Your SlideShare is downloading. ×
By Robert J. Schwalb    Game Concepts: Steve Kenson, Nicole Lindroos, Chris Pramas, & Robert J. Schwalb      Additional De...
TABLE OF CONTENTS                                                                                   Survival.................
Compelling ................................................. 80          Sponsor ............................................
Tournaments..........................................167                 Appraise Animal.....................................
INTRODUCTION     “When you play the game of thrones, you win or you die. T here is no middle ground.”                     ...
The Chronicle System           Every roleplaying game is a combination of setting and game system. The rules of       this...
Upcoming SlideShare
Loading in...5
×

Song of Ice and Fire Roleplaying: A Game of Thrones Edition PDF Preview

5,745

Published on

This is a preview for Green Ronin's Song of Ice and Fire Roleplaying: A Game of Thrones Edition

Published in: Entertainment & Humor
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
5,745
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
56
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Transcript of "Song of Ice and Fire Roleplaying: A Game of Thrones Edition PDF Preview"

  1. 1. By Robert J. Schwalb Game Concepts: Steve Kenson, Nicole Lindroos, Chris Pramas, & Robert J. Schwalb Additional Design: Joe Carriker & Jesse Scoble Development: Steve Kenson Development Assistance: Chris Pramas Editing: Kara Hamilton Peril at King’s Landing Design: Steve Kenson Additional PaKL Design: R. Kevin Doyle, Jon Leitheusser, Nicholas Logue Proofreading: Brian E. Kirby, Chris Pramas, Evan Sass Art Direction and Graphic Design: Hal Mangold Cover Art: Michael Komarck Back Cover Art: Paolo PuggioniInterior Art: Ted Galaday, Jeff Himmelman, Veronica Jones, Jason Juta, Billy King, Pat Loboyko, Britt Martin, German Nobile, Torstein Nordstrand, Paolo Puggioni, Christophe Swal Cartography: Jared Blando, Keith Curtis & Andy Law Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joseph D. Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Rich Redman, Evan Sass, and Marc Schmalz Playtesters: Tyler M. Carey, Cody Carver, Tom Castelli, Jacob Chabot, Adam Doochin, Michael Elster, Andy Frades, Mark Hugo, Doug Justice, Brian E. Kirby, Jan Philipp Gürtler, Kristian Hartmann, Dan Heinrich, Lyle Hinckley, Kevin Hamilton, Daniel Hodges, Travis Hodges, Sean Johnson, Glen Kyle, Joe Quarles, Clemens Schäfer, Conrad Schäfer, Michael Simonds, Norman Simonds, Owen K.C. Stephens, Nathan Summar, Rich Tomasso, Bobby Turman A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is © 2012 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. A Song of Ice and Fire Roleplaying, SIFRP, and associated logos are trademarks of Green Ronin Publishing, LLC. A Song of Ice and Fire is © 1996-2012 George R. R. Martin. All rights reserved. Printed in China Green Ronin Publishing 3815 S. Othello St. Suite 100, #304 Seattle, WA 98118 custserv@greenronin.com www.greenronin.com
  2. 2. TABLE OF CONTENTS Survival................................................... 67 INTRODUCTION...................... 5 CHAPTER 4: Forage.......................................................... 68 CHAPTER 1: ABILITIES & SPECIALTIES.....53 Hunt............................................................ 68 Orientation.................................................. 68 A WESTEROS PRIMER.......... 7 S R ............................................... 54 A ............................................ 53 bility pecialties ank Track............................................................ 68 Westeros................................................... 8 Thievery.................................................. 69 , Using Specialties.......................................... 54 Pick Lock.................................................... 69 Lands of Westeros. ................................ 10 Ability & Specialty Descriptions........... 54 King s Landing............................................ 11 Sleight of Hand........................................... 69 Ability Uses............................................. 56 Steal............................................................. 70 The North.................................................... 12 Agility..................................................... 56 The Iron Islands........................................... 13 Warfare.................................................. 70 Acrobatics.................................................... 56 Command.................................................... 70 The Riverlands............................................. 14 Balance........................................................ 56 Mountains of the Moon............................... 14 Strategy........................................................ 70 Contortions................................................. 56 Tactics.......................................................... 70 The Westerlands.......................................... 15 Dodge.......................................................... 57 The Reach.................................................... 18 Will........................................................ 70 Quickness.................................................... 57 Coordinate................................................... 70 The Stormlands............................................ 18 Animal Handling.................................... 57 Dorne.......................................................... 19 Courage....................................................... 70 Charm......................................................... 57 Dedication................................................... 70 Beyond Westeros.................................... 20 Drive............................................................ 57 Of Knights & Knaves.............................. 21 Customs & Laws......................................... 21 Ride............................................................. 57 Train............................................................ 58 CHAPTER 5: Technology.................................................. 22 Athletics................................................ 58 DESTINY & QUALITIES........ 71 Faith & Religion.......................................... 23 Climb........................................................... 58 Destiny Points........................................ 71 Knighthood................................................. 24 Jump............................................................ 58 Spending Destiny Points.............................. 71 Maesters of the Citadel................................ 25 Run.............................................................. 59 Burning Destiny Points................................ 72 Strength....................................................... 59 Gaining Destiny Points................................ 72 CHAPTER 2: Swim............................................................ 59 Investing Destiny Points.............................. 72 GAME RULES......................26 Throw........................................................... 60 Destiny and Qualities.................................. 72 Using this Chapter....................................... 26 Awareness................................................ 60 Qualities................................................. 72 The Basics............................................... 26 Empathy...................................................... 60 Quality Types.............................................. 76 The Character.............................................. 27 Notice.......................................................... 60 Benefits................................................... 76 The Dice...................................................... 27 Cunning................................................... 60 Accurate ...................................................... 76 Tests & Difficulties............................... 27 Decipher...................................................... 61 Acrobatic Defense ....................................... 76 Types of Test................................................ 28 Logic........................................................... 61 Adept Negotiator ........................................ 76 Modifying Tests........................................... 31 Memory....................................................... 61 Animal Cohort ........................................... 76 Difficulty...................................................... 31 Deception............................................... 61 Anointed ..................................................... 77 Archetypes.............................................. 32 Act............................................................... 61 Armor Mastery ........................................... 77 Using Archetypes......................................... 32 Bluff............................................................. 62 Artist ........................................................... 77 Anointed Knight.......................................... 33 Cheat........................................................... 62 Attractive .................................................... 77 Godsworn.................................................... 34 Disguise....................................................... 62 Authority .................................................... 77 Heir............................................................. 35 Endurance............................................... 62 Axe Fighter I ............................................... 77 Hedge KNight............................................. 36 Resilience..................................................... 62 Axe Fighter II ............................................. 77 Maester........................................................ 37 Stamina........................................................ 62 Axe Fighter III ............................................ 77 Noble........................................................... 38 Fighting.................................................. 63 Beastfriend .................................................. 77 Retainer....................................................... 39 Attack.......................................................... 63 Berserker ..................................................... 77 Scout............................................................ 40 Healing................................................... 63 Blood of the Andals .................................... 77 Squire.......................................................... 41 Diagnosis..................................................... 63 Blood of the First Men ................................ 78 Treat Ailment.............................................. 63 Blood of Heroes .......................................... 78 CHAPTER 3: Treat Injury.................................................. 63 Knowledge.............................................. 63 Blood of the Ironmen .................................. 78 Blood of the Rhoyne ................................... 78 CHARACTER CREATION..... 42 Education.................................................... 63 Blood of Valyria .......................................... 78 The Noble House......................................... 42 Research...................................................... 64 Blood of the Wildlings ................................ 78 Creating Characters.............................. 43 Streetwise.................................................... 64 Bludgeon Fighter I ...................................... 78 Step One: House & Lands........................... 43 Language................................................. 64 Bludgeon Fighter II .................................... 78 Step Two: Character Concept...................... 43 Marksmanship......................................... 65 Bludgeon Fighter III ................................... 78 Step Three: Assign Abilities......................... 49 Attack.......................................................... 65 Braavosi Fighter I ........................................ 78 Step Four: Assign Specialties....................... 50 Target Shooting........................................... 65 Braavosi Fighter II ...................................... 78 Step Five: Destiny Points & Benefits........... 50 Persuasion............................................... 65 Braavosi Fighter III ..................................... 79 Step Six: Flaws & Drawbacks...................... 50 Status...................................................... 66 Brawler I ..................................................... 79 Step Seven: Starting Possessions.................. 51 Breeding...................................................... 66 Brawler II .................................................... 79 Step Eight: Derived Statistics...................... 51 Reputation................................................... 66 Brawler III .................................................. 79 Step Nine: Play the Game!.......................... 52 Stewardship................................................. 67 Brother of the Night’s Watch ...................... 80 Rewards & Improvement......................... 52 Tournaments................................................ 67 Cadre .......................................................... 80 Coin............................................................. 52 Stealth.................................................... 67 Cautious Diplomat ..................................... 80 Glory........................................................... 52 Blend In....................................................... 67 Charismatic ................................................ 80 Experience................................................... 52 Sneak........................................................... 67 Cohort ........................................................ 802
  3. 3. Compelling ................................................. 80 Sponsor ....................................................... 89 The House in Action..............................122Connections ................................................ 80 Stubborn ..................................................... 89 Months & Actions..................................... 122Courteous ................................................... 80 Talented ...................................................... 89Danger Sense .............................................. 81 Terrain Specialist ........................................ 89 CHAPTER 7: EQUIPMENT.....124Deadly Shot ................................................ 81 Tough ......................................................... 90 Money & Barter....................................124Deft Hands ................................................. 81 Tourney Knight ........................................... 90 Trade Goods.............................................. 124Dexterous .................................................... 81 Trade ........................................................... 90 Personal Equipment...............................125Double Shot ................................................ 81 Treacherous ................................................. 90 Clothing................................................126Dutiful ........................................................ 81 Triple Shot .................................................. 90 Food, Drink, & Lodging........................127Eidetic Memory .......................................... 81 Warg ........................................................... 90 Weapons.................................................127Eloquent ..................................................... 81 Warg Dreams .............................................. 90 Weapon Descriptions................................. 128Evaluation ................................................... 81 Water Dancer I ........................................... 91 Armor.....................................................131Expertise ..................................................... 81 Water Dancer II .......................................... 91 Mounts & domestic animals..................133Face in the Crowd ....................................... 81 Water Dancer III ........................................ 91 Exotic & Special Items..........................134Famous ....................................................... 81 Wealthy ....................................................... 91 Poisons...................................................134Fast ............................................................. 82 Weapon Mastery ......................................... 91Favored of Nobles ....................................... 82 Weapon Savant ........................................... 91 CHAPTER 8: INTRIGUE........139Favored of Smallfolk ................................... 82 Worldly ....................................................... 91 Intrigue Essentials................................139Furtive ......................................................... 82 Drawbacks............................................... 91 The Exchange............................................ 139Fury ............................................................ 82 Bastard Born................................................ 92 Influence.................................................... 139Gifted Athlete ............................................. 82 Bound to the Bottle..................................... 92 Intrigue Statistics.................................140Gifted Teacher ............................................ 82 Childhood Disease...................................... 92 Abilities..................................................... 140Great Hunter .............................................. 82 Craven......................................................... 92 Intrigue Defense........................................ 140Greensight .................................................. 82 Crippled....................................................... 92 Composure................................................ 140Guttersnipe ................................................. 83 Cruel Insanity.............................................. 92 Intrigue Structure................................140Hail of Steel ................................................ 83 Cursed......................................................... 92 Step One: Type.......................................... 140Hardy .......................................................... 83 Debt............................................................. 92 Step Two: Scene........................................ 142Head for Numbers ...................................... 83 Disturbing Habit......................................... 92 Step Three: Objective................................. 142Head of House ............................................ 83 Dwarf.......................................................... 92 Step Four: Disposition............................... 143Heir ............................................................ 83 Eunuch........................................................ 93 Step Five: Initiative.................................... 146Heirloom .................................................... 83 Fear.............................................................. 93 Step Six: Technique................................... 146Improved Armor Mastery ........................... 84 Feeble........................................................... 93 Step Seven: Roleplaying............................. 148Improved Weapon Mastery ........................ 84 Flaw............................................................. 93 Step Eight: Actions & Tests...................... 149Inspiring ..................................................... 84 Forgetful...................................................... 93 Step Nine: Repeat...................................... 150Keen Senses ................................................ 84 Furious......................................................... 93 Step Ten: Resolution.................................. 150Knowledge Focus ........................................ 84 Haughty....................................................... 93 Other Factors............................................. 150Landed ........................................................ 84 Haunted....................................................... 93 An Example Intrigue..............................151Leader of Men ............................................ 84 Honor-Bound.............................................. 93Long Blade Fighter I ................................... 84 Ignoble......................................................... 93 CHAPTER 9: COMBAT........152Long Blade Fighter II ................................. 86 Impaired Sense............................................ 95 Combat Essentials.................................152Long Blade Fighter III ................................ 86 Inept............................................................ 95 Rounds, Turns, & Actions......................... 152Lucky .......................................................... 86 Lascivious.................................................... 95 Damage & Defeat...................................... 153Maester ....................................................... 86 Marked........................................................ 95 Combat Statistics..................................153Magnetic ..................................................... 86 Maimed....................................................... 95 Abilities..................................................... 153Man of the Kingsguard ............................... 86 Mute............................................................ 95 Combat Defense........................................ 154Massive ....................................................... 86 Naïve............................................................ 95 Health........................................................ 154Master of Ravens ........................................ 86 Nemesis....................................................... 95 Movement................................................. 154Miracle Worker ........................................... 86 Outcast........................................................ 95 Armor.....................................................155Mummer ..................................................... 87 Poor Health................................................. 95 Bulk........................................................... 155Night Eyes .................................................. 87 Reviled......................................................... 95 Weapons.................................................155Pious ........................................................... 87 Sickly........................................................... 95 Weapon Traits........................................... 155Pole-Arm Fighter I ..................................... 87 Supreme Arrogance..................................... 95 Combat Structure. ................................159Pole-Arm Fighter II .................................... 87 Threatening.................................................. 95 Step One: Battlefield................................. 159Pole-Arm Fighter III .................................. 88 Ward............................................................ 95 Step Two: Detection.................................. 162Polyglot ....................................................... 88 Step Three: Initiative.................................. 162Respected .................................................... 88 CHAPTER 6: Step Four: Action...................................... 162Shield Mastery ............................................ 88Short Blade Fighter I .................................. 88 HOUSE & LANDS...............96 Step Five: Repeat....................................... 165 Step Six: Resolution................................... 165Short Blade Fighter II ................................. 88 Creating the House................................ 96 Defeat & Consequences........................165Short Blade Fighter III ............................... 88 Step One: The Realm................................... 97 Damage...................................................166Sinister ........................................................ 88 Step Two: Starting Resources...................... 99 Damage & Lesser Characters.................... 166Skinchanger ................................................ 88 Step Three: House History........................ 102 Reducing Damage..................................... 166Spear Fighter I ............................................ 89 Step Four: Holdings.................................. 106 Recovery................................................166Spear Fighter II ........................................... 89 Step Five: Motto & Arms.......................... 113 Damage..................................................... 166Spear Fighter III ......................................... 89 Step Six: The Household........................... 119 Healing...................................................... 167 3
  4. 4. Tournaments..........................................167 Appraise Animal........................................ 203 Too Fast..................................................... 238 Jousting...................................................... 167 Case........................................................... 203 Too Slow.................................................... 238 Other Tourney Events............................... 169 Conceal Animal......................................... 203 Too Tough................................................. 238 Advanced Combat...................................170 Evasive Maneuvers..................................... 203 Too Weak.................................................. 239 Tests........................................................... 171 Falconry..................................................... 204 Too Far Afield............................................ 239 Initiative.................................................... 172 Heraldry.................................................... 204 Part One: The Kingsroad......................240 Attack Modifiers........................................ 172 Identify...................................................... 204 Section Summary....................................... 240 Unarmed Attacks....................................... 172 Impersonate............................................... 204 A Grim Discovery..................................... 241 Attacking Objects...................................... 172 Leap & Catch............................................ 204 Dag’s Inn................................................... 243 Advanced Actions...................................... 173 Long Distance Running............................ 204 The Great Stag........................................... 246 Advanced Reach........................................ 174 Move Silently............................................. 204 Part 2: Welcome to King’s Landing......250 Fatigue....................................................... 175 Recognize.................................................. 204 Section Summary....................................... 250 Size Up...................................................... 204 Arrival in King’s Landing.......................... 250 CHAPTER 10: WARFARE...... 176 Threaten..................................................... 204 A Place to Stay........................................... 252 Warfare Essentials................................176 Trick-Riding.............................................. 204 Idle Hands................................................. 253 Scale.......................................................... 176 Vault into the Saddle.................................. 204 The Wild Hunt.......................................... 259 Time.......................................................... 177 Setting Difficulties..................................... 205 Part 3: The King’s Tourney...................260 Commanders............................................. 177 Exploring Westeros..............................207 Section Summary....................................... 260 Orders........................................................ 177 Sustenance................................................. 207 The Tourney Begins................................... 261 Heroes....................................................... 177 Temperature............................................... 207 The Unwelcoming Feast............................. 261 Victory & Defeat....................................... 179 Travel......................................................... 208 Jousting...................................................... 264 Components of Warfare........................179 Chases........................................................ 208 Other Tourney Events............................... 265 Abilities..................................................... 179 Hazards..................................................... 210 Dannett’s Fall............................................. 266 Defense...................................................... 179 Noble Houses.........................................212 Continuing the Tourney............................ 268 Health........................................................ 179 Your Role................................................... 212 Part 4: Poisoned Words........................269 Movement................................................. 179 Other Houses............................................ 212 Section Summary....................................... 269 Equipping Units........................................ 179 House Fortunes......................................... 212 The Melee.................................................. 269 Special Equipment..................................... 179 Magic.....................................................213 The Grand Ball.......................................... 271 Discipline................................................... 181 Magic & the Game.................................... 213 Revelations & Accusations......................... 272 Anatomy of a Battle..............................181 Adversaries & Allies. ............................214 The Justice of King Robert Baratheon........ 274 Step One: Battlefield................................. 181 Primary Characters.................................... 214 The Final Chapter?..................................... 276 Step Two: Unit & Leader Placement......... 183 Secondary Characters................................ 214 Players & Pieces. ...................................279 Step Three: Parlay & Terms....................... 183 Tertiary Characters.................................... 215 House Dannett.......................................... 279 Step Four: Initiative................................... 183 Promoting NCs......................................... 215 House Lugus.............................................. 282 Step Five: Siege Weapons......................... 184 Improving NCs.......................................... 216 Other Characters....................................... 285 Step Six: First Player Actions..................... 185 Demoting NCs.......................................... 216 A Guide To King’s Landing....................287 Step Seven: Orders..................................... 186 Sample Narrator Characters...................... 216 History of King’s Landing......................... 287 Step Eight: 2nd Player Actions.................. 187 Creatures................................................... 218 Geography of King’s Landing.................... 288 Step Nine: Resolve Standing Orders.......... 187 Steeds........................................................ 221 Key Locations............................................ 290 Step Ten: Repeat........................................ 187 Supernatural Creatures.............................. 222 Crownlands................................................ 293 Step Eleven: Resolution Play Styles.............................................224 Alchemist’s Guild...................................... 294 & Consequences..................................... 188 Adventurers............................................... 224 Law & Order: The Gold Cloaks................ 294 Advanced Rules......................................190 Free Folk.................................................... 224 The Royal Court........................................ 295 Advanced Orders....................................... 190 The Game of Thrones................................. 224 Bannerhouses............................................. 296 Facing & Formation.................................. 191 Historical................................................... 225 Pregenerated Characters.....................302 An Example of Warfare.........................193 Night’s Watch............................................ 225 Lord Rhys.................................................. 302 Ser Merik................................................... 303 CHAPTER 11: CHAPTER 12: JOURNEY Maester Rudolphus.................................... 304 THE NARRATOR.................195 TO KING’S LANDING.........226 Nicholas Rivers.......................................... 305 Squire Jonah.............................................. 306 Basic Concepts.......................................195 Summary. ................................................226 Septa Alanna............................................. 307 Time.......................................................... 196 The Characters........................................... 226 Scenes........................................................ 196 Scene One: On the Road........................... 226 Scene Two: At the Crossroads................... 228 APPENDIX: Rewards..................................................... 197 Story.......................................................... 198 Scene Three: Bandits’ Challenge................ 230 REFERENCE TABLES..........308 Chronicle................................................... 198 Good Narrating....................................198 Further Adventures..............................232 INDEX.................................. 314 Preparation................................................ 198 CHAPTER 13: PERIL CHARACTER SHEET............318 Details....................................................... 198 Group Dynamics....................................... 199 AT KING’S LANDING......... 233 Emulating the Books................................. 199 Plot Summary.........................................234 Managing the Rules...............................202 Orten’s Plan............................................... 234 Routine Success......................................... 202 Dark Wings............................................... 235 Abilities..................................................... 202 So What’s Our Motivation?...................... 236 Expanded Specialties................................. 203 ...Dark Words............................................ 237 Anticipate Strategy.................................... 203 When Bad Things Happen......................2384
  5. 5. INTRODUCTION “When you play the game of thrones, you win or you die. T here is no middle ground.” —Cersei Lannister, A Game of T hronesIn a roleplaying game, anything is possible. Your character can head off in structured or unstructured scenarios called stories. The PCs, then,to explore the world, take part in convoluted intrigues, wage war against are the principal characters—the protagonists—of the story.rival houses, and just about anything else you can Of course, a story rarely tells itself, and while the play-come up with. But it is still a game, and ers make the decisions about how theiras a game, this book has rules, guide- characters act and react in response tolines designed to help players and certain developments in the game, theNarrators tell the stories they world does unfold around them, theirwish to tell in a way that’s nemeses still plot and conniveboth consistent and fun. As in the shadows, and their foesyou make ready to dive into take steps against them. Eachthe rest of this rulebook, you player is in charge of his orshould know a few things up her particular character, butfront. These basic game con- who, then, is charge of the restcepts should help you along of the world? The Narrator.and give you an idea what all The Narrator has the bestthe numbers mean. job of all. It may very well be entertaining to portray a par-The Basics ticular character, but the Narra- tor doesn’t have to settle on just one: the Narrator gets to play them all. The Narrator plays the villains, the minions, and all theA Song of Ice and Fire Roleplaying (SIFRP) is a game in which the other supporting characters who help make up the story. Furthermore,players take up the roles of notables in Westeros, distinctive personas the Narrator also shapes the story, decides on the plot, what happensthat have a place and purpose within the larger society that makes when, and is clued in on all the things that go on in the background.up the Seven Kingdoms. These personas are called player characters The Narrator might use a published story from Green Ronin such as(PCs) or just characters. In most games, each player creates just onecharacter and uses that character to interact with the imagined setting Peril at King’s Landing, or she might spin out a story of her own. A Game of Thrones Edition A Song of Ice and Fire Roleplaying was first published in 2009 as a full color hardback book. A smaller format black and white softback version, the Pocket Edition, was published in 2010 and later offered as the PDF Tablet Edition. When stock on the original rulebook started get- ting low, we had to ready a reprint. By this point the latest novel, A Dance with Dragons, had been released to much fanfare and HBO’s Game of Thrones TV show had brought Westeros to life on the screen. With interest in A Song of Ice and Fire running high, we decided we had to do more than a simple reprint. Thus A Game of Thrones Edition was born.  The book in your hands (or on your screen) is essentially a deluxe edition of A Song of Ice and Fire Roleplaying. The core rules are the same, so long time players needn’t worry about wholesale changes to the game. We have tried to implement all known errata, so this becomes the definitive version of the rules. We have also added a short introductory adventure that previously appeared in the Quick-Start Rules and the entirety of Peril at King’s Landing. This is a full length adventure that was originally published separately. We have folded it into the core rulebook so new Narrators can have an example adventure at their fingertips.  A Game of Thrones Edition was also a chance to revisit the look and feel of the rulebook. The most obvious change is Michael Komarck’s stunning new cover illustrating the climactic moment of the Battle of the Trident. We’ve also added a dozen new interior illustrations and revised the presentation of stat blocks. Altogether, these changes make A Game of Thrones Edi- tion the best looking and most comprehensive version of A Song of Ice and Fire Roleplaying. Now get thee to Westeros and begin your adventures! 5
  6. 6. The Chronicle System Every roleplaying game is a combination of setting and game system. The rules of this game were designed specifically for A Song of Ice and Fire. They can, however, work just as well for settings other than Westeros. We’ve thus given a name to the rules engine of A Song of Ice and Fire Roleplaying: The Chronicle System. You’ll find other Green Ronin products bearing this logo and all of them are compatible with A Song of Ice and Fire Roleplaying. Whether you are using these rules to run a game with a different setting or you’re a SIFRP Narrator looking for new options, Chronicle System products can add more to your campaign. It’s a big responsibility being the Narrator, but it’s also the most re- up, and comparing them to a number called a Difficulty. If the sum of the warding one of all. dice equals or beats the challenge, the test succeeds. If the sum of the dice is lower than the challenge, the test fails. The Game What Next? Whether you are a player or a Narrator, everyone uses the same rules in SIFRP. Game rules are an important part of any roleplaying game Now that you’ve read the basic concepts, the rest of the book awaits because they help define what is possible and impossible. They ensure you. From here, you might want to examine the rules in more detail a certain level of fairness that comes from a shared understanding of in Chapter 2: Game Rules. Alternatively, you might be intrigued by how things work. Also, they help guide a player and Narrator in making the role of the Narrator and feel like taking a stab at the best job in decisions about the characters they portray by presenting meaningful the game. If so, you’ll want to read this entire book, paying special at- numbers that reveal vital components about a character, such as his abil- tention to Chapter 11: The Narrator. But then, you may just want ity with social interaction, how well she swings a sword, or how big or to create a character and get started. This path is fine too, and honestly, small, weak or strong, beautiful or hideous the character is. who can blame you! Go ahead and turn to Chapter 3: Character But, to cite a cliché, rules are meant to be broken. Unlike other Creation, and you’ll have everything you need to get started. games, roleplaying games are famous for being fluid when it comes to If you really want to learn the game, start with Chapter 2: Game rules, and if a certain rule doesn’t fit with a group, it’s not just okay to Rules, and then take a look at the abilities described in Chapter 4: dump it, it’s expected! Use the rules in this book to support the stories Abilities & Specialties. Once you’ve got that nailed down, have a you tell, not to define them. look at Chapter 9: Combat and then Chapter 8: Intrigue. These chapters should give you enough information to make informed deci- The Game System sions during character creation and to play the game. Remember, this book is something that you’ll likely reference as you play. As you learn Since rules support the stories you and your friends will tell, you may more about SIFRP, you’ll rely less and less on the book until you’ve find there are long stretches when you don’t have to rely on the rules mastered the game completely. Above all, SIFRP is a game, so have at all, when the interaction of your characters and the dialogue gener- some fun, draw your sword, and stab a Lannister. You know you want to. ated between you carries the game without needing dice or flipping through the book. Other times, however, the rules may figure in the game a great deal more than you would expect, especially in combat, What You Need to Play tricky negotiations, and other instances of drama that can have serious Aside from this book, you should have plenty of paper, pencils, a good consequences if the characters fail. eraser, and at least ten 6-sided dice, which you can likely find at the Drama is the key when it comes to the game mechanics. Whenever a same store where you purchased this book. You may also want to print player character or the Narrator attempts to do something in which fail- out copies of the character sheet (or photocopy the one at the back ure has consequences or the outcome is not certain, the rules come into of this book). Oh, and you’ll want your imagination, too. Keep that play in the form of a test. A test is simply rolling the dice, adding them handy.6

×