The bulk of the SOJOURNER game is played by way of discussion. The GM describes a situation, and the players react through their characters.
It is the Game Master’s job to paint a clear picture for the players’ imaginations. The GM can utilize props, images, maps, or gestures to further illustrate the situation if they wish.
The players share an equal role in storytelling as their characters interact with the game's world. Their decisions will have an impact on the narrative.
When a PC attempts something that has dramatic potential, they must make a roll to determine the outcome of the task. The PC's skills and abilities play a role, but dice can be fickle as well!
When a player declares an action that their character takes, it typically just happens. When Sara describes her character Vestris crossing the bar to order a drink, the GM simply describes the bartender and names a price for the drink—no rolling required.
However, when the stakes are high, and the task is perilous, the GM will likely call for a roll.
The GM decides when a roll is necessary. Players are free to make rolls as they wish simply for the fun of play, with the understanding that the GM is not obligated to deliver benefits or consequences for unprompted rolls. For example, if two players want their respective characters to arm wrestle each other as part of a roleplaying scene, they are free to roll to see who wins.
However, if a player wants to convince an emperor to abdicate in favor of the player's character, and rolls without prompting, the GM has no obligation to respect the roll, regardless of the result.
In general, the GM should only call for a roll if the situation has dramatic potential, and if they are prepared for either a success or a failure. In the example of the emperor above, the GM should not allow a roll unless the player adjusts their expectations of what a successful roll would look like.
Deciding whether an action has dramatic potential is not an exact science. However, here are some hallmarks of a dramatic situation:
The outcome of the attempt is not obvious.
There are consequences for success and failure.
Either outcome will move the story along in an interesting way.
When a game rule (such as an ability) calls for a roll, this typically means the action has dramatic potential by default, though the GM may override this general rule in specific situations.
For example, climbing a steep hill might be difficult enough to warrant a roll during combat, when positioning is vital. But outside of such high-intensity situations, there are no consequences for taking more time to reach the top of the hill, so a roll isn't necessary.
Whenever a game rule instructs you to halve a value (or divide by any other number), always round down to the nearest integer, if necessary (die sizes are always even numbers, so halving them doesn't require rounding).
A character makes a roll using two dice: an Event Die, which is always a d20, and a Result Die which ranges from a d4 to a d12 depending on the skill being used.
Depending on circumstances, rolls can gain one additional Result Die due to Edge, which also ranges from a d4 to a d12. Either the lower or the higher of the two Result Dice is used, depending on whether the Edge modifier is positive or negative. The GM makes an opposing roll using the same structure, with a Result Die based on the opposing character's skill, or passive or environmental challenges.
The outcome is determined by comparing results from the Result Dice, with the Event Die used to break ties and determine secondary effects called ⛊ Boons and ⛉ Banes.
Roll Dice. Both sides (usually a player and the GM) each roll a Result Die (d4-d12) based on their skills and the difficulty of the task, and an Event Die (d20). If a roll is made with Edge, an additional Result Die is rolled, with a die size depending on the edge modifier. The higher result of these two Result Dice is used if the Edge is positive, or the lower result if the Edge is negative.
Determine Outcome. The roll with the higher result is a success. The roll with the lower result is a failure. If the Result Dice used from each side are tied, the roll with the higher Event Die succeeds. If the rolls are still tied, flip a coin to decide the outcome.
Spend Luck. After rolling, the player may spend any amount of Luck to increase their result by the same amount. The GM may spend 1 Luck to add a bane to the roll, or upgrade an existing bane to a severe bane.
Resolve the Roll. First, apply the effects of success and failure. Then resolve any Boons or Banes triggered by the Event Dice.
A ⛉ Bane occurs if the Event Die result is less than or equal to 1 + the rolling character's total harm (Stress, Fatigue, Damage, and Blight), up to a maximum threshold of 10.
A ⛊ Boon occurs if the Event Die result meets or exceeds a specific value defined by the character’s abilities, items, or traits. If multiple Boons are available for the Event Die result, the player selects one to apply.
If the order of Boon or Bane resolution is relevant to decision-making among the characters involved, the character with the lowest Event Die result must choose and resolve their effect first (or it is chosen for them), with priority then proceeding in ascending order of Event Die results. If two Event Dice are tied, flip a coin to determine which effect is chosen and resolved first.
Continue Play. Once all effects are resolved, play continues as normal.
Many game effects and rules cause a roll to be affected by Edge. For example, a character making a melee attack against a prone target gains +1 Edge on the roll. However, Edge can also be a negative factor. If the prone creature then tried to attack the character in turn, they would suffer -1 Edge to the roll due to their status effect.
Rather than adding a direct modifier to the result, adding or subtracting Edge to a roll determines the die size of the added Result Die (if any), according to the table seen here, shifting up and down for each Edge modifier. When a roll with Edge is made, a Result Die is added to the dice pool equal to the die size as indicated in the table. For positive Edge, the higher roll of the two Result Dice is used, and the other is ignored. For negative Edge, the lower roll is used instead.
An Edge modifier cannot be higher than +5 or lower than -5. Additional Edge that would exceed this limit has no effect.
Multiple sources of Edge are cumulative. If a roll is subject to +2 Edge from one effect and -1 Edge from another, the net Edge modifier is +1. This means that a d4 is added to the pool, and the higher of the two Result Dice is the result. If an additional -1 Edge had been added to the roll, the Edge cancels out to 0 and the roll is made without Edge.
In addition to game effects, the GM can add Edge to a roll to represent some kind of advantage or disadvantage the roll would be subject to, that isn't covered by the game rules.
Edge Modifier Table
When you need to flip a coin, you must decide beforehand what side it must land on for you to win. Your group might decide that "heads" is always a win, and "tails" is always a loss, or you can decide before each coin flip. You can use any kind of coin for this, so long as the two sides are different from each other. If you don't have a coin, you can instead roll a die of any size and call "odds" or "evens" before rolling.
⛊ Boons and ⛉ Banes provide an additional axis to a roll's outcome beyond success and failure, and are usually generated as a result of rolling exceptionally high or low on the Event Die, respectively.
When a character rolls high enough to activate one of their Boons (usually provided by items and/or abilities), they choose one of the Boon options available to them at the threshold of their Event Die result.
For example, a character who rolls a 19 on the Event Die when making a Strike with their Sword can choose ⛊ Skirmish (17-20) or ⛊ Parry (16-20). As an alternative, players and GMs can also suggest improvised Boons based on the circumstances that aren't strictly covered by the rules. This allows for increased creativity, but such improvised Boons shouldn't be assumed to be available for future rolls.
Conversely, when a character rolls low enough to incur a Bane (usually by rolling equal to or lower than 1 + their harm total), the GM determines a suitable consequence based on the narrative positioning of the situation at hand. These consequences can introduce new challenges or setbacks. Whenever a player makes a roll, the GM can spend 1 Luck to add a Bane if the roll doesn't already have one, or to boost an existing Bane to a Severe Bane. Severe Banes can introduce enhanced complications beyond what a normal Bane could.
For example, when a character Strikes an enemy with a sword, a Bane might cause the character's grip to loosen on their weapon, granting +1 Edge to an enemy's attempt to disarm them for one round. A Severe Bane might cause them to be disarmed immediately, or even cause the sword to break during the attack, reducing its effectiveness until it is repaired or replaced.
On occasion, a player might make a roll that is compared against multiple rolls. For example, some special abilities might allow the PC to target multiple creatures at once with a single roll, such as with an explosion. In this case, every creature counts as a target, even if the ability indicates "the target" in the singular.
The player makes one roll as normal, and then each target makes a separate roll compared against the player's roll. In this way, some opposing rolls can succeed while others can fail against the same roll.
Characters often prefer to aid or hinder the actions of another character rather than performing a task of their own. Sometimes this is unavoidable, such as when a group of characters works together to sneak into a stronghold. Other times, it is voluntary, such as a character attempting to aid one particular ally in researching ancient lore or trying to sabotage an enemy's ritual.
In such situations, the influencing rules apply.
First, determine which character will be making the primary roll (the roll that's being influenced), which characters are attempting to influence the roll, and whether they're aiding or hindering. The GM will then determine what level of effectiveness applies to the influencing roll(s) based on the situation. Then, the influencing roll(s) are made, with each applying an Edge modifier on the primary roll's result based on the success or failure of the attempt and the level of effectiveness (see table below). Finally, the primary roll is made, taking any relevant Edge modifiers into account.
Often, the influencing rolls will be made with the same skill as the primary roll. Other times, the GM may allow different approaches to aid or hinder the primary roll, and with different difficulties. For example, a character might aid another in stealing from a shop by distracting the shopkeeper with diverting conversation. Although the primary roll might be a Stealth roll with a difficulty of d12, the aiding roll might be a Manipulation roll with a difficulty of d8.
In some cases, the GM might determine that aiding or hindering a certain roll is impossible. This might be because the character is too far away from the primary roller, or there simply isn't enough time for them to assist, or there isn't a feasible way for the aid to have any effect on the roll either way. The GM may also place a limit on the number of characters that can aid or hinder a particular roll, based on the circumstances.
A character cannot aid a character that is unwilling to receive that aid, but there is no such restriction on hindering. Since the GM determines the effectiveness of aiding or hindering, as well as whether it's even possible, these rules cannot be misused to "hinder" an ally and fail on purpose to increase their result.
Influencing rolls in Tactical Mode functions much the same as influencing a roll in any other situation. Doing so typically takes an action, and the primary roll is adjusted accordingly when the target next makes the specified roll before the end of your next turn. For example, a character might aid their ally in making a Strike against a creature by rolling Manipulation to distract the foe.
Depending on the circumstances and the declared approach to aid, the GM may allow characters to influence using a maneuver or instant instead of an action. Especially complicated methods of influence might instead take several consecutive actions, but usually have a more pronounced effect as a result.
When a character aids another in a Downtime Mode activity, the aiding character must typically also use an activity to do so. These activities usually take place at the same time, but not always. For example, a character might aid their ally in Crafting an item by spending an activity to organize the workshop and make measurements beforehand.
Sometimes, a single roll isn't enough to accomplish a task, especially if it's a long-term objective. And sometimes, a threat or obstacle can't fully come to fruition at one time. For such scenarios, there are progress tracks. A progress track is a method of monitoring step-by-step objectives, threats, or events. Examples include crafting an item, swaying a town's public opinion, or the rate of infection from a withering disease.
Progress tracks are measured in Points which indicate how far along the track is, and Limits which mark significant milestones and effects based on the number of Points. Most progress tracks have a single Limit that marks completion of the track after a certain number of Points, but some also have a Limit of 0 that marks an alternate outcome. Points can be added or removed from progress tracks.
Some progress tracks affect the entire group, and are not restricted to one character. For example, if the player characters are attempting to infiltrate a castle, the GM might make two progress tracks called "Reach the Vault" and "The Jig is Up." Whenever one of the PCs does something to aid in the infiltration, the GM marks one or more Points to the first track. But whenever something happens to arouse suspicion or implicate the party, Points might be added to "The Jig is Up." The party's objective is to fill the "Reach the Vault" track before the other one is filled.
The back of the character sheet includes an array of progress track fields. Whenever you start a new progress track, write its name in one of the slots, as well as the required number of Points before the progress track is completed. Then record Points in the box as needed throughout the game. Points can be marked using simple tally marks, though keep in mind that Points can sometimes be removed as well as added. When a progress track is completed, erase it, cross it out, or otherwise mark it as completed.
When the outcome of a roll involves information that neither the player nor the character would have access to, the GM may make the roll a Veiled roll. For example, when a PC attempts to feed false information to an NPC with a Manipulation roll, neither the player nor the character are likely to know whether the NPC believes them or not.
Players make Veiled rolls as normal, except that the GM's roll is made secretly, without the player knowing what the results are. The player might not even know what die size is being used. The player will have to move forward with the information the GM does provide to them.
This removes certainty on the part of the player, because even a 1 might result in a success if the GM also rolled a 1. Likewise, even a high roll might result in a failure if the GM rolls exceptionally well or rolls a 20 on the Event Die.
Other roll examples that might be Veiled by the GM include…
…sneaking out of a tavern without being followed.
…lying to salvage one's reputation.
…keeping an eye out for the presence of danger.
…searching a room for secret compartments.
…recalling information about a specific topic.
Abilities sometimes have the Veiled trait by default. The GM has the final say on whether a roll should be Veiled or not.
In general, the players are meant to work as a team against adversaries and obstacles that the GM lays before them. However, inter-character drama can be interesting and engaging when done properly and respectfully.
The key to a respectful PC vs PC conflict is that the players themselves are not upset at each other. If this is not the case, the game should be put on hold until the out-of-game conflict is resolved. In the event that two players characters do end up in a competitive situation (with the GM's blessing), each player rolls against each other as normal.
In the default game state, the story progresses according to the narrative. Player characters can interact with the world and each other, perform investigations, buy and sell goods, etc. Time is roughly tracked in minutes or hours when necessary. Sometimes however, the game shifts into a distinct “mode,” in which more specific rules apply. The GM will specify when the game enters one of these modes, and when these modes come to an end.
Tactical Mode occurs when combat is initiated, or at any other time when every second counts and the stakes are high. In Tactical Mode, players take turns consisting of a ◈ maneuver and an ❖ action, as well as any number of ◇ instants, so long as the same instant is not used more than once per round. As an exception, instants that have the Reaction trait can be used more than once per round.
The rules of Tactical Mode bring narrative and wargaming together in a single package. Players can employ clever tactics to win the day, but players focused on the narrative flow of the combat can still be very effective at helping the team. Using intimidation or taunts to distract an enemy can be just as helpful to the team as swinging a sword.
Downtime Mode is what happens in between missions when the player characters have one or more days to themselves. It can involve training, healing, crafting, traveling, etc. Time in Downtime Mode is tracked in increments of roughly 6-hour chunks called ✦ activities. Every day, a player character can use up to three activities (one of which should probably be used to Rest).
The decision of how a character can best spend their time over the course of days can have just as much impact as how they use their turn in Tactical Mode, and usually more.