Other Worlds RPG.pdf

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by Mark Humphreys
Written by
Mark Humphreys
DesigneD by
Mark Humphreys
with Mike Holmes
Mike Holmes, Brian Isikoff, and Scott Mathis
ADDitionAl text by
illustrAteD by
Storn A. Cook
Harriet Evans
Fred Hicks
eDiteD by
lAyout by
speciAl thAnks
plAytesters
to Brian Isikoff for sowing the seeds of this whole project in the first place
Richard Green, Steve Jones, Paul Newland, Ben Reynolds, Ian Meachin, Eric Zimmer, Steven D. Leary,
Laura Shaffer, Brian Dean Jennings, John D’Amanda, Angelo Pampalone, Gioacchina Bonfiglio,
Alessandro Damiano, Antonino Sansica, Francesco Minutolo, Giorgio Merigo, Dario Contardi,
Armanda Dautaj, Gianfranco Geroldi, Denys Mordred, Holly Campbell, Matthew Campbell,
Robert Lionheart, Zack Smith, Jaime T. Matthew, Laurent Castellucci, Maery Morrison, Erica Glaser,
Patrick Masson, Caro Landry, Brennen Reece, Sarah Reece, Will Whatley, Jared Gullage... and valuable
non-playtest feedback from Adam Dray, Steve Young, and Alfredo Sendín Domínguez.
Copyright © 2011 Mark Humphreys. All rights reserved.
A Signal 13 production
FAC 13 5201
Go to
www.OtherWorldsRPG.wordpress.com
for more!
Contents
IntroductIon
1
How to Play Other Worlds
A Rules Synopsis
Key Principles of Other Worlds
What’s in This Book
WorldbuIldIng
2
4
6
8
10
3
supportIng cast
6
What’s the Setting?
Who Are the Characters?
What Kind of Game Will It Be?
Flesh Out the Characters 
and Situation
12
17
20
21
11
Creating Supporting Characters
Supporting Character Abilities
Archetypal Supporting
Characters
Supporting Characters
and Conflicts
Developing Supporting
Characters
Other Supporting Elements
Supporting Characters
for the GM
81
82
84
85
93
95
96
99
playIng
other Worlds
Use Your Character
Use the Rules
Work Together
Tell a Story
11
147
148
149
150
151
the gamesmaster
12
character
generatIon
3
Design the Character Concept
Invent Personal Details
Choose Your Templates
Describe Your Individuality
Assign Ratings
Create Story Hooks
Example Character:
Sheridan Heist
23
24
25
28
30
32
34
36
the structure
of play
Before the Game
During the Game
After the Game
7
105
105
106
107
Bringing the
Ingredients Together
Story Prep
Running the Session
Conflict Management
Running Different Types of
Conflicts
Handling Special Abilities
153
153
155
159
163
164
167
conflIct resolutIon 109
Step-by-Step
Conflict Resolution
Frame the Conflict
Allocate Screen Time
Calculate Your Total Rating
Determine the
Opposition Rating
Determine the Winner
Count the Consequences
110
110
113
114
120
120
125
8
adaptIng
other Worlds
13
abIlItIes
4
Ability Types
General Abilities
Personality Traits
Relationships
Goals
Flaws
character templates 49
Using Templates
Archetypes
Anatomy of an Archetype
Creating Your Own Archetypes
Modern-Day Archetypes
Trademarks
Anatomy of a Trademark
Creating Your Own Trademarks
Trademark Categories
49
51
52
53
57
64
64
66
67
5
41
41
44
44
45
46
41
set pIeces
9
When to Use a Set Piece
Frame the Overall Conflict
Set the Turn Structure
Escalate or Resolve
Perform One or More Sub-
Conflicts
The Final Confrontation
131
131
133
133
133
Establishing Genre –
Character Generation
169
Reinforcing Genre –
Conflict Resolution
172
Introduction to the Genre
Snapshots
175
Genre Snapshot: Fantasy
175
Genre Snapshot: Horror
180
Genre Snapshot: Pirates
183
Genre Snapshot:
Science Fiction
187
Genre Snapshot: Superheroes 191
Genre Snapshot: Wild West
195
169
rules summary
glossary
Index
199
202
205
spotlIght poInts
Earning Spotlight Points
Spotlighting a Conflict
Spotlighting Character
Development
10
134
135
139
139
142
144
1
IntroduCtIon
Welcome to Other Worlds!
Other Worlds is a roleplaying game of heroic action
and adventure. It provides a framework for telling
stories populated with interesting, exciting charac-
ters set in any worlds, universes, or timelines you
can imagine. The game is driven by description:
descriptions of characters, details of actions, and
dramatic visualisations. Numbers and dice rolls are
secondary to the action; in fact, you will find that
in Other Worlds the rules serve to emphasise the
story and increase the drama rather than getting
in their way. So, if you’ve ever put down a book,
switched off the TV, or left the cinema wishing you
could step through the fourth wall and explore that
world for yourself, then Other Worlds is the game
for you.
Our system of player-authored traits and descrip-
tors is designed to give you maximum freedom in
creating your own unique characters and settings
– if you can imagine it, you can represent it in the
game. Moreover, our open-ended conflict resolu-
tion system allows you to use those traits to focus
the drama on the scenes and issues that
you
want
to explore, letting everything else fade into the
background. You will find that characters in Other
Worlds are much more than just numbers on a
page; they are living, breathing
people
whose deci-
sions and beliefs are the driving force behind the
whole story. Their fate is in your hands.
Large flying fish (Pesce Dirigibile)
from Angelo's ‘The World
Over the Clouds’ campaign.
3
1: introDuction
How to Play otHer worlds
The purpose of playing Other Worlds is to tell a
story. You and your friends will make up an inter-
esting group of characters and use them to explore
a particular story, theme, or world of your own
invention. It is rather like writing a book, or acting
in a play, except that it’s more immediate, more vis-
ceral, and – dare we say it – more fun, too!
Note that when we talk about ‘story’ here, we’re not
necessarily talking about something with a distinct
beginning, middle, and end. A lot of this game is
really about exploration – exploration of setting,
exploration of situation, and exploration of charac-
ter. This means that your stories can (and probably
will) wander all over the place, from strange diver-
sions and wild tangents to false starts, extended
middles, and abrupt endings. That’s fine! Don’t feel
like your stories have to fit into some kind of rigid
three-act structure to be any fun.
Don’t think that creating the story is the particu-
lar province of a single player, either. This game is
specifically designed to give
everyone
the power to
drive events forward and introduce new elements
to the plot. The story you will create together is
an organic thing; it cannot be scripted or story-
boarded, edited or controlled. Instead it will evolve
naturally from the characters you create, the set-
tings you build, and the decisions you make during
play itself.
WhAt you neeD
The first thing you’ll need in order to play Other
Worlds is some other people to play it with. Between
four and six people is pretty much ideal, but it’s pos-
sible to play with as few as two people or as many
as eight (if not more!). If you don’t already have a
regular roleplaying group, then some good places
to find other players are local games shops, role-
playing conventions, university club noticeboards,
and (of course) the internet. Don’t forget that you
can convert unsuspecting ‘normal’ people too!
Everyone has at least one friend or relative who’s
really interested in Tolkien or
Babylon 5
or some-
thing similar. Maybe it’s worth asking them if they’d
like to explore these universes for themselves?
Aside from a copy of this book, you don’t really
need much else to play Other Worlds. You’ll need
some paper and pencils, so you can write out the
details of your characters and make notes of their
adventures. You’ll need two ten-sided dice per
player, so you can quickly and easily determine the
results of any conflicts that come up. And you’ll
need somewhere to play, preferably somewhere
comfortable and free from distractions. Turn those
televisions and stereos off right now! If it’s not con-
venient to play at home for some reason, it’s always
worth checking out local pubs, community cen-
tres, libraries, and the like – most will have some
kind of function room that you’ll be able to book
in advance. Many games shops also operate a club
night, where you’ll be able to grab a table for your
own game or even join in on someone else’s.
The final thing you need to be able to play Other
Worlds is an active imagination. You’ve already got
one of those; if you didn’t, you wouldn’t be read-
ing this in the first place. Roleplaying might sound
like something weird and complicated, but it really
isn’t. If you’ve ever made up a story, acted out a role,
or even just played cops and robbers as a child then
you already know the basics. This entire book is
ultimately just a way of structuring and channelling
those sorts of activities into something even better.
An exercise in
shAreD creAtivity
Communication and co-operation are the
keys to enjoying Other Worlds – communi-
cation of your own preferences so that you
can get what you want, and co-operation
with the other players to make sure they can
get what they want, too This isn’t the sort of
game that has winners and losers; in fact, the
only way you can ever lose in Other Worlds
is if you don’t have any fun It doesn’t really
matter whether your character becomes a
god, betrays everyone he’s ever loved, or gets
squashed by a dragon – as long as it makes
for a good story and an exciting game you can
count yourself as a winner
4
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