Dirty Princesses

A Game about Expectations and Danger

A few more things… January 9, 2010

Filed under: Uncategorized — bullbar83 @ 11:15 am


Part One: Adversity

What is Adversity?
It’s a resource that the GM spends to make things more interesting and challenging for the players. It represents all those messy complications that get between the characters and their goals.

Where does it come from?
Well the GM starts with a certain amount of Adversity per player. At this point I’m thinking a number between 5 and 10 per player. Adversity also comes from winning conflicts as the GM and playing certain cards. I haven’t put those methods into the main rules yet but that’s something I need to integrate. This is a bit vague but I need to sit back and look at the main rules on a screen bigger than my phone.

Part Two: The Queen

By the time you start the game, the players will have given you a list of Positive and Negative traits of the Queen. This list does a few different things for you. It sets the pacing of the campaign at pretty much sessions equal to double the number of players (although you can increase this number if you wish). It also gives you a big list of issues that the players want to deal with and things that they hope their Princess embodies (for the positive traits) or avoids being (for the negative traits).

The way you use them is that you keep aside each players list of two traits and you work them into Challenge scenes. So one scene will be where perhaps their opponent or obstacle is symbolic of their mother’s negative trait, or to succeed they need to embody her positive trait. It doesn’t have to be strictly in there, but treat it as a guideline. You also have to choose a trait to associate with each particular Challenge and depending on the outcome of that scene and the roleplaying therein, decide whether the Princess Embodies or Denies that particular trait. This is mostly going to be used during the endgame narration, to let the player know whether their Princess has turned out like their mother and whether that’s good or bad. Make sense? This brings us to

Part Three: Endgame

This one is kind of simple. Once every Princess has had one Challenge scene per Trait they chose for their mother, the endgame begins. There are two ways it can all turn out. Either the Queen has died and they all need to rush home, or they have completed their quests and return home to glory. Here’s how you figure it out; Basically start at zero. Every Embodied positive trait and every Denied negative trait is a +1. Every Denied positive trait and every Embodied negative trait is a -1. If you end up with a positive number, a return to glory and all the Princesses completed their quests. If you end up with a negative number it zero, the Queen has died and you all must head home. Then everybody describes a scene for their Princess and how things turn out. If they really want, then can narrate endings for their Retinue as well. It’s all up to them. Thy just can’t interfere with the stories of the other Princesses or other Retinue.

Part Four: Ch-ch-ch-ch-changes

There is another thing that I forgot to include in the core rules. Basically whenever a Princess completes a Challenge scene, she gains a new trait at a value of 5. Trait should reflect the nature of the Challenge and her success or failure. That’s it. Characters otherwise don’t change much.

So I feel those few issues round out what I’d previously written and make it a little bit more complete.


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