Playing the Game
SAVE System
When you’re the guide, you present the players with a situation, and the players tell you how their heroes respond. You announce how the situation changes as the result of the decisions the players made, and you ask the players what their heroes will do next.
Most of the time, you use the facts of the story and the world to draw conclusions about how the story continues. If a hero goes into the biggest library in the realm looking for a common book, you might declare that they find the book after a little searching, since this is a reasonable and likely outcome.
Sometimes, though, if there’s risk or danger involved, you’ll ask the players to roll dice to find out what happens. When you use the dice to resolve an action, you start by establishing a few details of what the heroes are attempting and what might go wrong, then roll the dice, and then announce what happens. The following sections of this document explain this process in detail, but in brief, the process looks like this:
- Determine whether you need to roll dice, or whether you should just tell the players what happens.
- Choose which game action most closely describes the task.
- Announce the possible results of success and failure.
- Explain the effects of the dice and let the player roll.
- Based on the result of the dice roll, announce what happens.
To Roll or Not To Roll
You should only ask the players to roll dice to resolve an action if there’s a chance for success as well as a chance for an interesting consequence of failure. Chance of success: Decide whether there’s any chance of success based on what you know about the situation and the approach the heroes are using. If there's no chance of success, don't roll dice. Just explain how the situation prevents progress and ask the players what they'll do next. Interesting consequence of failure: If there’s little or no chance of failure, or if failure only provides a trivial delay, don’t bother rolling. Allow the heroes to succeed, either through casual effort or through trial and error, and narrate the outcome. If the hero is trying to achieve something impossible, but you believe a more modest goal is achievable, present the lesser achievement to the player and ask whether they’d like to proceed. If the effects of the hero’s action won’t be apparent until later, you can delay rolling the dice until then.Choosing an Action
Once you’ve determined that there’s a chance of success and that failure might bring an interesting consequence, choose which of the game’s actions best describes the task the hero is attempting. If it’s not obvious which action is most appropriate, ask the player to describe their hero’s behavior and intentions in greater detail. If none of these actions seem appropriate, just decide what happens based on what you think makes the most sense in the circumstances, without rolling the dice.Results
There are three possible results when you resolve an action:- Complete success. The hero accomplished their goal with no setbacks.
- Mixed result. The hero accomplished their goal, but also encountered a setback.
- Complete failure. The hero did not accomplish their goal and encountered a setback instead.
Accomplishments
Announce what the player will achieve if they’re successful, based on how the player has described the hero’s activity, and based on what you know about the situation and the obstacles. If a player announces that the objective of their action is to help another hero with a later task, this is an assisting action. You’ll need to know this later when the players roll the dice. In most situations, a successful action should result in the hero achieving just what the hero intended. However, resolving an action might only yield partial progress toward the hero’s goal if one of the following is true:- The task requires prolonged effort and provides multiple opportunities for failure or undesired consequences.
- The task requires contributions from several heroes, and you judge that they should all resolve actions to determine the consequences of their attempts.
Setbacks
Now that you know what the hero might achieve, use your knowledge of the situation to announce possible setbacks. A setback is something that might go wrong as the result of the hero’s action. There are four forms of setback:- Immediate setback. A threat, obstacle, or undesirable consequence appears immediately.
- Future setback. This setback will lead to a new threat or obstacle in a future scene.
- Injury. An injury resulting from failure will reduce a hero’s health level.
- Mark a clock. You can use a setback clock to represent a situation that’s getting worse, or to track a limited resource such as time, ammunition, or fuel. This is similar to a progress clock, but you fill it in as setbacks occur, according to the rules for interpreting the dice. When the clock is full, an undesired event occurs.
Rolling the Dice
Now that you’ve announced the possible results of the action, it’s time to roll the dice. The player will roll two six-sided dice and look at the numbers that came up to determine whether each die passes or fails. The rules below explain which numbers pass and which numbers fail. For each rule, you’re not trying to exceed the listed number; you must match the listed number exactly. Sixes always pass. Fives pass if the action the hero is using is one of their preferred actions, as supplied by their role. Fours pass if the hero’s activity relies on their expertise, as supplied by their role. Threes pass if the hero’s health level is Strong or Fair. Threes fail if the hero’s health level is Shaken, Hurt, or Down. Twos pass if another hero has previously performed an assisting action to benefit the current action, as described earlier in “Accomplishments.” If the assisting action produced a complete success or a mixed result, twos will pass when resolving the current action. If a hero resolves an action and rolls a two, and no one has yet performed an assisting action, another hero can immediately try to assist if the players can describe how the assisting hero can cooperate in the nick of time. In this case, the hero who started the current action sets aside their dice for now. The assisting player then describes their hero’s activity and resolves an appropriate action. If the assisting action produces a complete success or a mixed result, the assisted hero can evaluate their original dice roll knowing that their twos will pass. Ones always fail. Announce which numbers will succeed and which will fail before the player rolls the dice. If the player still wants to attempt the action, let them roll. The result of the action depends on which dice pass or fail. If both dice pass, this is a complete success, and the hero receives their accomplishment.- If you’re using a progress clock, mark two ticks on the clock.
- If you’re using a progress clock, mark one tick on the clock for the accomplishment.
- If you’re using a setback clock, mark one tick on the clock for the setback.
- If the setback would injure a hero, reduce the hero’s health by one level.
- If you’re using a setback clock, mark two ticks on the clock.
- If the setback would injure a hero, reduce the hero’s health by two levels.
Health
You may reduce a hero’s health level if they receive a setback from an action. Reduced health might indicate cuts and bruises, concussion, nausea, fatigue, shock and confusion, or spiritual scars, depending on what’s happening in the story. A hero starts out Strong, and as their health gets worse, they become Fair, then Shaken, then Hurt, then Down. When a hero is Hurt or Down, dice that roll threes don’t pass for their actions. When they’re Down, they’re incapacitated, unconscious, restrained, or otherwise debilitated, and they cannot affect the story. As the guide, when you decide that the heroes are out of danger and have time to quietly rest and recover, you can allow the heroes to restore their health to Strong. This shouldn’t take long. True heroes are ready to get back into the action as soon as they catch their breath and dust off their clothes.Destiny
If a player can explain how either an event in their hero’s history or an aspect of their pursuit might be useful in the situation they’re facing, they can use their destiny to achieve one of the following:- Declare that an action resulted in a complete success, regardless of how the dice came up. The player may ask for this benefit this either before or after rolling the dice.
- Declare a fact. If the guide or any of the other players believe that the suggested fact is particularly improbable or unbelievable, the player declaring the fact must find a mutually agreeable substitute.
- Restore one hero’s health to Strong. This could be any hero in the group, including the hero who is using their destiny. This doesn’t necessarily mean the hero’s injuries are healed; it may simply mean that the injured hero now has the determination to ignore their pain and fight on.
- The events provided by the early history and relationship history questions attached to the hero’s role.
- Events added to the hero's recorded history at the end of each session of play.