parents’ house and puts a stitch in your coat. At the end of
the party, all the men bless it (in whatever state of unfinish
it is at the moment) with consecrated earth and laying on
hands.
So toward the end of your two months’ training and
initiation, you receive the package from home containing
your coat and letters of blessing and well-wishing.
You’ll serve actively as a Dog for three or four years,
usually, sometimes less and sometimes more — sometimes
lots more — and your beautiful new coat won’t hold
up. It takes a fierce beating in the field. It becomes the
responsibility of the communities you serve to maintain
your coat, patching, piecing, repairing, even replacing it
as you need. Some Dogs come out of their service with
three or four coats, the earlier ones packed carefully away
to preserve them. Some come out with only their original
coat, and it’s torn and battered and ruined. In later life, as
you’re called to higher and higher sacred offices, you are
always allowed to replace whatever vestments accompany
your office with your old Dog’s coat, no matter how beat
up it is. And if you end up in the Dogs’ Temple training
and initiating new Dogs, your old coat is powerfully
significant.
(Picture one of the Dogs’ teachers. His coat’s so faded
and stretched across his shoulders that you can see his shirt
through it. It has an old stain and a crude patch under his
left arm. The boyfriend of the woman he loved stabbed
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him, so long ago, and he had to stitch his coat back up
himself. How high in the esteem of the new Dog initiates
he is! He regards them all with love, hope, and very mixed
feelings.)
All of the above: typical case.
S
ome Dogs’ years of service are in communities where
getting the people to stop murdering and screwing
each other is hard enough, let alone them making you a
beautiful piecework coat. These Dogs do the best they can.
I imagine one with only a remnant of her original coat,
reef-stitched to the back or around the arm of a normal
wool or canvas coat like anybody might wear.
Some new Dogs don’t have families who’ll make them
coats. They can’t go without, so sometimes their teachers
in the Dogs’ Temple work together to make one. Sometimes
such a coat will be made with just as much love as a
family-made one, but often it’ll be just thrown together.
There are also people in the Faith who make coats and send
them to the Dogs’ Temple for whoever needs them, with a
similar range of made-with-love to just-thrown-together.
Rarely, a new Dog will fall through the cracks and not get
a coat, and have to fend for her or himself, like a character
in an early playtest who stitched the rough silhouette of a
dog’s head onto the back of his plain old wool coat. Again
there’s a spiritual-intuitive component: somebody in the
Dogs’ Temple watched this character do it, and let him be.
It was as it should be, for reasons known to the King of
Life.
The Stewards of the Dogs assign you a route and
companions, based on needs and spiritual-intuition. (If
you find yourself at the end of your initiation unassigned
to companions and a route, you stay on, help out, and
eventually they’ll be inspired to assign you.) Over the
course of your service, you return periodically to the Dogs’
Temple, maybe twice annually. At those times, they might
reassign you.
Some Dogs serve faithfully until they’re released from
service. At the end of faithful service you can expect just
about any local-level office you ask for, if you’re a man.
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Non-Dog men can and do hold office in the Faith, but
Dogs are always considered preferentially. Only former
Dogs can initiate new Dogs, although non-Dogs can teach
them skills and theology, technically, if no former Dog
wants the job — which is not the case now. Every teacher
at the Dogs’ Temple today served as a Dog himself.
If you’re a woman, you can expect prestigious suitors
and far more say in your future than non-Dog women
have. No suitor can demand that you marry him, for
instance, where most women — even if nobody does
demand them, there’s always somebody who could. The
Prophets and Ancients of the Faith, the seventy old men,
when they want another wife, they always court and
propose to just-finished Dogs, for instance, and you can
turn them down if you want to. Which is a big deal,
actually.
When you do marry, you can expect your husband’s
respect, and if you marry an office-holder, you can expect
to participate in the administration of his office. You can
expect to be regarded as a spiritual advisor and, if your
inclinations run that way, a theologian in your own right.
If your husband treats you badly, you can expect the Faith
to take your complaints seriously.
Usually what happens is this: over the course of your
service, you’ll return periodically to visit the Dogs’
Temple. If the Dogs’ Stewards have decided that your
service is complete, they release you then. However, if
something urgent comes up in the field and you need
to be released, you can send to them, they release you
ceremonially by proxy when they receive your message,
they send back confirmation, and you’re supposed to wait
for the confirmation before you go forward no longer
a Dog. Unless you’ve done something dodgy already,
ending your service this way is as honorable and faithful as
waiting for them to release you. (The typical reason you’d
ask to be released is that you’ve met a person you’re going
to marry, and you don’t want to wait.)
Some Dogs leave service unfaithfully, though. You
aren’t punished at all; everybody knows that the job’s
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hard-to-impossible and nobody expects you to do better
than your best. If you need it, you are guaranteed a place
in the Dogs’ Temple, working in the kitchens, the stables,
sweeping up, doing household chores, whatever, until you
find your way to better. Often if you desert your calling,
though, you don’t choose to go back like that.
Some Dogs just stay Dogs. The Stewards of the Dogs
don’t release them — again according to their spiritual
intuition — and they don’t ask to be released. Few Dogs
in the field are in their thirties, but I suppose one or two
might be.
Converts
A
nd here’s how your life might be different if you’re a
convert to the Faith.
Most converts come from Back East; practically
everyone born out here in the mountains is raised Faithful.
Being from Back East means that you’ve left friends and
family behind and made the trek westward to join the
body of the Faith. One person in ten dies on that trek.
How old were you when you converted to the Faith?
The oldest Dogs in the field are men and women who
converted as adults.
Or it might be that you’re a Mountain Person. If you’ve
been raised in the Faith, by convert parents or by an
adoptive Faithful family, your life is only a little different
from your fellow Dogs’. The Mountain People don’t look
like the Faithful: they’re leaner built, they have different
eyes, different faces, different hair, so you never quite fit
in. You’ve been subject to prejudice, both the outrightly
hostile kind — you’re naturally wicked, superstitious,
lazy, dirty, mean — and a subtler kind. Some see you as
uniquely noble, admiring the antiquity of your Faithful
heritage, holding you to a high standard and expecting
you to be at once insightful, powerful and humble, with
little compassion for you if you fail. If you’ve been adopted
by Faithful parents, it’s very likely that they see you this
way themselves.
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If you’ve converted more recently, you have to deal
with not only those twin prejudices, but also an upbringing
in a culture at odds with your new one. You used to take
comfort from and find meaning in your people’s worship
— your ancestors looked after you, the spirits led and
provided for you. How do you now understand your native
religion? It might even be that the little thoughtless habits
of your childhood, themselves innocent, bring evil to your
mind and to the minds of the people around you. What
balance can you find — if any at all — between serving
the King of Life and remembering your own kind?
Going Forward
New Relationships
W
henever you want, you can write someone’s name
on your character’s sheet and assign one or a couple
of your available Relationship dice. It doesn’t have to be
someone your character knows well or feels strongly about;
it should be someone that you yourself are interested in.
Your relationship dice don’t describe your character’s
family or community, before initiation. Instead, they
reflect what your character learned from it.
If you grew up in a complicated family, you’re going to
know how to create complicated new relationships. If you
grew up in a strong family, you’re going to know how to
create strong new relationships.
In addition to people, your character can have
Relationships with institutions, like the Dogs or the
Faith; places, like a particular branch, mountain, grove
or river; sins, whether that means habitually committing
them, struggling with them, or being particularly resolute
against them; and demons.
Generally speaking, you get to roll the dice for your
character’s Relationships when the person or thing is a)
your character’s opponent in a conflict, or b) what’s at
stake in a conflict. See the Conflict & Resolution chapter
for more.
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Ceremony
I’ll say more about this in the Conflict & Resolution
chapter too, but meanwhile you should have an idea what
the ceremonies of the Faith look like. Your character’s
initiation included investing him or her with the authority
to perform all of these:
— Anointing with Sacred Earth. Sacred Earth
is consecrated river clay. All Dogs carry a jar of it.
You anoint someone with it by marking it on his or her
forehead.
— Calling by Name. When you call someone by their
full, whole name, with authority, their soul can’t ignore
you.
— Invoking the Ancients. This means simply declaring
your authority as a Dog and an office holder of the Faith.
— Laying on Hands. Generally you put both your hands
on the top of someone’s head, but any contact between the
palm of your hand and someone else’s skin will do.
— Making the Sign of the Tree. The Faith’s most
sacred symbol is a stylized tree, the Tree of Life. You
make the Sign of the Tree by holding your right hand up
at shoulder level, palm forward, with your fingers wide
spread.
— Reciting the Book of Life. The Book of Life is the
Faith’s scripture.
— Singing Praise. Lots of the Faith’s rituals incorporate
sung hymns.
— Three In Authority. Whenever possible, have at
least two other Dogs or office holders of the Faith perform
ceremony with you. (Dogs are generally sent out in groups
of three or four, although two is acceptable because most
branches have a Steward who can make the third.)
When you perform a ritual, incorporate whichever
elements of ceremony suit your needs. Here are a few of
the Faith’s most common rituals:
— To Name a Baby: Hold the baby on your left arm.
Mark the baby’s forehead with Sacred Earth. Say
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something like, “by the authority given me by the Ancient
Prophets of Life, I name you...” and say the baby’s name.
If you’re moved to do so, you can give the baby some
specific blessing or make some prophecy about the baby’s
life.
— To Solemnize a Marriage: Have the couple hold
hands before you. Mark both of their foreheads with
Sacred Earth. Call upon the authority of the Ancients and
recite one of the many relevant passages from the Book of
Life, declaring them wed. Call the wife by her new name.
— To Heal a Sick Person: Lay hands on the sick person
and anoint him with Sacred Earth. Calling him by name,
command him to health. If he’s able, have him sing one of
the healing hymns with you.
— To Drive Demons out of a House: Make the sign
of the tree. Declare the authority you have from the
Ancients and command the demons to depart. Bolster your
commands — and make the place less hospitable to them
— by reciting scripture and singing hymns. If you know
the demons’ names, use them!
— To Dedicate a Person to Office: Lay hands on the
person. Call him by name. Give him his new office, call
upon the Ancients of the Faith to give him their authority,
and charge him to serve faithfully until such time as he is
released from duty.
— To Sanctify a Corpse: Mark the corpse’s forehead
with Sacred Earth, reciting the Passages for the Dead
from the Book of Life. If you know the person’s name, use
it. According to the folk beliefs of the Faithful, after you’ve
died, each minute that passes before someone sanctifies
your corpse presents a temptation to remain on earth
as a ghost, which is a sin and will count against you at
Judgment. The Faith has no such official doctrine.
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A Dog’s duties
As your character travels from branch to branch, here
are some things he or she will routinely be called upon to
do:
— Carry mail and news.
— Officiate or participate in holy ceremonies: naming
babies, dedicating children to the Faith, solemnizing
weddings, blessing the sick, anointing and sanctifying
the dead. Most branches will have a Steward who can
perform these, but the Faithful will be honored by your
participation.
— Deliver doctrine and new interpretation as needed to
the branch’s Steward and other office holders, and consult
with them about the challenges the branch faces.
— Preach.
— Participate in, but hold yourself apart from, the
branch’s social functions and celebrations.
— Help the branch out with physical work, like bringing
in a harvest or digging out from a blizzard, only when the
need is immediate and acute.
In a perfect world, your character would mostly shake
hands and kiss babies. Too bad it’s not a perfect world,
huh?
When things go wrong in a branch, it looks like this:
— Someone’s proud.
— Pride, enacted, creates injustice.
— Injustice leads to sin. Either the proud person
becomes bold, or the victims of the injustice become
resentful; either way, someone breaks the rules.
— Sin in a branch lets the demons attack it. (A sin-free
branch is protected from the demons by the power of the
Faith.) The demons aren’t themselves corporeal, so they
have to use some intermediary to attack: raids by outlaws
or Territorial Authority soldiers, disease, disaster, failing
crops, drought, storms — whatever serves to threaten the
branch.
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— Sin and demonic attacks, over time, create false
doctrine. The habitual sinner might fall into heresy to
justify her sin, or the victim of demonic attacks might
blame the Faith or the King of Life for his misfortune.
— False doctrine, enacted, is corrupt worship.
Inappropriate ceremonies, incorrect observances, subtle
changes to the order of things — or even blatant and
outright demonism! (I’ll point out also that when corrupt
worship begins in a branch, the demons might immediately
stop attacking it.)
— If a corrupt form of worship ever has three or more
followers, it becomes a false priesthood.
— A false priesthood commands the attention and
obedience of the demons. That’s called sorcery, when you
tell the demons what to do and they do it.
— Sorcery will eventually lead to hate and premeditated
murder. That’s the demons’ ultimate goal.
So when you arrive in a branch, it’ll be (rarely) just
fine, or else it’ll fall somewhere in this process. Maybe
there’s someone whose pride is causing some injustice, and
that’s it — nobody’s sinned yet, and your character can
deal with it just by taking the guy down a peg or two.
Maybe that guy’s been sinning, having an affair with his
cousin’s daughter say, and it’s been a terrible year because
the crops have blight — your character will have to find
and resolve that hidden sin. Maybe all that’s past and the
niece has taken it into her head that women can have more
husbands than one, just as that guy was her own secret
husband, and she’s gradually winning the support of her
sisters in the branch — your character will not only have
to deal with her somehow, but also find the sin behind her
heresy. Maybe, worse, she’s already won the support of
her sisters, and now there are several women in the branch
who have second, secret husbands, plus demons at their
call! Leave that branch alone and soon they’ll be killing
each other and it’ll be on your character’s head.
Knowing just this makes your character a theologian!
Most Faithful will know that people shouldn’t sin, because
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when people sin they lose the blessings of the Faith, but
honestly they’ll think more and harder about whether it’ll
be a bad winter and they hope their horse isn’t coming
down sick and isn’t it getting to be time to bring the apple
harvest in? Keeping the Faith in order is your job, Dog.
A Dog’s authority
When your character is acting to preserve the faith of
a branch, he or she can take whatever steps are necessary,
and no one can justly complain. Your character acts on
behalf of the King of Life; if anyone has a problem, they
can take it up with Him.
Check this out:
Brother Zachary is the worst thing in Steward
Joseph’s world. It’s not just that he’s a sinner, it’s that he’s
unteachable, unreformable. Too mean and too proud.
Brother Zachary is single-handedly destroying Steward
Joseph’s branch. But when Steward Joseph goes to the
King of Life for guidance, it’s all: see to his needs, call him
to repentance, cultivate him, serve him, help him, show
him compassion. That, after all, is Steward Joseph’s job:
look after each person in his care. The King of Life tells
Steward Joseph what’s best for Brother Zachary. Steward
Joseph has invested more time and care and worry in
Brother Zachary than in any other single thing in his life.
Your character comes to town. The branch has a septic
wound. A thousand resentments, sins waiting to burst
free. If you leave it as it is it’ll tear itself to pieces. Steward
Joseph’s doing his very best by everyone, but it’s stone
clear: Brother Zachary will become too much for him to
carry. Steward Joseph will do something terrible, with lots
of people caught up in it, and it’ll be bloodshed, sorcery,
and damnation.
Your character doesn’t care what’s best for Brother
Zachary, he cares what’s best for the branch. You have him
drag Brother Zachary out of his house and shoot him in
the street.
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Steward Joseph comes in a rage. “All my work, all my
time, all my investment in Brother Zachary’s salvation!
And for what, you kill him!”
“Your job is to heal the wound,” your character says.
“My job is to save the body.”
Your character’s conscience and
your own
Does this mean that your character can’t sin?
No. But it does mean that no one’s in a position to
judge your character’s actions but you yourself. Your
character might be a remorseless monster or a destroying
angel — I the author of the game can’t tell the difference,
your GM and your fellow players can’t tell the difference,
only you can.
As play progresses, you’ll have the opportunity
to consider your character’s actions and change your
character’s Stats, Traits and Relationships to reflect
them. That might mean that you give your character
Relationships with sins and demons, problematize his or
her Traits, and burn out his or her Relationships with
the Faithful — or it might mean no such thing. Sin,
arrogance, hate, bloodlust; remorse, guilt, contrition;
inspiration, redemption, grace: they’re in how you have
your character act, not (just, or necessarily) in what’s on
your character’s sheet. Those moments, in play, are what
matters.
Your character’s conscience is in your hands.
Leaving Play
S
tories end. Lives end too.
At any moment in the game, you can choose to have
your character leave play. “That’s it,” you might say. “I’m
not gonna put up with this any more. I retire to be a dirt
farmer.” Being a Dog isn’t easy and you don’t really know
up front when your character will quit. Or sometimes,
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a character’s story is finished and it’s time for you, the
author, to move on to a new one.
Also, occasionally, your character will get killed. The
conflict resolution rules will keep it from being pointless
or arbitrary: it’ll happen only when you’ve chosen to stake
your character’s life on something.
Either way, take some time to wrap up — work with
your GM and your fellow players to give your exiting
character an epilogue or a eulogy. The moments leading
up to the end will probably be some of the highlights of the
game, so don’t rush over them or hurry past.
But when it’s all said and all done, you’ve collectively
given your character’s story the recognition it deserves,
and you’re satisfied, you can stay in the game! Just go
ahead and make a new character:
— Grab a blank sheet for your new character.
— However many dice in Stats your old character had,
divvy that many dice among your new character’s Stats,
plus 1d6 for your trouble. You definitely do not have to give
your new character the same number of dice in any given
Stat as your old character had.
— However many dice in Traits your old character had,
give your new character that many dice in Traits, plus 1d6
for your trouble. Make up all new Traits and assign the
dice to them however seems good.
— However many dice in Relationships, assigned or
available, your old character had, give your new character
that many dice for Relationships. Don’t assign them all
now! Just like when you made your old character, name a
couple of people and then write the rest of the dice in the
“available” slot on your character’s sheet.
— If you like, you can shuffle dice one-to-one between
your pool for Traits and your pool for Relationships. You
might have emphasized Traits for your old character, for
instance, but you want to emphasize Relationships for your
new character. That’s fine, just shift some Trait dice over.
— It’s up to you whether your new character’s a new
Dog or an experienced one. If new, say something you
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hope your character accomplished during initiation, same
as for your old character. If experienced, say something
you hope your character accomplished during his or her
service so far. Either way, set a stage, roll dice, resolve
the conflict, and give your character the outcome as a 1d6
Trait.
— Equip your character as appropriate. Don’t forget his
or her coat.
Then work with your GM and fellow players to get your
new character introduced. You might have to play a piece
of the game with no character, sitting at the table and
contributing as usual but not so directly represented in
the game, but I hope you all figure out a way to minimize
that. If nothing else, it’s within bounds for your character
to just show up: “The Stewards at Dogs’ Temple sent
me here, I’ve ridden straight through the night, and can
somebody tell me why?”
GMing Character Creation
W
hile your fellow players are creating their characters,
you need to stay on top of four things.
1. Are we developing characters who’re competent to
serve? If we aren’t, you need to redirect us. Try asking
questions like, “and how would this person make it through
initiation?” and pointing out the Dog’s responsibilities
and what initiation entails. I’ve noticed that some players’
impulse is to create clowns. Clowns are fine, but make sure
there’s some hardness, some will, underneath.
2. If we lose our characters’ initiatory conflicts, will
we be out of the game? “I hope my character makes it
through initiation” isn’t an acceptable conflict, whatever
specific form it takes. We already know that all our
characters are going to be Dogs, that’s the game.
Instead, suggest a conflict that cements a Trait the
character already has. Like if my character has “I’m good
with horses,” suggest that I try to accomplish something
related: teaching a new initiate to ride well, winning
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the admiration of the hostlers, or arranging for my
companions to all have excellent mounts when we leave.
Remember: as GM, you always roll 4d6+4d10 for
initiatory conflicts.
3. How much supernatural effectiveness are we
building into our characters? Don’t judge whether it’s too
much or too little — you’re to keep an open mind and
follow our lead. The supernatural in the game will be
somewhere on a continuum. At this end, barely any, where
the demons are really just bad luck and the pressures a
town has to struggle with to survive, and the ceremonies
of the Faith only reassure the Faithful and remind them of
their commitments to one another. At the other end, lots
and lots, with the Dogs as powerful exorcist-gunslingers
battling demons, sorcerers and ghosts, where calling a
person by name can restore him to life and bullets slide
off a Dog’s coat, striking sparks. Look at the Traits we
give our characters, and you’ll begin to see where on that
continuum this particular game will fall.
...But “follow our lead” doesn’t mean keep your mouth
shut. If one of us is stuck for Traits, feel free to suggest
“I’ve exorcised a demon,” “the King of Life speaks to me
in dreams,” or “I’m a healer.” When it comes to initiatory
conflicts, be sure to suggest some supernatural ones, along
the same lines. If we don’t respond, then follow.
4. What’s up, I mean really what’s up, with our
characters? Does mine have some sort of love-hate thing
going on with his family? Does Em’s have a mean streak?
Does J.’s have secret doubts?
Don’t act on them yet — in fact, it’s way too early to
draw any conclusions a’tall — but file them away. Now’s
the time to start going “mmhmm” like good Dr. Freud.
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Recap
Creating your Character
Your character’s initiation took two months at the
Dogs’ Temple in Bridal Falls City. The teachers there
proved, trained, educated, initiated, and inspired him or
her. The Dogs’ Stewards then assigned your character to
companions and a route.
It’s your responsibility to create a character suited to
service and within the genre of the game.
1. Choose one:
— Well-rounded: 17d6 for Stats, 1d4 4d6 2d8 for Traits,
4d6 2d8 for Relationships.
— Strong History: 13d6 for Stats, 3d6 4d8 3d10 for
Traits, 1d4 3d6 2d8 for Relationships.
— Complicated History: 15d6 for Stats, 4d4 2d6 2d10 for
Traits, 5d6 2d8 for Relationships.
— Strong Community: 13d6 for Stats, 1d4 3d6 2d8 for
Traits, 4d6 4d8 3d10 for Relationships.
— Complicated Community: 15d6 for Stats, 6d6 2d8 for
Traits, 4d4 2d6 2d8 2d10 for Relationships.
2. Divvy your character’s Stat dice between Acuity,
Body, Heart and Will. Give every Stat at least 2 dice.
3. Create some Traits and assign your character’s Trait
dice to them.
4. Create a couple of Relationships and assign some
of your character’s Relationship dice to them. The rest of
your character’s Relationship dice are Available.
5. Write down your character’s Belongings and assign
them their dice. Remember to describe your character’s
coat.
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— It’s normal: 1d6.
— It’s excellent: 2d6.
— It’s big: 1d8.
— It’s big and excellent: 2d8.
— It’s crap: 1d4.
— All guns get an additional 1d4.
6. When your GM comes around to you, say something
that you hope your character accomplished during
initiation. Make it what’s at stake in a conflict, set a stage,
roll dice, See and Raise, and at the end give your character
the outcome as a new Trait at 1d6.
GMing Character Creation
— Are the characters suitable Dogs?
— Are their initiation conflicts’ stakes appropriate?
— How supernaturally effective are they?
— What are their interesting underlying issues?
For initiation conflicts, you roll 4d6+4d10.
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Resolution
T
he shopkeeper from Back East? His wife isn’t really
his wife. He’s the procurer and she’s the available
woman. Their marriage is a front.
Your brother’s son, your nephew, is fourteen years old.
He’s been stealing money from his father, your brother,
and taking it to visit this woman.
Your brother is in a bitter rage, humiliated by his son’s
thievery and grieving his son’s lost innocence.
He’s going to shoot her.
What do you do?
Overview
W
e’ll use dice to resolve the conflicts the characters
get into. The dice determine not just how the
conflict turns out at the end — who wins? — but also
how the conflict goes throughout. They provide reversals,
escalation, daring advances and desperate retreats, broken
bones, cutting betrayals, and all the other juicy goodness a
conflict should have.
All the players who have an interest in a particular
conflict roll their own dice. Your dice represent your
bargaining position in the conflict: the more dice you
roll, the more say you have in how the conflict goes. This
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is because your dice give your characters’ actions and
reactions weight, consequence. When you have a character
throw a punch, you use your dice to back it up. When
your character takes a punch, your dice determine whether
he shrugs it off or down he goes.
To launch a conflict, we begin by establishing what’s
at stake, setting the stage, and figuring out who’s
participating. Every participating player takes up dice
to match the circumstances and throws them down all at
once. From there on, the conflict plays out kind of like
the betting in poker. One player “raises” by having a
character act and putting forward two dice to back it up,
and all of the other players whose characters are affected
by the act have to put forward dice of their own to “see.”
When you use dice to Raise and See they’re gone: put
them back in the bowl and don’t use them again in this
conflict.
Depending on how effectively you See, you might have
to take Fallout Dice: dice representing blows your character
took — hard words or punches or knives in the ribs or
even bullets — and when the conflict’s over you’ll roll
them to see how badly your character is hurt.
If you’re losing, you can get more dice by escalating the
conflict. Someone’s getting the better of your character in
an argument? Pull a gun. That’ll shut ’em up.
Anyone who has too few dice to See when they have
to — and can’t or won’t escalate — is out of the conflict.
Whoever’s left at the end gets to decide the fate of what’s
at stake. Everybody deals with their Fallout Dice, and then
the conflict’s done!
The Simple Case
1.
Establish what’s at stake. Any player can make
suggestions, and everybody should feel free to toss it
around until you arrive at the right thing.
What’s at stake is: does your character’s brother
shoot the woman?
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2. Set the stage. Say where the conflict’s taking place,
what’s around, maybe mention where the conflict might
range or what features of the environment might come into
play. Also have someone say how the conflict will start.
Your character meets his brother on the twin-
rut road between his farm and town. The nearest
building is his tool shed, a hundred feet behind;
otherwise it’s all around swaying gold wheat. The
sky is insane summer blue and it’s before noon.
Your character’s brother has his old smoothbore
carbine and his jaw is clenched. You’ll start with
just talking, you say.
3. Who’s participating?
Just me and you, for now. You’re taking your
own character’s side, of course, and I’m taking
your character’s brother’s.
4. Take up dice. You’ll take dice from your character’s
sheet, as appropriate to this conflict as it opens. I’ll take
dice from your character’s brother’s sheet. Here’s how it
works:
Stats: Which Stats you roll depends on what arena
the conflict is currently playing out in. Just talking: roll
Acuity + Heart. Physical, but not fighting: roll Body +
Heart. Fighting hand-to-hand: roll Body + Will. Fighting
with guns: roll Acuity + Will.
Since we start out with our characters just
talking, you roll d6s equal to your character’s
Acuity plus d6s equal to your character’s Heart:
let’s say 6d6 together. I roll d6s equal to your
character’s brother’s Acuity plus his Heart: let’s
say 7d6.
Relationships: You roll the dice listed for your
character’s Relationships under pretty limited
circumstances: when your Relation is your character’s
opponent or when your Relation is what’s at stake.
Since your character’s brother is your opponent,
you get whatever dice you have listed for him
on your character’s sheet. Recall that for blood
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relations, if you don’t specify any dice you get a d6.
Let’s say that for this particular relationship you
have 1d8 listed and I have nothing. You roll your
1d8 and I roll the default 1d6.
Traits: You roll the dice listed for your character’s
Traits when you bring them into play as part of a Raise or
See. You roll a Trait’s dice only once per conflict, the first
time you bring the Trait into play.
Things: You roll the dice listed for your character’s
Belongings, as for Traits, when you bring them into play in
a See or a Raise. You only get each thing’s dice only once
in a conflict. If you bring something into play in a See or
a Raise and it’s not on your character sheet, you get its
normal dice if you’re using it as it oughta be used, and a
d6 or a d4 otherwise.
Since neither of us has Raised or Seen yet,
neither of us get dice from our characters’ Traits or
Belongings.
All told, you take up 6d6 plus 1d8, and I take up
8d6.
5. We roll all our dice. Leave ’em out on the table where
everybody can see. You can push them around into order if
you want.
You roll: 1 2 2 3 4 4 7. I roll: 1 1 1 3 4 5 6 6.
6. Now we take turns Raising and Seeing. Here are the
ground rules:
Your Best Roll is the sum of your two highest dice.
Your Best Roll is 11, mine is 12.
To Raise, say what your character does and put
forward two of your dice.
You Raise always with two dice. They can be any two,
including or excluding your best roll. When you Raise,
have your character do something that his opponent can’t
ignore. We’ll call it an “attack” for now, but of course it
doesn’t have to be violent.
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(You can Raise with one die under two particular
circumstances: when you’ve Helped someone else, and
when it’s your Raise and you have only one die left.)
Your Raise is both what your character does and the
dice you’re using to back it up. Don’t put dice forward to
Raise without describing your character’s action.
To See, say how your character responds and put
forward one or more of your dice.
You See by putting forward dice to equal or exceed the
standing Raise. You See with as many dice as you need.
Your See is both your character’s response and the
dice you’re using to get it. Don’t put dice forward to See
without describing how your character deals with the
Raise:
If you See with one die, that’s Reversing The Blow.
Say how your character turns the attack back onto the
attacker, and don’t discard the die you used to See, hold
on to it for a minute. When it’s your turn to Raise, use
that die as one of your two dice to Raise. It counts twice,
in other words: you See with it and then immediately use it
again to Raise before you discard it.
If you See with two dice, that’s a Block Or Dodge. Say
how your character defends against the attack.
If you See with three or more dice, that’s Taking The
Blow. Say how the attack lands and how your character
reacts.
When you Take The Blow, you always get Fallout
Dice. Take a number of dice equal to the number you
used to See — so if you Saw with three, take three, if you
Saw with four take four, and so on up — and set them
aside until the conflict ends. The size of the Fallout Dice
you take depends on the nature of the blow: d4s if it’s not
physical, d6s if it’s physical but not a hit with a weapon,
d8s if it’s a hit with a weapon but not a bullet, and d10s if
it’s a bullet.
And finally, if you don’t want to play through to the
end of a conflict, you can Give instead. You lose the stakes,
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but gain an advantage in any follow-up conflict. Under
some circumstances you might rather that than staying in.
Here’s the procedure:
a. Whichever character’s opening the conflict, that
player makes the first Raise. Say what your character does
and put forward two of your dice to back it up.
You’re opening the conflict, so you start: “Hey,
Zeke, you don’t just go shoot people,” you have
your character say. “Let’s talk about this.” You
Raise with a 4 and a 3, for 7.
In cases where it’s not clear who should open the
conflict, have it be the player with the highest best roll.
b. Everybody whose character is affected by your Raise
has to See. Remember that you Raise with two dice and
See with as many as it takes.
I put forward my own 4 and 3 to See. “Get out
of my way, boy,” I have my character say.
c. Now whoever’s next gets to Raise. In this case, me.
“In fact, if you had any conscience of your
own, you’d be with me.” That’s my Raise, so I put
forward a 5 and a 6, for 11.
d. Again, everybody whose character is affected by
my Raise has to See. Notice that with only two of us, we
simply trade back and forth: you Raise, I See then Raise,
you See then Raise, I See then Raise ... and on until one
of us is out of dice and the conflict ends.
You have my 11 to See, so you slide forward
your 7 and your second 4. “Don’t try to tell me
about my conscience,” you have your character say;
that’s your See. Here’s your Raise: “you go home
and see to your son.” Raising with your best dice
left: two 2s.
I see with my last 6, Reversing The Blow. “Ha!
I remember how he used to look up to you! Maybe
if you’d been in his life he wouldn’t have gone this
way.” Because I Reversed The Blow, I get to keep
the 6 for my Raise. I add one of my 1s to it.
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So now you only have the one 1 left. You can’t
See my Raise, so I win the stakes. Your character
stands there with the wind out of his sails and I
have my character push past and on into town,
where he murders the shopkeeper’s supposed wife.
Escalating
A
nd that’s pretty grim, no? Let’s look at something you
can do about it.
When you Escalate, you get to roll Stat dice for the
new arena. Let’s take it from my Reversal:
“...Maybe if you’d been in his life he wouldn’t
have gone this way.” I put forward my 1 to go with
my 6, so you have a 7 to See.
“Forget this,” you say. “I punch you.”
Now your character isn’t just talking any more! He’s
fighting, and that means you roll Body plus Will. Take
up those new dice, throw ’em down, and add them to
whatever’s still left on your side.
Let’s say that your character’s Body plus Will is
7d6. You roll: 1 3 4 5 5 5 6. Also, let’s say that your
character has “Fist fighting 1d8” as a Trait, so you
roll that d8 as soon as you say “I punch you.” You
roll a 4 on the d8 and you still have that 1 left from
before too.
So you See my outstanding 7 with your 4 and
your 3, and put forward two of your 5s to Raise.
Now I don’t have the dice to See your Raise. If I don’t
want to Give, I have to Escalate to match. Will I? Yes!
Let’s say that my character’s Body plus Will is
6d6. I roll crap: 1 1 2 2 2 5. I have no immediately
relevant Trait and my two leftover 1s aren’t much
comfort.
I have to See your 10. I See with my 5, two 2s
and a 1. Because I’m Seeing with more than two
dice, I’m Taking The Blow: “I’m surprised and
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you catch me right in the jaw,” I say. I take four
Fallout Dice, the number of dice I used to See, and
since I took a punch they’re d6s. I set 4d6 aside for
after the conflict.
Now all I have left to Raise with is a 2 and
some 1s, and you have a 6, a 5, a 4 and some
stuff. If I stay in the fight, you’ll beat the crap out
of me. Instead I Give. Now you get the resolution
of what’s at stake: you have your character take
my gun away and send me home, bruised and
grumbling.
You don’t need to wait for the Raise you can’t See to
Escalate. You can Escalate as soon as you want.
In any given conflict, you can roll each of your Stat’s
dice only once. In a gunfight, we’d roll Acuity plus Will —
but we both rolled our Acuity when we were just talking,
and we both rolled our Will when we started punching!
Having my character raise the gun wouldn’t give me any
new Stat dice.
Using Traits and
Things
E
scalating to gun fighting would, however, give me dice
for the gun itself — 1d4 plus 1d8, as it happens — plus
dice for any gun fighting Traits I might bring into play. It
works like this:
When you use one of your Traits to Raise or See, you
get to roll its dice. When you use one of your Belongings
to Raise or See, same thing, you get to roll its dice.
Roll the dice after you say your action, but before you
put dice forward.
Like Stats and everything else, you can roll a Trait’s
or a Belonging’s dice only once in a conflict. After that,
you can still use the Trait or Belonging to See or Raise,
but you don’t get more dice for it. It doesn’t matter how
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many times I have my character adjust his eyeglasses, for
instance; I get to roll their dice just once, the first time.
So let’s see how that could go. Let’s take it from the
punch.
Now all I have left to Raise with is a 2 and
some 1s, and you have a 6, a 5, a 4 and some stuff.
If I stay in the fight, you’ll beat the crap out of me.
Instead ... I have Zeke raise his gun.
“I can’t believe you hit me,” I say. “I pull the
trigger.”
First thing first: I’m Escalating to gun fighting.
If I hadn’t already, I’d roll Acuity and Will. I have
so I don’t.
Then I roll the dice for the gun, 1d4 plus 1d8.
I roll a 3 and a 7. I also have a Trait: “I’m a good
shot 2d6,” so I roll those dice: a 2 and a 4.
I look at your dice: your highest two are still a 6
and a 4. If I put forward my 7 and my 4, I’ll force
you to Take the Blow — but I don’t want that, as
it happens. That’s Fallout in d10s and you’re my
brother, after all. I put forward my 3 and my 4; I
know you can Block or Dodge a 7.
Your character has a wicked handy Trait, though:
“disarming enemies 2d8.” So when you say (Seeing
with 6 and 1, Block or Dodge), “I grab the barrel of
the gun and shove it upward so you shoot into the
air,” and then you say, “and I jerk it out of your
hands,” things take a bad turn for me. You roll a
3 and an 8 on your 2d8. You Raise with the 8 and
your 4, so I have to Take the Blow. I See with my
7 and my two 2s. Your character gets the gun and
I get 3d6 Fallout. (We’ve escalated to gun fighting,
yes, but the blow I took was merely rough physical
treatment, not a gunshot.)
Anyhow we struggle over the gun but if you’ve
been paying attention to our dice, you’ll see that I
can’t win.
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Now your character does send mine home,
humiliated and gunless.
Is the potential for bad, bad Fallout — inflicted and
received, remember; when one gun comes out, others often
follow — anyway is it worth those dice? Depends on the
circumstances and your personal will.
Improvised Things: Sometimes you’ll have your
character use a tool or weapon not listed on your sheet.
If your character’s using it to its intended purpose
— shooting a gun, looking through a spyglass, hitting
things with a hammer — you get its normal dice. If your
character’s using it for something unintended — hitting
someone with a pistol’s butt, wedging a hammer into a
doorjamb to hold it shut — you get 1d6, or 1d4 if it’s a
dumb, desperate or dangerous thing to do. There’s an
example in passing below, so keep an eye out for it.
Occasionally a character will burst into a conflict
already in progress. The player doesn’t get to roll dice
— you can’t join a conflict already underway as a full
participant — so instead you can treat the character
mechanically as an improvised thing. Incorporate her into
a Raise or a See for 1d8 if she’s big, 2d6 if she’s excellent,
2d8 if she’s big and excellent, 1d6 if she’s normal, or 1d4
if she’s crap. If you have a Relationship with her, that’s
like a belonging written on your character sheet: roll your
Relationship dice instead, no matter how excellent, big or
crap she might be.
Timing Traits and Things
— Say your See or Raise, incorporating the Trait or
Thing. This brings it into play.
— Roll its dice and add them to whatever dice you’ve
already got.
— Put forward the dice you’re using for your See or
Raise.
If you say “I shoot you” for a Raise, for instance,
you get to roll your gun’s dice and then put your two dice
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forward. The dice you roll for the Trait or Thing are
available to you.
Remember that you can roll a Trait’s or Thing’s dice
only once in any conflict, no matter how many times you
incorporate it into a See or Raise.
Giving
W
hen you Give instead of Seeing, you don’t need to
Take the Blow. In fact, one of the best reasons to
Give is to avoid a Blow you can’t bear to Take.
There’s no need to stay in a conflict to the bitter end.
You can and should Give as soon as your character would,
as soon as you’re willing to let the conflict go — be it
because the stakes aren’t worth it, or because you’ve
thought of follow-up stakes even better — or as soon as
you realize you can’t win.
When you Give instead of Raising, you get to cut your
losses. Grab your highest remaining single die and set it
aside. If there’s any follow-up conflict, roll your Stat and
Relationship dice as usual, then add this reserved die to
the mix. Don’t reroll it! This represents the advantage you
keep by ceding the previous stakes on your own terms.
Fallout
B
ut what about those blows my character took? Here’s
how Fallout Dice work:
a. Roll all your Fallout Dice. If you Took more than
one Blow, you might have Fallout in different sizes; that’s
just fine. Roll ’em all and add the two highest together;
that’s your Fallout Sum.
I roll my 7d6 Fallout: 1 1 2 4 5 5 6. I’m hurtin’
at 11.
b. Is your Fallout Sum less than 8? If so, your character
suffers only short-term consequences. Choose one of these
things (this is the short-term list):
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— Subtract 1 from one of your character’s Stats for your
next conflict.
— Take a new trait rated 1d4 for your next conflict.
— Change the dice of one of your character’s
Relationships to d4s for your next conflict.
— Have your character leave the scene and spend some
time alone. Only choose this one if nobody else launches a
follow-up conflict.
c. Otherwise, if your Fallout Sum is 8 or higher, your
character suffers lasting harm. Choose one of these things
(this is the long-term list):
— Subtract 1 from one of your character’s Stats.
— Take a new trait at 1d4.
— Take a new relationship at 1d4.
— Add 1d to an existing d4 trait or relationship.
— Subtract 1d from an existing d6+ trait or relationship.
— Change the die size of an existing trait or relationship
to d4.
— Erase a Belonging from your character’s sheet.
— Rewrite your coat’s description to include permanent
damage. Reduce your coat’s dice if it’s called for.
d. In addition, is your Fallout Sum 12 or higher? If so,
your character’s injured. Choose again from the long-term
list.
Injured how badly, though?
e. Is your Fallout Sum less than 16? If so, Roll dice
equal to your character’s Body. If you can See your
current Fallout Sum in 3 or fewer dice, your character will
recover without medical attention. Stop here. Otherwise,
bump your current Fallout Sum up to 16 and continue.
f. Is your Fallout Sum 16 or higher? If so, your
character’s badly injured. With medical attention he might
live, but without it, he won’t.
— If your character gets medical attention, launch a new
conflict. You roll your character’s Body plus the healer’s
Acuity, plus any relevant Relationships, Traits and Tools,
of course. (If your healer is a fellow Player Character, have
that player roll the dice.) I roll all your Fallout Dice again
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plus the Demonic Influence (about which, more later).
What’s at stake is whether your character will live. Your
healer takes any Fallout from this roll. If you and your
healer win, your character will live; stop here. Otherwise
bump your current Fallout Sum up to 20 and continue.
— If you don’t get medical attention, bump your current
Fallout Sum up to 20 and continue.
g. Is your Fallout Sum 20 or higher? If so, your
character’s dead. Choose one of the following:
— Die now.
— Set up your death scene, during which you’ll die.
Notice that since only guns inflict d10 Fallout, only a
gunfight can kill your character outright, and then only
if you roll two 10s on your Fallout Dice. Otherwise, your
character will at least have the opportunity to survive with
medical care.
Notice also that since just talking inflicts only d4
Fallout, only if you roll two 4s will an argument give your
character long-term consequences.
h. While your Fallout Dice are still there on the table,
check to see: did you roll any 1s?
If so, your character gets something good out of the
conflict. Choose one of these things:
— Add 1 to one of your Stats.
— Create a new Trait at 1d6.
— Add or subtract 1 die from an existing Trait.
— Change the d-size of an existing Trait.
— Create a new Relationship at 1d6.
— Add or subtract 1 die from an existing Relationship.
— Change the d-size of an existing Relationship.
— Write a new Belonging on your character sheet and
give it its usual dice.
(This is the experience list. Choose only one per
conflict, no matter how many 1s you rolled in Fallout.)
i. All of these many choices you get to make, whatever
you choose, you have to justify it out of the events of the
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conflict. If any of your fellow players can’t see it, you have
to explain better, say more, and win that person over.
My Fallout Sum, as you remember, is 11. My
character suffers lasting harm but isn’t injured.
From the long-term list I choose to change the
die size of my character’s Relationship with your
character, his brother, to d4. Is it justified? I’d be
surprised if anyone even asked.
Also I did, in fact, roll at least one 1 on my
Fallout Dice. From the experience list I choose a
new Relationship for my character: the shopkeeper’s
purported wife, 1d6. I explain that while he’s
not gonna go shoot her, his hate isn’t resolved,
it’s festering. He thinks about her all the time.
Everybody agrees that that makes sense, so there we
go.
Follow-up Conflicts
A
follow-up conflict is simply a new conflict that follows
on the one just ended. In general you treat it exactly
as you would any other, but it does have a few special
considerations:
— It counts as a follow-up conflict only if its stakes
follow directly from the previous conflict’s resolution.
— Its stakes can be the same as the previous conflict’s
stakes only if all three of its participants, its stage as
set, and its opening arena are different. That is, if your
character tries to talk my character into admitting her sin,
but fails, you can’t just try again. That conflict’s done.
What you have to do if you want a follow-up with the same
stakes is come back another time or catch her at some other
place, with your friends to back you up — and this time it
can’t be just talking.
— If you cut your losses in the previous conflict, Giving
instead when it was your turn to Raise, you get to keep
your single best die from that conflict. After you roll
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your dice for this conflict, add your reserved die (without
rerolling it) to the mix.
— As the GM, I get an extra option, and it’s a good
one. If nobody cares about my NPCs’ Fallout, when I
roll my Fallout Dice, I don’t calculate and choose Fallout.
Instead, I simply give you the two highest dice to add
into your side of the new conflict. You don’t reroll them,
just put them straight in with your own dice. They’re the
advantage you carry into the follow-up.
If anyone does care, I roll and assign Fallout as usual.
Later on, I have your character’s brother hire
some thugs to go burn down the shopkeeper’s store.
We play it out as a conflict and your character fends
them off and manages to corner one in a nearby
stable. There’s lots of hitting and even a couple of
shots fired during the conflict, so I have some ugly
Fallout Dice: 6d6 and 3d10; when I roll them the
two highest are a 6 and a 9 — but nobody really
cares whether this thug is hurt or killed, nobody’s
going to keep track of his Traits or Relationships.
You launch a follow-up conflict; what’s at stake
is whether this captured thug reveals that your
character’s brother is behind the attempted arson.
So instead of giving the thug his due Fallout, I give
those two highest Fallout Dice to you for the follow-
up conflict. You roll your character’s Acuity and
Heat and then I pass them over.
Frankly, an extra 6 and 9 for you to Raise me
with? I don’t like my odds.
Using Relationships
B
ecause rolling your character’s relationship depends on
who your character’s opponent is and what’s at stake,
you’ll roll them at the beginning of the conflict, with your
Stats.
With a Person: A relationship with a person
contributes its dice to your side of a conflict when a) the
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person is your character’s opponent, b) the person is what’s
at stake, or c) the person comes to your character’s active
aid in a conflict already underway.
With an Institution: A relationship with an
institution (like the Faith or the Dogs) contributes its dice
to your side of a conflict when a) your character’s opponent
is a person with authority in the institution, or b) what’s
at stake is your character’s status with regard to the
institution.
With a Place: A relationship with a place contributes
its dice to your side of a conflict when a) your character’s
at the place, or b) the place is what’s at stake.
With a Sin: A relationship with a sin contributes its
dice to your side of a conflict when a) your character has
committed the sin and it’s relevant to the conflict, b) your
character’s resisted committing the sin and it’s relevant to
the conflict, c) what’s at stake is someone’s commission of
the sin — your character’s, your opponent’s, or someone
else’s.
With a Demon: A relationship with a demon
contributes its dice to your side of a conflict when a) the
demon is your character’s opponent, via a sorcerer or
possessed person, or b) the demon is what’s at stake.
If your character has a Relationship with a demon,
he or she can ask the demon for help at any time. Add
the situation’s Demonic Influence to your side, with
supernatural special effects. This makes your character a
Sorcerer; what that means to your character’s soul is, as
always, in your hands.
Timing New Relationships
If you have unassigned Relationship Dice, you can put
a new Relationship on your character sheet at any time.
Just name the relationship and assign dice to it.
If you assign a new Relationship during a conflict, and
the Relationship is with either your opponent or what’s at
stake, roll the newly applicable dice right away.
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Multiple Opponents
T
he Raise-See-Raise rhythm is very easy when there’s
only you and me, but what if there are more of us?
a. Whenever you Raise, everybody whose character is
affected has to See. You decide who that is; make it clear in
your description of your Raise.
b. Break it into Rounds and Goes if that helps. In every
Round, every player gets one Go; your Go is when you
Raise.
c. You get your Go in order of highest Best Roll.
So here’s a little outline of how it works, stripped down
to the bones:
Round Starts.
Order by Best Roll is: Player 1, Player 2, GM, Player 4,
Player 3. Boldface marks each go.
Player 1: I Raise, GM is affected.
GM: I See.
Player 2: I Raise, Player 3 and GM are affected.
Player 3: I See.
GM: I See.
GM: I Raise. Player 1, Player 2, Player 4 are
affected.
Player 1: I See.
Player 2: I See.
Player 4: I See.
Player 4: I Raise. GM is affected.
GM: I See.
Player 3: I Raise. Player 2 is affected.
Player 2: I See.
Round Ends.
Next Round, everybody still in the conflict gets one
Go again, but the order may have changed. Here’s how it
might look, fleshed out:
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The other PCs have had enough of your
character’s brother. They’ve decided to beat sense
into him. You see their point but, well, he’s your
brother, and you’ll stand with him. They corner the
two of you in a hay barn.
You’re Player 3; I’m the GM. Zeke’s your
character’s brother, recall; I’m playing him. We join
the fight in progress:
Round starts.
Order by Best Roll is: Player 1, Player 2, me,
Player 4, you. Boldface marks each go.
Player 1: I grab Zeke from behind and hold
him for you to punch [to Player 4].
Me (Block or Dodge): He twists out of your
grip. You can keep hold of his jacket if you want.
Player 1: Cool. I throw it down in the hay.
Player 2: I hook your ankle and throw you
over into Zeke [to you].
You (Taking the Blow): Oof. I windmill my arms
and go down on my butt.
Me (Block or Dodge): ...But Zeke jumps out of
the way.
Me: In fact he jumps over to the wall and
pulls down a big ol’ hay rake. Since you’re
down [to you], he swings it freely, chest high,
like whaa! at all of you [to Players 1, 2, 4].
(I roll a d6 for the improvised weapon, by the
way.)
Player 1 (Taking the Blow): You knock the wind
outa me.
Player 2 (Block or Dodge): I throw myself
down. Whish!
Player 4 (Block or Dodge): I catch the rake, like
hah!
Player 4: ...And jerk it out of your hands
[to me].
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Me (Taking the Blow): All yours.
You: Hey, you’re down in the hay with me
[to Player 2]? I roll over onto you and get you
in a head lock.
Player 2 (Taking the Blow): Ow! Get off! Urk!
Round Ends.
In play, you should make explicit who you expect to
See your Raises. Usually it’ll be each and every one of
your opponents, and usually it’ll be obvious from your
description of what you do. Only take care that none of
your opponents could simply ignore your Raise; a Raise is,
remember, something that your opponent can’t ignore.
If you Reverse a Blow in a group conflict, keep the die
for whatever you do next, whether it’s Raise or See.
Helping
I
f you and a friend are in a conflict together, you can
help one another. It works like this:
On your friend’s Go, you can give one of your dice to
your friend’s Raise. You have to have your character do
something that would a) clearly and directly contribute
to your friend’s character’s action, and b) be obviously
something your character could do, given everything else
going on. If anyone objects that your character’s too busy
or in the wrong part of the scene, you should graciously
withdraw. Given that everybody thinks it’s reasonable,
though, just slide one of your dice over to go with your
friend’s.
On someone else’s Go, you can give one of your dice to
your friend’s See. Again, you have to have your character
do something both clearly helpful and clearly possible, and
again if anyone objects, don’t insist.
Either way, however, you’ve spent the die, and
moreover, you’ve borrowed against your own next Raise.
On your next Go, Raise with only one die.
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You can’t help two people between your Goes. If you
could, you’d have to Raise with no dice, and that doesn’t
make any sense.
Player 4’s character has reversed the rake in
his hands and brings it crashing down on your
character’s back. Player 4 puts forward a big
Raise, and you’ve only got small dice: you’ll be out
of the conflict.
I’ve been holding a good die in reserve, though.
“Zeke shouts and shoves you out of the way,” I say,
and I give you my die. With it, you’re able to See
and stay in the fight.
I’ve spent it from my next Raise, though, so
when it comes around to my Go, I’ll Raise with only
one die.
When you give a die to a friend for a See, it doesn’t
count against her for Fallout. In other words, if your
friend is able to See with one die plus yours, that’s a
Reversal; with two dice plus yours, that’s a Block or
Dodge; with three dice plus yours, that’s Taking the Blow
for three dice of Fallout.
Using Ceremony
S
orcerers, demons, the possessed, and the souls of
the Faithful can’t ignore ceremony performed with
authority. That means that when your character’s in
conflict with one of those sorts of opponents, you can use
ceremony to See and Raise!
Your character can perform an entire ceremony,
including many ceremonial elements, as a single See or
Raise, or each See and Raise can be a single element of
ceremony. Choose whichever better serves the pace of the
conflict. I call upon the Authority of the Ancients! I make
the Sign of the Tree! I command you By Name to depart!
Raise 9! Or, if you’d rather: I call upon the Authority of
the Ancients! Raise 6! I make the Sign of the Tree! See 7! I
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command you By Name to depart! Raise 9! Either is, as I
say, valid.
In addition, the elements of ceremony that your
character uses determines the Fallout dice that your
character’s opponent receives when Taking the Blow.
Ceremony is like a weapon, in that way.
Ceremonial Fallout:
— Anointing with Sacred Earth: d8s.
— Calling by Name: d4s.
— Invoking the Ancients: d4s.
— Laying on Hands: d6s.
— Making the Sign of the Tree: d6s.
— Reciting the Book of Life: d4s.
— Singing Praise: d6s.
— Three In Authority: d8s.
If you’re creating a multiple-element ceremony as a
single Raise, inflict the highest die-size Fallout of all the
elements you’re including. If, for instance, your ceremony
includes Calling by Name, Invoking the Ancients, and
Making the Sign of the Tree, it inflicts d6s for Fallout.
Strictly, bringing ceremony into a conflict is not
escalating. You don’t get to roll new dice — unless you’ve
got a Trait or Belonging that now applies. No, ceremony is
useful only because it lets you Raise against demons and
sorcerers on their own terms.
Remember the supernatural continuum? If your game
is at the low-supernatural edge, you might go the entire
thing without using ceremony a’tall.
Demonic Influence
S
ome conflicts call for me as the GM to “roll Demonic
Influence,” that is, to bring to bear the sort of
generalized badness of what’s going on in the town.
Demonic Influence depends on what the Dogs have
discovered about the town, not what’s actually going on.
What’s the worst “something wrong” manifestation the
PCs have seen here?
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— Injustice: the Demonic Influence is 1d10.
— Demonic Attacks: the Demonic Influence is 2d10.
— Heresy: the Demonic Influence is 3d10.
— Sorcery: the Demonic Influence is 4d10.
— Hate and Murder: the Demonic Influence is 5d10.
There are three cases in particular:
When a character’s critically injured but gets
medical attention, I scoop up all of the Fallout Dice the
player just rolled, add the Demonic Influence, and roll
the lot. If the character’s dying but didn’t roll any Fallout
— if the character’s life was named as what’s at stake in a
conflict, for instance — I roll four dice plus the Demonic
Influence. I roll four dice of a size appropriate to the
circumstances or the resolution of the conflict: 4d10 if the
character’s shot, 4d8 if she’s stabbed, hacked, hanged or
clubbed, 4d6 if she’s strangled, stomped down, fallen or
drowned.
When a character launches a conflict and there’s
no clear opposition, I roll 4d6 plus the Demonic Influence.
When a Sorcerer calls upon the demons for help,
I roll the Demonic Influence into the sorcerer’s side of the
conflict, as though it were a Trait or Thing.
GMing Conflicts
I
think of this as “second session” advice. The first
time you play, you’ll be busy figuring out the simple
mechanics and rhythm of the game. It’s when you reflect
on the first time that this section will make the most sense.
— As GM, you get to help establish stakes. If your
player says “what’s at stake is this” you can say “no, I
don’t dig that, how about what’s at stake is this instead?”
Not only can you, you should. This is an important duty
you have as GM and you shouldn’t abdicate it.
— As GM, you should push for small stakes. It’s
natural for the players to set stakes big. “Do we get the
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whole truth from her about everything that’s going on?
Do we convince him to give up his sinnin’ ways and do
right forever after? Do we undo all the harm the cult has
done?” You as GM have to engage with them and wrestle
them down. You should be saying, “no, how about do you
win her trust about some small matter? Do you give him
a moment’s pause? Do you make this one person breathe
easier, right now?” It’s out of creative tension between
their big stakes and your small stakes that the right stakes
are born.
What you’re after is two things: follow-up conflicts and
givable conflicts.
Since you want good follow-up conflicts, the right
stakes can go either way without creating a dead end or a
dull patch. Pushing stakes smaller will tend to make them
less make-or-break.
Givable conflicts — that’s the trick. The right stakes
will make it so that escalating, taking a blow and giving
are all roughly equal. Set the stakes too large and
Escalating is always worth it. Set them small enough and
Giving vs. Escalating becomes a real question, as does
Giving vs. Taking a bad Blow.
Conflicts always end with a Give. It doesn’t have to be
because one side has used every single last die. It can be as
soon as one side sees which way the wind’s blowing - but
that won’t happen if the stakes are too grandiose.
— As GM, don’t put up with hedged stakes. “Do
we get him to repent?” is fine. “Do we get him to repent
without spilling blood?” is not. Think outcomes, not
methods; the methods come from playing the conflict
through.
— As GM, you should always follow your group’s
lead. A big part of your job in the first couple of sessions
is to figure out, mostly by observation, your group’s
standards for legit Raises and Sees, invoking traits, valid
stakes, using ceremony, the supernatural, and so on.
However, the thing to observe in play isn’t what the
group’s doing, but instead who’s dissatisfied with what
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the group’s doing. The player who frowns and uses
withdrawing body language in response to someone
else’s Raise, or who’s like “that’s weak” when someone
reaches for dice — that’s the player whose lead to follow.
Everyone’s Raises etc. should come to meet the most
critical player’s standards. As GM, it’s your special
responsibility to pay attention, figure out what those
standards are, and to press the group to live up to them.
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Recap
Resolving Conflicts
First, say what’s at stake.
Second, set the stage and the opening arena.
Third, roll Stat dice, depending on the opening arena:
— Just talking: Acuity + Heart.
— Physical, not fighting: Body + Heart.
— Fighting hand to hand: Body + Will.
— Gun fighting: Acuity + Will.
Fourth, roll Relationship dice if they apply.
Relationships apply when your relation is your opponent,
or your relation is at stake.
Fifth, take turns Raising:
— A Raise is an action your opponent’s character can’t
ignore.
— Whoever opens the conflict does the first Raise.
— In every round, everyone Raises once, in order of Best
Roll.
— For every Raise, everyone affected has to See.
— If your Raise or See brings one of your Traits or
Belongings into the conflict, roll its dice.
— If you See with one die, that’s Reversing the Blow. If
you See with two dice, that’s Block or Dodge. If you See
with three or more dice, that’s Taking the Blow.
— When you Take a Blow, you get Fallout Dice equal to
the number of dice you used to See.
— If you Escalate the conflict to a new arena, roll your
appropriate Stats.
— If you Help someone, give her a die, and Raise with
only one die when it’s your go.
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Sixth, when someone can’t See a Raise, or else when
someone Gives, that person’s out of the conflict.
— If you Give instead when it’s your turn to Raise, you
get to cut your losses: keep your single highest die for a
follow-up conflict, if there is one.
— The last person in the conflict gets to say what
happens with what’s at stake.
Seventh, everybody rolls Fallout:
— If you roll any 1s, choose something from the
experience list.
— If your highest two dice sum to less than 8, choose
something from the short-term list.
— If they sum to 8 to 11, choose something from the
long-term list.
— If they sum to 12 or more, choose two things from the
long-term list, and your character’s injured.
— If they sum to 16 to 19, your character’s badly injured.
Launch a follow-up conflict where what’s at stake is
whether he dies.
— If they sum to 20, your character’s dying.
Eighth, somebody launch a follow-up conflict, or
move on to the next scene.
Timing Dice
— Roll Stat dice at the beginning of the conflict and
when the conflict escalates to a new arena.
— Roll Relationship dice at the beginning of the conflict,
only.
— Roll Trait and Thing dice when you bring the Trait or
thing into play, incorporated into a See or Raise. Roll the
dice after you say the See or Raise, but before you assign its
dice.
— Roll each Stat’s, each Relationship’s, each Trait’s and
each Thing’s dice at most once per conflict.
Fallout Dice
Whenever you Take a Blow, you get one Fallout die for
each die you used to See. The size of the dice depends on
the blow you took:
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The Blow was...
— Not physical, not ceremonial: d4s.
— Physical: d6s.
— A weapon: d8s.
— A gunshot: d10s.
Ceremonial:
— Anointing with Sacred Earth: d8s.
— Calling by Name: d4s.
— Invoking the Ancients: d4s.
— Laying on Hands: d6s.
— Making the Sign of the Tree: d6s.
— Reciting the Book of Life: d4s.
— Singing Praise: d6s.
— Three In Authority: d8s.
— If the ceremony included more than one of these, take
the highest die size.
Interpreting Fallout:
— Did you roll at least one 1? Choose something from
the experience Fallout list. Continue.
— Did your two highest dice sum to 7 or less? Choose
something from the short-term Fallout list. Stop.
— Did your two highest dice sum to 8-11? Your
character’s injured: choose something from the long-term
Fallout list. Stop.
— Did your two highest dice sum to 12 or more? Your
character’s badly injured. Choose two things from the
long-term Fallout list. Continue.
— Did your two highest dice sum to 12-15? You might
need medical attention. Roll your Body. Consider your two
highest Fallout dice to be a Raise; if you can See in three
dice or fewer, you’ll recover without medical attention;
stop. If you can’t, bump your Fallout sum to 16; continue.
— Did your two highest dice sum to 16-19? Without
medical attention your character will die: bump your
Fallout sum to 20 and continue. With medical attention,
your character might live: launch a follow up conflict: your
Body + the healer’s Acuity vs. your Fallout dice (rerolled)
+ the Demonic Influence. What’s at stake is: does your
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character live? If you lose, bump your Fallout sum to 20
and continue; otherwise stop.
— Did your two highest dice sum to 20? Your character’s
dying. Stop.
The short-term Fallout list:
— Subtract 1 from one of your character’s Stats for your
next conflict.
— Take a new trait rated 1d4 for your next conflict.
— Change the dice of one of your character’s
Relationships to d4s for your next conflict.
— Have your character leave the scene and spend some
time alone. Only choose this one if nobody else launches a
follow-up conflict.
The long-term Fallout list:
— Subtract 1 from one of your character’s Stats.
— Take a new trait at 1d4.
— Take a new relationship at 1d4.
— Add 1d to an existing d4 trait or relationship.
— Subtract 1d from an existing d6+ trait or relationship.
— Change the die size of an existing trait or relationship
to d4.
— Erase a Belonging from your character’s sheet.
— Rewrite your coat’s description to include permanent
damage. Reduce your coat’s dice if it’s called for.
The experience Fallout list:
— Add 1 to one of your Stats.
— Create a new Trait at 1d6.
— Add or subtract 1 die from an existing Trait.
— Change the d-size of an existing Trait.
— Create a new Relationship at 1d6.
— Add or subtract 1 die from an existing Relationship.
— Change the d-size of an existing Relationship.
— Write a Belonging on your character sheet and give it
its usual dice.
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Demonic Influence
What’s the worst “something wrong” manifestation the
PCs have seen here?
— Injustice: the Demonic Influence is 1d10.
— Demonic Attacks: the Demonic Influence is 2d10.
— Heresy: the Demonic Influence is 3d10.
— Sorcery: the Demonic Influence is 4d10.
— Hate and Murder: the Demonic Influence is 5d10.
GMing Conflict Resolution
— Help establish stakes.
— Push for small stakes.
— Don’t accept hedged stakes.
— Learn and stand for your group’s standards!
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in Action
Y
ou can see how the conflict rules apply to
arguments, chases, fistfights, shootouts, preaching
to a crowd, exorcising a demon — but they’re more
flexible even than that. Here are some subtler cases to get
you thinking.
Split Seconds
1.
What’s at stake: do you outshoot the shooting
instructor?
— The stage: the shooting range outside the Dogs’
Temple. You’ve been shooting at cans and scarecrows; now
someone flips a nickel. Do you hit it? All the Seeing and
Raising has to come between when the person flips the
nickel and when you pull the trigger.
— You roll Acuity + Will. I roll 4d6 + 4d10 (this being
your initiatory conflict).
— My Raises might include the sun’s glare, the distance
to the shot, the nickel’s flickering in the light, the fact that
you’ll hurt the instructor in front of your fellow initiates,
your grandfather’s insistence to you as a kid that you never
take a shot you can’t hit.
— Your Raises might include stilling your breath,
stilling your mind, leading your target, remembering your
grandfather’s hand on yours as he taught you to shoot,
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fear that if you miss the shot you’ll look presumptuous and
foolish.
2. What’s at stake: who draws first?
— The stage: the dusty street through town. The big
town clock has just made that click noise it makes before it
strikes noon. All the Seeing and Raising has to happen in
the instant before the first gong.
— We roll Acuity + Will.
— Our Raises might include flexing our hands,
narrowing our eyes, a bird flying across the sun, our
fear of death, stilling our thoughts, little flinches and
hesitations, doubts about our rightness in the fight.
Other Time Tricks
3.
What’s at stake: do you learn to ride?
— The stage: the hills and brooks and scrubland
above the Dogs’ Temple. You’ve never ridden a horse before
you came here. Our Seeing and Raising will take place
in snapshots over the months of your initiation, like a
montage sequence in any movie.
— You roll Body + Heart. I roll 4d6 + 4d10, again.
— My Raises might be the challenging riding situations
you find yourself in.
— Your Raises might be riding challenges you set for
yourself, but each time, you start with “on the next day
that I go out riding...”
4. I gave an example way back in the Character
Creation chapter:
What’s at stake: do you learn to stop swearing?
— The stage: your teachers bring you into council and
take you to task.
— You roll Acuity + Heart. I roll 4d6 + 4d10.
— We Raise and See back and forth, but somewhere in
the middle I Raise with this: “two nights later, two men
corner you behind the stable...”
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Cool, huh? Two nights pass between my See and my
Raise.
5. How about flashbacks?
What’s at stake: do I lose you?
— The stage: you’ve tracked me into the mountains up
above Bowers Draw. My hideout is up here somewhere.
I’ve killed some people and you aren’t inclined to let me get
away.
— We roll Acuity + Heart.
— We Raise and See back and forth, but somewhere in
the middle you Raise with this: “flashback to me at the
scene of the killings. I’m bent down, looking at something
on the corner of the doorframe: some red mud. I do it like
this between my fingers. It’s the same red mud as up here
in the creek bed!”
Bodyguards
6.
What’s at stake: do you gun me down?
— The stage: you’ve tracked me into the mountains
up above Bowers Draw and run me to ground. I’ve got
a couple of my thugs with me. You aren’t in the mood to
talk.
— We roll Acuity + Will and start shooting.
— The interesting thing here is that I can have one of
my thugs take the bullet as a Block or Dodge, if I want.
You Raise with “I creep up along the ridge until I’ve got a
shot at you” and I Take the Blow, “I keep shooting where
I thought you were.” Then you Raise with “I draw careful
sight at the side of your head ... BAM!” and I Block or
Dodge, “my thug Billy sees the glint of your barrel and
dives! You splatter me with his gore!” Billy’s dead, poor
jerk, but it was still a Block or Dodge because you didn’t
hit me.
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Ambush
7.
What’s at stake: do you get murdered in your bed?
— The stage: your room at night. A possessed
sinner creeps into your room without waking you.
— You roll only Acuity, because you’re asleep. I roll
Body + Will.
— My first Raise will be to hit you in the head with my
axe. I get my axe dice too! I’m rolling a lot more dice than
you, so probably you have to Take the Blow. But check it
out — that means you take Fallout and get to say how,
it doesn’t mean you’re dead. You aren’t dead unless the
whole conflict goes my way.
— So let’s say that you take the blow: “I hear him
coming even in my sleep, but he gashes me bad...” Then
it’s your Raise, and you can escalate: “...I come awake
already in motion, with blood in my eyes and my knife in
my hand!” Away we go!
I should tell you, in an early playtest I startled one of
my players bad with this very conflict. In most roleplaying
games, saying “an enemy sneaks into your room in the
middle of the night and hits you in the head with an axe”
is cheating. I’ve hosed the character and the player with
no warning and no way out. Not in Dogs, though: the
resolution rules are built to handle it. I don’t have to pull
my punches!
(You’ve GMed a bunch of RPGs before, right? Think
about what I just said for a minute. You know how you
usually pull your punches?)
Life or Death
8.
What’s at stake: are you dead?
— The stage: you’ve been hit in the head with an
axe. You Took the Blow and rolled a 16 for Fallout. Your
companion’s rushing to your side to provide first aid.
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— Your friend rolls your Body plus his own Acuity. I
roll all of your Fallout Dice again, plus the town’s Demonic
Influence.
— My Raises might include you falling unconscious, you
hearing the voices of angels, your blood spurting, your
pulse failing, your deceased loved ones welcoming you
among them.
— Your friend’s Raises might include medical attention,
exhortation, and ceremony.
There’s another way to die than by taking bad Fallout.
What’s at stake is: does my character kill yours? It’s
possible for you to lose the conflict without taking any
Fallout a’tall, let alone rolling a 16+.
When that happens, treat it exactly as though
your attacker hit you with four dice Fallout, of the size
appropriate to his weapon — d10s for a gun, d8s for
an axe, etc. — and you rolled a 16. If you get medical
attention, we roll over into this new conflict: are you dead?
If you don’t, we don’t: you’re just dead.
For instance, I have a possessed person hit you in the
head with an axe, what’s at stake is does he murder you, I
put forward a fat Raise and you don’t have the dice to See
... so you have to Give. You’re dying of an axe in the head.
Ouch. Your companion rushes to your side. So now we roll
forward into this conflict where what’s at stake is: are you
dead? I roll 4d8 + Demonic Influence, just as though you’d
taken 4d8 Fallout.
Special Effects
9.
Think back to that supernatural continuum. Let’s say
that we’re playing somewhere in the middle of it: not
flashy, not colorful, but creepy...
What’s at stake: do you figure out who murdered
her?
— The stage: you’re bending over her body, cold, where
it lies in the tool shed. She’s got a rake through her.
— You Roll Acuity + Heart. I roll Demonic Influence.
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— Your first Raise is to Call her by Name and ask her
ghost to answer your questions.
Sweet! Now we get to incorporate the chills, the
disembodied voices, the reenactment of the crime, the
pain, the hate of talking to a ghost into our Raises and
Sees.
10. What’s at stake: do you control the demon?
— The stage: this is another initiatory accomplishment.
Your teachers take you to a prepared place outside of
Bridal Falls City, where there’s a consecrated grove of
trees and a huge marble box. The box is carved with
prayers and inside it there’s a demon. Your teachers give
you a crowbar and wait among the trees.
— You roll Acuity + Heart. I roll 4d6 + 4d10.
— Naturally your Raises and Sees will be all ceremony.
— I decide at once that the demon’s going to try to
possess you, and if it succeeds it’ll pantomime forcing itself
back into the box, as a ruse to get your teachers to let it
escape. So in my Raises I have it battering on you like
wind, whispering into your ears, forcing itself into your
mouth and eyes, anything to get inside.
I hope I win. I have a great follow-up conflict in mind.
11. Or let’s say that we’re playing way out on the
other end of it, where the whole landscape of the game
is magically charged. It’s a Western version of a Chinese
Ghost Story!
What’s at stake: do you stop me from murdering her?
— The stage: I rode down on her in the middle of the
town street, but you spooked my horse and it bucked me
off. Now I jump up, swinging my wicked big repeater
around and escalating to shooting!
— We roll Acuity + Will.
— My Raise is fanning the hammer. Bam bam bam bam
bam!
— You put forward dice to Block or Dodge and say
something like this: “I sweep my coat around and the
bullets spark off of it, like pang pang pang! I’m mighty
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with the power of righteousness!” Then you Raise with
something like this: “I Call you by your Secret Name!
Drop the gun!”
Fun, huh?
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vi: The Structure of
the Game
I
f Dogs in the Vineyard were a board game, this would
be the board.
1. Character Creation
Players:
— Create suitable characters;
— Contribute to one another’s characters;
— Contribute details to the game’s landscape and
culture, in the form of back story, Traits, et cetera;
— Get a handle on the game’s resolution rules.
PCs:
— Get initiated.
GM:
— Contribute to the players’ characters;
— Present the game’s landscape and culture,
incorporating the other players’ contributions;
— Begin to establish your role as the primary author of
adversity in the game, via conflict resolution.
NPCs:
— Support and/or oppose the PCs’ initiations, as called
for by the initiatory conflicts.
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2. Long-term Play: Each
Character’s Service as a Dog
Players:
— Show your character in action.
— Comment on each others’ characters in action.
— Continue to contribute details to the game’s setting.
PCs:
— Travel from congregation to congregation, facing
danger and putting things as right as they can.
GM:
— Create and present towns and NPCs.
— Continue to develop and present the game’s setting,
with the players’ contributions.
— Identify and challenge the PCs’ moral grounds, by
provoking their judgment.
NPCs:
— Variously oppose, support, and otherwise engage the
PCs, to serve their own interests.
3. Short-term Play: Each Town
Players:
— Play your character!
— Respond actively to your fellow players’ play;
— Drive play toward conflict;
— Set stakes, follow up, and assign your character’s
Fallout, as called for.
PCs:
— Deliver mail and news;
— Bless babies, sanctify marriages, heal the sick and
injured, participate in ceremonies and celebrations;
— Uncover the town’s pride, sin, apostasy and hate, lay
it bare, and pronounce judgment upon it.
GM:
— Play the town!
— Drive play toward conflict;
— Actively reveal the town in play;
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— Follow the players’ lead about what’s important and
what’s not;
— DO NOT have a solution in mind, but be open to
whatever solutions the PCs come to;
— Escalate, escalate, escalate.
NPCs:
— Try to get the PCs on their side;
— Try to undermine the PCs’ authority;
— Reveal their troubles to the PCs, either directly or by
protesting too much;
— Try to chase the PCs off with threats and violence;
— Offer to help the PCs in any way necessary;
— Try to murder the PCs in their sleep;
— Ask the PCs for special considerations;
— Ask the PCs for honest advice;
— Tell the PCs that it’s no big thing, when obviously it’s
all that matters;
— etc.!
4. Short-term Play: Between Towns
Players:
— Assign your character’s Experience for the town.
PCs:
— Decide: press on to the next town, return to a
previous town, or return to the Dogs’ Temple;
— Travel and reflect.
GM:
— Prepare the town the PCs are traveling to, by creating
or updating it.
— Prepare a batch of proto-NPCs.
5. Long-term Play: At the End of a
Dog’s Service
Players & GM:
— Create an epilogue or eulogy for the exiting
character.
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Player:
— Create a new character.
Going Forward:
— If the exiting character comes back into play, he or
she can be played as either a temporary PC, an NPC, or
some combination.
If you prefer, you can think of this chapter as the
skeleton of the game, and all the other chapters as the
meat.
If at any moment of play, you don’t know precisely
what to do right now, check this chapter first.
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T
here’s something wrong, of course. That’s what
makes the game interesting, otherwise you’re just
roleplaying being welcomed by the people and
kissing their babies and shaking their hands. So when
the PCs arrive, amidst all the baby kissing and being
welcomed, some people are acting odd, or something bad
has recently happened, or there’s something just not right.
Your job as GM is to reveal the wrongness, in all its dirty
little glory.
“Something wrong” falls into a tidy progression, which
looks like this:
Pride (manifests as injustice).
...leads to...
Sin (manifests as demons attacking from outside, in
the form of famine, plague, raiding outlaw bands, or
whatever).
...leads to...
False Doctrine (manifests as corrupt religious
practices and heresy).
...leads to...
False Priesthood (manifests as demons within the
congregation: sorcery, possession and active evil).
...leads to...
Hate and murder.
When you create a town, you identify some key people
in it, decide what’s wrong with it and how it affects the
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people you’ve identified, decide how people will react to the
PCs’ arrival, and imagine what might happen if they never
came.
Something’s Wrong:
Pride
P
ride means wanting something better, or more, or
higher, than your fellows have. Pride doesn’t value a
thing for itself: it isn’t Pride to say “I want that because
it’s pretty.” Pride values a thing only by contrast to what
others have: it’s Pride to say “I want that because I should
have something prettier than yours.”
1. Stewardship
The Faith’s organization is made of nested domains of
spiritual authority, called Stewardship. Stewardship forms
a hierarchy of responsibility from each individual Faithful
up to the Prophets and Ancients of the Faith, who derive
their Stewardship from the King of Life. You’re responsible
for anyone who falls within your Stewardship, and you’re
responsible to whomever holds Stewardship over you.
At the end, you’ll be judged for how you fulfilled your
Stewardship.
The Faith overall looks like this, where “}” means
“falls under the Stewardship of”:
Local Families } Local Officials } Regional
Officials } Prophets & Ancients of the Faith
Families look like this:
Children, Elder Parents, Related Unmarried
Adults in the House } Married Adults } Husband
Local Officials look like this:
Various Duty-specific Officials, if there are
enough families to need specialized offices }
Counselors, if there are enough families that one
Steward can’t do it all } Steward.
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Regional Officials look just the same. The duty-
specific regional officials are to the local officials as the
local officials are to the families:
Various Duty-specific Officials, if there are
enough Branches in the region to need specialized
offices } Counselors, if there are enough Branches
that one Steward can’t oversee them all } Regional
Steward.
And the Prophets and Ancients of the Faith have
their own internal structure, but it’s not relevant. They
speak and act as one, from our point of view here.
Now, the Dogs! The Dogs look like this:
Congregation } Dogs Assigned to it } Stewards at
the Dogs’ Temple } Prophets & Ancients of the Faith
Notice that the branch Steward has Stewardship over
the families in his congregation, while the Dogs assigned
to that route have Stewardship over his congregation as a
whole, including him in his official capacity. Dogs have no
authority to solve the problems of families or individuals,
that’s the Steward’s job, except as the problems spill over
into the congregation as a whole. (Which they pretty much
do, so that’s okay.)
Oh, and an individual person looks like this:
Day-to-day Behavior, Obedience, Destiny,
Personal Relationships } You
You do not have Stewardship over your role in your
family, your congregation, or the Faith! Those belong to
your Steward.
What Stewardship means in practice is: the King of
Life will talk to you about what you have Stewardship
over, and expect you to keep it in order.
An example: Brother August is a man in Brother
Parley’s branch. He has a wife, six children (two of whom
are unmarried adults), and his wife’s aging mother in his
family. The King of Life does not talk to Brother Parley
about Brother August’s wife, kids, or mother in law. He
talks to Brother Parley about Brother August’s family:
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“Brother August’s family is troubled,” He might say. “See
what you can do about that.” Then Brother Parley goes to
Brother August and says, “The King of Life tells me your
family is troubled; what’s up?” And Brother August might
answer: “well, He tells me that my oldest is impatient and
bored, which would explain why he’s being so rude to his
grandmother. I’m thinking I’ll send him to my brother’s
out in Chapelton for a change of scenery.” That’s if
Brother August is lucky and on top of things. If he’s not,
he might answer: “yeah, the Wise Dead only knows what’s
going on with them. Fight fight fight, and I can’t keep
anyone under control.” Now Brother Parley has to say,
“okay, well you’d better get right with the King and quick,
so He’ll help you get your family in order.” If Brother
Parley’s congregation is big enough to warrant an official
in charge of gettin’ right with the King, Brother Parley
will tell him to go visit Brother August; otherwise, Brother
Parley has to see to it himself.
Stewardship applies to interpreting doctrine! The
King of Life tells the Prophets and Ancients the Truth
Immortal. The Prophets and Ancients derive from Truth
Immortal specific doctrines, as It applies to the here
and now, which they tell to the regional Stewards. The
regional Stewards apply the doctrines to the circumstances
of their regions, and tell their branch Stewards. The
branch Stewards apply these interpretations to their own
congregations, and tell the families. The husbands apply
the interpretations to themselves and their wives, and with
their wives apply them to their children and other family
members. Responsibility for following doctrine goes back
up the line: if family members don’t, the husband has to
answer to the branch Steward; if a branch doesn’t, the
branch Steward has to answer to the regional Steward; if a
region doesn’t, the regional Steward has to answer to the
Prophets and Ancients.
Pride can enter into Stewardship when:
— You think that you’d do a better job with someone
than that someone’s Steward, like if you think you know
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better what’s good for Brother Zebediah’s wife than
Brother Zebediah does.
— You think that your convenience is more important
than your Stewardship, so you don’t attend to it.
— You think that fulfilling your Stewardship obligations
means you deserve recompense or special consideration.
— You think that the person with Stewardship over you
is doing a bad job or doesn’t deserve it, or you don’t have
to listen to him.
— You use your Stewardship over someone as though it
were power, not responsibility.
— You favor some of the people over whom you have
Stewardship above the others, seeing to their needs
preferentially.
Stewardship probs will generate conflict in the game
by themselves pretty much only insofar as your group is
interested in the Faith’s structure, order, and who has to
obey whom. But it underlies everything that follows, so
best to have a good grip on it.
2. Women’s vs. Men’s Roles
Girls are expected to:
— be retiring, demure, quiet, polite, patient, and
deferential.
— do boring, repetitive, menial work without
complaining.
— be afraid of spiders, mice, guns, horses, climbing,
falling, and swimming.
— not be afraid of blood.
— tend their younger siblings.
— help make meals, keep the house clean, and keep the
animals fed.
Boys are expected to:
— be obedient, energetic, respectful, enthusiastic, smart,
and confident.
— do hard physical work without complaining.
— not be afraid of anything.
— take on increasingly adult male responsibilities.
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— 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).
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People, especially women, who want to transcend their
gender roles are sympathetic. Lots of good, interesting,
very satisfying conflict possibilities there.
3. Love, Sex, & Marriage
Here’s the Faith’s position on love, sex and
marriage:
— Between husband and wife, all sex and all love is
virtuous.
— Between two men or two women, no romantic love is
virtuous (although familial and comradely love can be) and
sex is a sin (and, coincidentally, a crime).
— Between two people married to others, no romantic
love is virtuous and sex is a sin.
— Between an unmarried man and a married woman,
no romantic love is virtuous and sex is a sin.
— Between a married man and an unmarried woman,
romantic love might be virtuous, and sex is a sin.
— Between an unmarried man and an unmarried
woman, romantic love is virtuous, and sex is probably a
sin.
Except in the unfortunate case of a husband and wife
who don’t love one another, sex is never virtuous without
love.
Now, see that “probably”? That’s because the King of
Life is, occasionally, a realist. Sometimes, when it matters,
He prefers a loving family to official recognition.
Especially because getting married isn’t just a Faith
thing. It’s also a Territorial Authority thing. Not all
people who should marry are able to, legally, be it because
of fees, corrupt Territorial representatives, or various
other difficulties — all the result of the unrighteousness
of the non-Faithful and the corruptness of the Territorial
Authority and the other religions.
Pride can enter into love, sex & marriage when:
— you demand the love of, or impose your love upon,
someone who doesn’t love you.
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— you act as though you love someone when you really
don’t.
— you consider your love to transcend sin and virtue,
like when you’re in love with someone inappropriate.
— you want sex, without considering love, virtue or sin.
— you pursue marriage with someone who reflects well
on you or who can advance you, not whom you love.
— you buy the affection and loyalty of your intended
spouse with money or prestige.
— you demand that your suitor buy your affection.
And you know? That stuff’s all rare bloody story meat.
4. Polygamy
Polygamy (technically polygyny; polyandry isn’t
allowed a’tall) is, in the Faith, a reward to men for long-
term service and dedication. No man under, say, 30 has a
second wife, and no man under 40 has a third (or fourth,
or fifth, or sixth...). To get official allowance to court a
woman after your first wife, you must:
— have been called upon by the King of Life to do so, as
confirmed by the person with Stewardship over you.
— be fulfilling the Stewardship of your office in the
Faith in an exemplary fashion (or have retired from a
lifetime of doing so).
— have a woman in mind.
— be able to support the addition to your family,
including the inevitable children and elder parents.
And pride can enter into Polygamy when:
— you consider polygamy to be your right, instead of a
reward you have to deserve.
— you think that you deserve polygamy when really you
just want it.
— you’re seeking a second or subsequent wife in order to
display your worthiness and faith.
— you’re a wife and you don’t welcome a righteous
subsequent wife.
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— you’re a second or subsequent wife and you resent the
wives before you.
— you put your relationships with your fellow wives over
your relationship with your husband.
— you’re pursuing or part of a polygamous marriage
unapproved by the Faith.
— you’re a wife who wants an additional husband.
Polygamy is love, sex etc. times two. Or more. It
puts people in complicated and high-pressure situations.
Problematic polygamy can drive your game.
5. Money
Nobody in the Faith should be hungry when someone
else is eating. The King of Life has said so, and it’s maybe
the Faith’s most constant struggle.
Pride can enter into money when:
— you think you deserve more than someone else.
— you don’t want to give up what you have when
someone else needs it more than you do.
— you exploit the poor to buy community respect.
And that’s pretty good story stuff, but, well, it just
ain’t sex.
Injustice
W
hen a person acts on pride, when a person’s pride
influences the workings of a community, injustice
inevitably results.
1. Money: Someone is hungry when someone else is
eating. Someone is cold when someone else has clothing
and shelter.
2. Role: Someone is prevented from fulfilling his or her
role in the community. A mother can’t care for her child, a
husband can’t protect his family, one laborer has to do the
work of two, a young man can’t court a young woman.
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3. Righteousness: Someone has to choose between sin
and suffering. A person must steal food or else go hungry.
A child must lie to his parents or else be beaten. A young
woman must see her fiancé behind her father’s back, or not
at all.
Sin
1.
Violence. It’s a sin to harm or kill another person,
unless you have just cause. Self defense and war are
just causes; “he slept with my wife” is not.
2. Sex. It’s a sin to have sex with someone you aren’t
married to, unless all of the following are true: your
marriage is ordained in Heaven, you’re prevented from
wedding by inescapable circumstances, and you wed as
soon as you are able.
3. Deceit. It’s a sin to lie, cheat, steal, or break
promises.
4. Disunity. It’s a sin to conspire against another
person or to profit from another person’s misfortune.
5. Blasphemy. It’s a sin to call upon the King of Life in
an unworshipful manner.
6. Apostasy. It’s a sin to worship the King of Life
in any way not according to the dictates of the Faith, to
call upon any god but the King of Life, or to turn to the
demons for favors.
7. Worldliness. It’s a sin to dress immodestly, to smoke
tobacco or drink hard liquor, to use vulgar language, to
sleep in the same room as an unbeliever, to gamble for
money, to work on a day set aside for worship, or to show
comfort in the presence of sin.
8. Faithlessness. It’s a sin to neglect the duties of your
office in the Faith.
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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.
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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.
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False Priesthood
S
o far everything has been individual. One person is
resentful of injustices, then commits sins, then adopts
weird beliefs. False Priesthood is when the heretic develops
a following. The followers may themselves be anywhere
on the continuum — they might be heretics in their own
right, they might just be sinners or proud, they might even
be humble and decent but misled. The point is that now the
heresy has the force of a (sub-)community behind it.
Sorcery
O
rganized worship has power. The power of an
organized heresy is that the demons will serve it.
The false priest is a sorcerer. He or she will have
demonic attendants — overt or covert, noticed or not.
Since the false priest necessarily wants, at heart, to bring
the congregation to ruin, the demons will give up their
own agenda and adopt the cult’s.
Members of a cult are also vulnerable to demonic
possession. The demons take control of the person’s will
and act through the person directly.
Look ahead to the chapter on NPCs for more about
sorcerers and possession.
Hate and Murder
A
nd here I’m talking about something way more
serious than passion and rage. Hate is an organized
and deadly assault on the Faithful by the demonic, made
wholly personal. Hate causes murder — and not the tidy
“just a sin” murder that a love triangle or stolen cattle will
cause. The murders that follow from false priesthood and
sorcery have an entirely different tenor. They’re senseless,
or ritualistic, or their victims are innocent, perhaps good
people who threaten the cult. When you dig into those
murders, you find occult significance, motives that don’t
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add up, dirt on the upstanding in the community. The
murder is the tip of something big and sinister and it
promises more murders to come or more murders already
done and covered up. When the Faithful murder the
Faithful, it means that things have gone as wrong as they
can go.
Procedure
Setup
B
efore you start in earnest, there are three things you’ll
want to be sure to get out of the process: some NPCs
with a claim to the PCs’ time, some NPCs who can’t ignore
the PCs’ arrival, and some NPCs who’ve done harm, but
for reasons anybody could understand. In the following
procedure I talk about whether the town “seems grabby
enough” and whether there are “enough NPCs to keep
the PCs busy” — those three things are what I’m talking
about.
It can also be very useful to bring a secular authority
figure into play, a person who represents the Territorial
Authority in some fashion. Since the needs of the
Territorial Authority are different from the needs of the
Faith, you can thereby introduce a person who a) has
legitimate reason to be involved in the situation, but b) is
working at cross-purposes to the Dogs.
You can also repeat steps if you want. A town might
have one situation going all the way up to murder, and a
second, unrelated situation still at the sin level, and then
four more budding prides. If I wanted a town to take more
than a session or two to sort out, that’s how I’d do it.
If you like, try starting with the step corresponding
with the level of wrongness you’d like the town to have,
and working backward. If it works, or if it spectacularly
doesn’t, write me! I’d love to hear about it.
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Step 1
1a: Pride. Scroll through the list of Pride problems
above. Choose whichever one jumps out at you. Attach a
name to it and write a (very short) paragraph.
1b: Injustice. Pride creates injustice. How is somebody
better off or worse off than everybody else, because
of the pride? Attach a name or names to it and write a
paragraph.
1c: If the situation seems grabby enough to you, which
it probably won’t but if it does, you can stop. Skip ahead to
step 6.
Step 2
2a: Sin. Unaddressed, injustice leads to sin. The
advantaged person becomes bold or the disadvantaged
person becomes resentful — either way, they break the
rules. Choose an appropriate sin from above, and choose
a sinner and a victim. Attach a name or names to it and
write a paragraph.
2b: Demonic Attacks. Sin allows the demons to attack
the town. What form does their attack take? Attach a
name or names to it and write a paragraph.
2c: The demons want the sin to become habitual.
2d: If you’ve got enough NPCs to keep the PCs busy
and you’re happy with the situation, you can stop. Skip
ahead to step 6.
Step 3
3a: False Doctrine. Habitual Sin and/or Demonic
Attacks create false doctrine. Either the sinner invents
false theology to justify the sin, or the victim or witness of
the attacks creates false doctrines to explain or repair what
seems to be a failure of the Faith. What’s the false tenet?
Attach names and write a paragraph.
3b: Corrupt Worship. False doctrine expresses itself
in bad religious practice or an incorrect use of ceremony.
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What’s the form it takes? Attach names and write a
paragraph.
3c: The demons want the false doctrine to win over
other people.
3d: If you’ve taken the situation as far as you want to,
you can stop. Skip ahead to step 6.
Step 4
4a: False Priesthood. When a corrupt worship has
three or more worshippers, it becomes a false priesthood.
Who is the cult leader and who are the cult? Attach names
and write a paragraph or two.
4b: Sorcery. A false priesthood commands the service
of the demons. What does the cult have the demons doing?
Attach names and write a paragraph or two.
4c: The demons want someone to kill someone, plus
they want whatever the cult wants.
4d: If you’re happy with the situation, you can stop.
Skip ahead to step 6.
Step 5
5a: Hate and Murder. Eventually someone kills
someone. The demons especially like it when a) the very
Faithful and b) possible threats get murdered. Attach
names to the murder and write a paragraph.
5b: Stop now, or repeat 5a until the situation is grabby
enough for you. Unresolved, murder leads to more murder.
Step 6
6a: What does each named person want from the
Dogs? Write a sentence or two for each.
6b: What do the demons want in general? What do
they want from the Dogs? What might they do? Write a
paragraph.
6c: If the Dogs never came, what would happen — that
is, what’s the next step up the “what’s wrong” ladder?
Write a sentence or two.
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You’re done!
Example One: the Boxelder Canyon
Branch.
Brothers Artax, Benjamin and Cadmus are the Dogs.
1a Pride: The Territorial Authority guy thinks he
deserves his living without working. He’s a Faithful who’s
been assigned to negligible civic duties — keeping census
info and reporting it annually — but he thinks that it’s
enough to warrant his family’s maintenance.
1b Injustice: Because he spends his time pestering
the town for more money instead of working, he, his wife
(Brother Artax’ aunt) and their children are dirt poor.
1c: I need more people and more grief. I keep going.
2a Sin: The Territorial Authority guy’s wife, Brother
Artax’ aunt, makes whiskey and sells it to the town’s
farmhands on the sly.
2b Demonic Attacks: The church meeting house
burned down. Brother Benjamin’s uncle was badly burned
in the fire. He’s healing but pissed off.
2d: The situation doesn’t seem baked yet. I keep going.
3a False Doctrine: Brother Benjamin’s burned uncle
blames the Steward for the fire, because the Steward’s
grandmother is a Mountain Person convert and she lives
in the Steward’s house. It’s dumb bigotry, but he’s decided
that the Steward’s Calling is invalid.
3b Corrupt Worship: Brother Benjamin’s burned
uncle has taken to ceremonially praying for the Steward’s
grandmother’s death.
3d: I’m happy with the situation, but I want to hook
Brother Cadmus in! How about Brother Cadmus’ younger
brother, a farmhand newly arrived in town. He’s listening
too hard to Brother Benjamin’s raving uncle: he’s a
potential convert to the potential cult. Good, all done. I
skip to step 6.
4, 5: skipped.
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6a the People:
— Brother Artax’ aunt, the Territorial Authority census
guy’s wife, wants the Dogs to stay out of her business. She
wants to keep her whiskey a secret.
— Brother Benjamin’s uncle wants the Dogs on his side
vs. the Steward.
— Brother Cadmus’ little brother wants the Dogs to
tell him who to trust, but not to tell him to stop drinking
whiskey.
— The Territorial Authority census guy wants the Dogs
to side with him, that he deserves to be paid a living wage
for his (negligible) civic office.
— The Steward wants the Dogs on his side vs. the uncle.
He especially wants to convince them that his grandmother
is a convert with no malice in her.
6b the Demons:
— The demons want the farmhands to join the cult.
They’ll attack the town where the Steward oughta be able
to protect it, and undermine his authority where they can.
— They want the Dogs to join with the uncle.
— They want the whiskey to stay secret.
— If the Dogs get close to the whiskey, the demons’ll
work overtime to implicate the Steward’s grandmother.
They’ll make it look like she’s using them to attack the
uncle — that’s a good twist!
6c If the Dogs Never Came:
— Sooner or later the cult would get its three members.
Then they’d overthrow the Steward, and the demons would
whisper to them that leaving him and his grandmother
alive is dangerous to them. Eventually, murder!
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Example Two: the Whitechurch
Branch.
Brothers Artax, Benjamin and Cadmus are the Dogs.
1a Pride: Brother Artax’ niece is resisting the
appropriate courtship of the Steward’s son, for no good
reason. She just doesn’t like him.
1b Injustice: Consequently, the Steward’s son has
become obsessed with her. He’s buying her more gifts
than he can afford, burdening his family.
2a Sin: The shopkeeper, not a Faithful, is marking
up his prices. He doesn’t consider it a sin to profit from
injustice, but it is one. He and his wife — Brother
Benjamin’s cousin, young, pretty, Faithful — are getting
way rich and are lording it over.
2b Demonic Attacks: The demons want to make the
situation worse, so they’re breaking tools and making
them wear out faster. Brother Cadmus’ aged uncle’s farm
is one of the worst hit. The old guy values his independence
— whether that’s Pride too is up in the air.
3, 4, 5: skipped.
6a the People:
— The Steward and his son want Brother Artax to talk
sense into his niece. The Steward would be content if he
talked sense into his son.
— The shopkeeper wants the Dogs to keep their noses
out. They’ll have to figure out how to deal with him given
that he’s not Faithful. (Is he a Spiritualist, an Atheist, a
Dogmatist or what? Wing it!)
— His wife, Brother Benjamin’s cousin, wants the Dogs
to assuage her guilt. She doesn’t especially want them to
convert him to the Faith — she loves him how he is.
— Brother Cadmus’ uncle wants the Dogs to stay
over and help him get his farm back together, “just this
harvest.”
— Brother Artax’ niece wants to marry Brother
Benjamin or Brother Cadmus.
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6b the Demons:
— The demons want to drive prices and demand up, up,
up!
— They want the Steward to pronounce that it’s okay for
the town to rob the store — which would be false doctrine.
— They want the Dogs to buy stuff, so they’ll try
to break their stuff too. They don’t want the Dogs to
pronounce that it’s okay for the town to rob the store —
because if the Dogs say it, it’s probably not false doctrine.
That’s what Dogs do, after all.
6c If the Dogs Never Came:
— eventually the Steward would declare the store to be
the congregation’s property and run the shopkeeper and
his wife out. The demons would keep applying scarcity
pressure — without the shopkeeper, how will the town
restock the store? — until it all blows up.
Example Three: the Tower Creek
Branch
Brothers Artax, Benjamin and Cadmus are the Dogs.
1a Pride: The branch Steward has just taken,
righteously, a second wife. His first wife, Sister Bethia
(Brother Artax’ cousin) is against it.
1b Injustice: Sister Bethia is monopolizing her
husband’s attention, manipulating him so that he has little
time for his new wife. By “time,” of course, I mean both
“sex” and “public regard.”
2a Sin: The new wife — Sister Edie — turns to the
town’s deputy sheriff, Brother Cyrus.
2b Demonic Attacks: The demons make Sister Edie
barren.
3a False Doctrine: Sister Edie thinks, correctly, that
she can’t conceive because of her infidelity. She concludes,
incorrectly, that she should marry her lover, Brother
Cyrus. She thinks that women of the Faith can have
multiple husbands.
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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.
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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.
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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
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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.
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A
n NPC has to have exactly the things a PC has:
Acuity, Body, Heart, and Will, all rated in d6s;
some Traits and some Relationships, rated in dice;
and some Belongings, rated in dice as usual (1d6 if it’s
normal, 1d8 if it’s big, 1d4 if it’s crap, plus 1d4 if it’s a gun,
etc.).
Proto-NPCs
H
owever, you don’t make your NPCs the way you
do PCs, one by one and with individual intention.
Instead, you make ’em in batches of six semi-formed proto-
NPCs, which you then flesh out when you need to, in play.
Like this:
1. Copy the NPC sheet from the back of the book or
make some boxes, lines and columns on a piece of paper.
2. Give your proto-NPCs Stats: roll 6d10. Each d10
gives you one proto-NPC’s Stats. Don’t name the proto-
NPCs, just give them Stats. Mix up which Stats get the
high numbers and which get the low. Here’s the table:
Roll Stats
Roll
Stats
1
4 3 2 2
6
4 4 4 3
2
4 3 3 2
7
5 4 4 3
3
4 4 3 2
8
5 5 4 3
4
5 4 3 2
9
6 5 4 3
5
5 5 3 2
10
6 5 5 4
(Remember that Stat dice are always d6s.)
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ix: Creating NPCs
3. Give your proto-NPCs Traits: for each one, roll
4d8. Each d8 gives your proto-NPC dice for one Trait.
Don’t name the Traits now, just write down the dice.
Here’s the table:
Roll Trait
Roll
Trait
1
2d4
5
1d10
2
1d4
6
2d6
3
1d6
7
2d8
4
1d8
8
2d10
4. Give your proto-NPCs Relationships: for each
one, roll 2d10. Each d10 gives your proto-NPC dice for one
Relationship. Don’t name the Relationships now, just write
down the dice. Here’s the table:
Roll Relationship
Roll
Relationship
1
2d4
6
2d6
2
1d4
7
2d8
3
1d6
8
2d10
4
1d8
9
3d6
5
1d10
10
3d8
In addition, each proto-NPC, like everybody, gets this
Relationship: Blood 1d6.
5. Give your batch of proto-NPCs some Free Dice:
roll 3d6. Each d6 gives you some dice to assign to a Trait
or Relationship for some NPC in the batch, whenever in
play you want to. Write the dice down in the “Free Dice”
box at the top of your NPC sheet. Here’s the table:
Roll Free Dice
Roll
Free Dice
1
2d4
4
1d8
2
2d6
5
2d8
3
4d6
6
1d10
That’s it! Your proto-NPCs are made. Don’t do
anything else to them until you’re actually in the midst of
play.
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ix: Creating NPCs
An example of a proto-NPC:
Name: ______________________
Stats
Acuity: 3d6
Body: 2d6
Heart: 5d6
Will: 5d6
Traits
___________ 2d4
___________ 1d6
___________ 1d10
___________ 1d10
Relationships
Blood 1d6
___________ 2d6
___________ 1d8
All of the examples in this chapter are built on this
proto-NPC.
NPCs in Play
G
oing into a session of play, at one hand you have a
town prepared with a list of named people, each one
motivated toward or away from the incoming Dogs. At
the other hand you have a list of unnamed proto-NPCs,
each one with Stats and some undefined Traits and
Relationships. In play, easy! Put them together. A named
person plus an unnamed proto-NPC equals a whole NPC.
Until a person comes into a conflict, you don’t need to
know his dice a’tall. You can just play him along, based on
what you do know: what he wants, what he’s afraid of, how
he’s aligned with or against the PCs.
Then when he does come into a conflict, scan down your
available proto-NPCs and choose one that’ll do. Write his
name in the space for it and pick up his relevant Stat dice.
If it makes sense to name one or both of his Relationships
now, do, and pick up those dice too. You can name his
Traits now or when you need them. Give him Belongings
(with their usual dice) if it’s called for. And if you need to,
you can pull dice from your Free Dice to add to his Traits
or Relationships.
It obviously works just the same way for people you
didn’t name when you wrote up the town, but brought into
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ix: Creating NPCs
play to meet the needs of the moment. Choose a proto-
NPC and go to!
If you run out of proto-NPCs, just call a quick break
and make a new batch. It takes only a minute or three.
An example of an NPC:
Name: Brother Thaddeus
Stats
Acuity: 3d6
Body: 2d6
Heart: 5d6
Will: 5d6
Traits
Well-read 2d4
Wealthy 1d6
Good Shot 1d10
Argumentative 1d10
Relationships
Blood 1d6
Sr. Hannah 2d6
___________ 1d8
Groups
S
ometimes the PCs will get into a conflict with a group.
You don’t need Stats for each individual opponent!
Instead create the group as one NPC.
How many people are in the group? Each person in the
group gives the group +2d6 to its Stats, divvy as you see
fit. Go ahead and change them on your NPC sheet.
Who are the people in the group? Write each one — or
the notable ones if the group is large — as a Trait. First
fill out the Traits you already have dice for on the NPC
sheet. Then steal the NPC’s listed Relationship dice, unless
the group needs them for Relationships (which is up to you
to decide). Then you can pull as many of your Free Dice as
you can spare, and after that each additional person gets
1d6.
List people by their role in the group, not (just) by
name. That way it’ll be easy to tell when you incorporate
them into the group’s Raises and Sees, so you’ll know
when you get to roll their dice.
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ix: Creating NPCs
Assign any Fallout the group gets to individuals in
the group as plausible or, more likely, give Fallout to the
players for follow-up conflicts.
An example of a group:
Name: Brother Thaddeus’ 7 farmhands
Stats
Acuity: 7d6
Body: 10d6
Heart: 8d6
Will: 5d6
Traits
Clumsy 2d4
Bully 1d6
Steady 1d10
Brick 1d10
Ringleader 2d6
Schemer 1d8
Voice of Reason 1d6
Relationships
Br. Thaddeus 1d6
When an NPC helps a PC
When an NPC takes a PC’s side in a conflict from the
beginning, it’s exactly as though the NPC were joining a
group. Give the PC +2d6 to Stats, plus a Trait representing
the NPC’s role. You choose which Stats. For the Trait, pull
from your Free Dice or make it 1d6, it’s up to you.
When an NPC comes suddenly to a PC’s side in a
conflict in progress, treat the NPC as an improvised tool.
See chapter 4 for the details.
Possessed People
A
possessed person must be either a) a willing, knowing
heretic, that is a believer in false doctrine, but possibly
acting alone; or else b) a sinner within the false priesthood
of a Sorcerer. In the latter case the Sorcerer has to
perform a ritual to make the possession happen, but the
possessed person needn’t be willing or informed.
Anyhow, assign one of the possessed person’s
Relationships to a demon. The number of dice in the
Relationship indicates how chronically the person has been
possessed.
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ix: Creating NPCs
Choose a number of Manifestations equal to the
number of dice: Changes in body shape, changes in hands,
changes in facial features, changes in hair nails or teeth,
changes in eyes.
Choose a number of Powers equal to the number of
dice:
— Cunning: Apply the Relationship to every social
conflict.
— Ferocity: Apply the Relationship to every physical
conflict.
— Preservation: When the possessed person Takes a
Blow, take one fewer Fallout dice than normal.
— Viciousness: The possessed person inflicts Fallout
one die size higher than usual. Punches do damage like
blunt weapons, blunt weapons like edged weapons, edged
weapons like guns. It still maxes at d10.
A Dog in conflict with a possessed person can use
ceremony to See or Raise.
An example of a possessed person:
Name: Sister Hannah
Stats
Acuity: 3d6
Body: 2d6
Heart: 5d6
Will: 5d6
Traits
Sinner 2d4
Destitute 1d6
Beautiful 1d10
Black Hair 1d10
Relationships
Blood 1d6
A Demon 2d6
Br. Thaddeus 1d8
Manifestations
My hair moves even without wind.
My pupils reflect light like a cat’s.
Powers
Cunning
Preservation
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ix: Creating NPCs
Sorcerers
A
false prophet — that is, a believer in false doctrines
who’s developed a following — is automatically a
sorcerer, even if he or she doesn’t realize it. The demons
attend to all false prophets and do their will. That being
the case, sometimes you’ll use a sorcerer’s special abilities
in a conflict, but have the sorcerer himself deny that
anything non-normal is happening.
Give the sorcerer a Relationship to a demon at four dice
of your choice, above and beyond the Relationships listed
for the NPC.
A sorcerer can:
— Call on the demons. Add the current Demonic
Influence to his preferred side of any conflict, as though it
were a Trait, by introducing demonic special effects into a
See or Raise.
— Become possessed at will (getting access, thereby, to
all the powers available to a possessed person).
— Perform rituals to invite demons to possess his
followers.
A Dog in conflict with a sorcerer can use ceremony to
See and Raise.
An example of a Sorcerer:
Name: Brother Calvin
Stats
Acuity: 3d6
Body: 2d6
Heart: 5d6
Will: 5d6
Traits
Patient 2d4
Alert 1d6
Aggrieved 1d10
Imposing 1d10
Relationships
Blood 1d6
The Dogs 2d6
A Demon 4d8
___________ 1d8
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ix: Creating NPCs
Demons?
D
emons don’t ever get Stats or Traits or anything.
Demons act in the world only through situations’
Demonic Influence and people’s Relationships to them.
They contribute dice to conflicts in only two circumstances:
Spiritual Opposition: Whenever a PC tries to
accomplish something that calls for a conflict, but there’s
no clear opponent, roll 4d6+Demonic Influence. This
doesn’t really depend on an individual demon, it’s just how
it works.
It’s the same when a PC launches a conflict with a
demon directly: 4d6+Demonic Influence.
Sorcery & Possession: As I’ve described.
In no case is any particular demon more powerful or
more intent than any other. All demons are faceless and
equal, except as empowered by a town’s sin or individual
sinners.
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ix: Creating NPCs: Recap
Names
S
ome appropriate female names you might not think of:
Abiah
Cornelia
Mindwell
Adelaide
Damaris
Obedience
Adelia
Edwina
Patience
Adeliza
Electa
Permelia
Alexanderina
Eliphal
Phidelia
Almena
Emeline
Philomena
Althea
Fidelia
Prudence
Asenath
Hester
Relief
Augusta
Honora
Submit
Azubah
Kesiah
Sybrina
Bedelia
Lavina
Temperance
Bethia
Louvina
Theodosia
Clementine
Malvina
Tryphena
Cleophas
Marilla
Tryphosia
Constance
Mehetable
Waitstill
S
ome appropriate male names you might not think of:
Abijah
Eleazer
Micajah
Archibald
Elijah
Nathaniel
August
Hamilton
Newton
Azariah
Hezekiah
Obediah
Bartholomew
Hiram
Phineas
Cornelius
Jackson
Pleasant
Cuthbert
Jedediah
Thaddeus
Cyrus
Jeduthan
Theophilus
Derrick
Josiah
Virgil
Ebenezer
Malachi
Wiley
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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.
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Play the town
Y
ou made a town, right, you’ve got some NPCs, and
each and every one of them wants something from
the PCs. Right? So play them!
Don’t play the PCs. Present the PCs with choices — by
which I mean, have your NPCs come to them and ask
them to do things, fix things, take care of things, make it
right, make it better, tell them it’s not their fault, tell them
they’re in the right, tell them not to worry — then back
waaay off. “Sister Abigail comes to you and asks you to
marry her to her lover, Brother Ezekiel. Yes, they’ve been
having an illicit affair and he’s already married. What do
you do?”
Provoke the players to have their characters take action,
then: react! Whatever the PCs do, your NPCs have to
adjust to it. Figure out what they want now — it should be
easy, they want what they always wanted — and have ’em
work toward it.
Don’t play “the story.” The choices you present to the
PCs have to be real choices, which means that you can’t
possibly know already which way they’ll choose. You can’t
have plot points in mind beforehand, things like “gotta get
the PCs up to that old cabin so they can witness Brother
Ezekiel murdering Sister Abigail...” No. What if the
PCs reconcile Brother Ezekiel and Sister Abigail? You’ve
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wasted your time. Worse, what if, because you’ve invested
your time, you don’t let the PCs reconcile them?
You’ve robbed the players of the game.
You can’t have a hero and a villain among your NPCs.
It’s the PCs’ choices that make them so. The PCs are
empowered to turn sin into goodness sake doctrine if they
think it’s the right thing to do. How are you gonna decide
up front who comes out on top?
All I’m saying is, the PCs’ stories aren’t yours to write
and they aren’t yours to plan. If you’ve GMed many other
roleplaying games, this’ll be the hardest part of all: let go
of “what’s going to happen”. Play the town. Play your
NPCs. Leave “what’s going to happen” to what happens.
How, though? Here’s how:
Drive play toward conflict
E
very moment of play, roll dice or say yes.
If nothing’s at stake, say yes to the players,
whatever they’re doing. Just plain go along with them. If
they ask for information, give it to them. If they have their
characters go somewhere, they’re there. If they want it, it’s
theirs.
Sooner or later — sooner, because your town’s
pregnant with crisis — they’ll have their characters
do something that someone else won’t like. Bang!
Something’s at stake. Launch the conflict and roll the dice.
Roll dice or say yes. Roll dice or say yes. Roll dice or
say yes.
Actively reveal the town
in play
T
he town you’ve made has secrets. It has, quite likely,
terrible secrets — blood and sex and murder and
damnation.
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But you the GM, you don’t have secrets a’tall. Instead,
you have cool things — bloody, sexy, murderous, damned
cool things — that you can’t wait to share.
There’s this interesting hump I have to get over every
time I GM Dogs — maybe it’ll go away eventually. It’s like
this:
The PCs arrive in town. I have someone meet them.
They ask how things are going. The person says that, well,
things are going okay, mostly. The PCs say, “mostly?”
And I’m like “uh oh. They’re going to figure out what’s
wrong in the town! Better stonewall. Poker face: on!” And
then I’m like “wait a sec. I want them to figure out what’s
wrong in the town. In fact, I want to show them what’s
wrong! Otherwise they’ll wander around waiting for me
to drop them a clue, I’ll have my dumb poker face on, and
we’ll be bored stupid the whole evening.”
So instead of having the NPC say “oh no, I meant that
things are going just fine, and I shut up now,” I have the
NPC launch into his or her tirade. “Things are awful! This
person’s sleeping with this other person not with me, they
murdered the schoolteacher, blood pours down the meeting
house walls every night!”
...Or sometimes, the NPC wants to lie, instead. That’s
okay! I have the NPC lie. You’ve watched movies. You
always can tell when you’re watching a movie who’s lying
and who’s telling the truth. And wouldn’t you know it,
most the time the players are looking at me with skeptical
looks, and I give them a little sly nod that yep, she’s lying.
And they get these great, mean, tooth-showing grins
— because when someone lies to them, ho boy does it not
work out.
Then the game goes somewhere.
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Follow the players’ lead
about what’s important
Y
ou present an interesting situation to your players, a
town. It’s got a couple few conflicts already present
in it, each with at least two sides, some facets and nuances
to the moral questions it poses. You’ve made this cool,
interesting thing, this town and its problems, so you show
it to your players like, “look! What do you think?”
Then you step back and wait to hear what they think
— and I shouldn’t suggest that you have to actually wait
at all. The truth is that they start taking sides the instant
you start showing them what the sides are. It’s immediate
and visceral.
If you’ve GMed other games, you’ve probably had this
experience: You say, “...and the super villain reveals his
plan, which is to use armored laser sharks to destroy the
world!”
Your first player says, “dude, Mr. Johnson didn’t hire
me to save the world, he just hired me to find his brother. I
go back and tell him his brother’s dead.”
Your second player says, “I’m still talking to the pool
girl, remember?”
And your third player’s reading your old White Wolf
magazines.
It’s suck. But you’re not going to get that with Dogs,
and here’s why: you haven’t created a super villain.
There’s not a plot the PCs have to foil. You’re not providing
judgment for the players the way you have to if you’ve pre-
decided who the villain is. Instead, you’ve presented your
interesting moral situation, the PCs can’t walk away from
it, they have to cut through its knot somehow and leave the
town better off. So, what do they think?
They’ll surprise you. They’ll take sides you never
expected. People just endlessly delight me and one of
the reasons they do is because of their capacity to take
surprising sides. Watch, you’ll see.
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Escalate, Escalate, Escalate
D
oes that mean that you just, y’know, sit? And
watch? Not in the least. When the players take sides
— from the first moment they begin to take sides — start
complicating their lives.
It works exactly the same as it works between towns,
but moment-to-moment instead of episode-to-episode.
The dialog of play is all “my character does this, your
character does this, they find this, this person ambushes
them and starts shooting, this person shifts her eyes
sideways and you can tell she’s lying, what do you do?
Where do you go now? What do you do then?” Just like
any other roleplaying game. But if you take a step up from
that, you’ll see that the conversation’s about something.
It’s about the moral judgments the players make on the
situations you present. In the midst of conflict, you should
be thinking, “really? Even now? Even now? Really?”
In concrete terms, this point and the point before are
about setting conflicts’ stakes. The point before says: let
the players set the stakes. This point says: then, you set the
stakes harder.
Here’s an example:
I’m the GM. I present to my players a situation: Brother
Cadmus’ little brother wants the Dogs to tell him who to
trust, but not to tell him to stop drinking whiskey. Brother
Cadmus and Meg, his player, have noticed that there’s
something he’s not saying, but they don’t know what yet.
Meg has Brother Cadmus say, “I can’t tell you who to
trust until you tell me what’s really going on.”
I say, “Sweet! Let’s roll some dice. What’s at stake is,
does he spill?” Notice that even though I’m the one who
said what’s at stake, Meg’s the one who chose it.
We roll dice, Raise and See back and forth, and
(unsurprisingly) Brother Cadmus is winning.
Now it’s my turn to set the stakes harder. How badly
do Meg and her character want to know? I say, “he says,
‘y’know Cad, I come to you for advice and you grill me.
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Isn’t that just like you.’ He shoves past you. I’m escalating
to physical.” I roll some more dice. Meg has to choose:
does her character physically stop him from leaving, or
give? How far is she willing to go for this? What if he
throws a punch, will she still be willing to push him?
Let’s say that yes, she’s willing to fight him for it.
Then, what if he’s beating her? Will she have Brother
Cadmus draw on his own brother?
DO NOT have a solution in
mind
I
f you have a solution in mind, the game rules are going
to mess you up bad.
I hope I’ve made that clear enough. If you’re GMing
by the rules, you have absolutely no power to nudge things
toward your desired outcome. It’s best for everybody,
I mean especially it’s best for you too, if you just don’t
prefer one outcome to another.
Your job is to present the situation and then escalate
it. The players’ job is to pronounce judgment and follow
through. The solution is born of the two in action.
Playing God?
I
n most RPGs with religious content, the GM arbitrates
the characters’ morality. The GM plays God (or the
gods) as an NPC, giving and withholding moral standing
— whatever form it takes in the particular game: Faith
Points, Alignment Bonuses, whatever — based on the
characters’ actions. Not in Dogs.
In Dogs, the GM has no opportunity to pass effective
judgment on a PC’s actions. Talk about ’em, sure, but
never come down on them as righteous or sinful in a way
that’s binding in the game world. The GM can’t give or
withhold dice for the state of a PC’s soul, and thus never
needs to judge it.
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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
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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.
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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
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xi: Design Notes
the branch Steward, and when he’s the sheriff, he’s the
Dogs.
<a href="http://www.brighamcitythemovie.com" target="_blank">www.brighamcitythemovie.com</a>
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:
<a href="http://www.lds.org" target="_blank">www.lds.org</a>
For a (much) more critical picture, try:
<a href="http://www.lds-mormon.com" target="_blank">www.lds-mormon.com</a>.
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:
<a href="http://www.lumpley.com" target="_blank">www.lumpley.com</a>
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
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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.
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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.
<a href="http://www.sorcerer-rpg.com" target="_blank">www.sorcerer-rpg.com</a>
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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?
<a href="http://www.theriddleofsteel.net" target="_blank">www.theriddleofsteel.net</a>
Universalis inspired my approach to Traits and
Relationships in a big way.
<a href="http://www.ramshead.com" target="_blank">www.ramshead.com</a>
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.
<a href="http://www.chimera.info" target="_blank">www.chimera.info</a>
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.
<a href="http://www.trollbabe.com" target="_blank">www.trollbabe.com</a>
<a href="http://www.halfmeme.com" target="_blank">www.halfmeme.com</a>
<a href="http://www.heroquest.com" target="_blank">www.heroquest.com</a>
Without the conversations and game designs at the
Forge, this game would never have existed.
<a href="http://www.indie-rpgs.com" target="_blank">www.indie-rpgs.com</a>
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:
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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.
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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
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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
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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.
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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.
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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—
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{
—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:
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ADVENTURES
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Dog-
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Designs
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