Charge RPG
By Fari RPGsPower Your Storytelling
Introductions
Goals
What You Need To Play
The Game
Safety at the Table
Character Creation
Creating your Character
Mechanics
Fiction First
Rolling Dice
Action Roll
Consequences
Determination Roll
Flashbacks
Momentum
Recovery
Fortune Roll
Team Work
Clocks
Progression
Projects and Complications
In a Nutshell
Preparing the Game
Making a Compelling Campaign
Before We Start
Hacking the Game
What to Hack
Making Playbooks
Community Resources
Keita's World Force Generator
Conclusion
What Next
Credits
Licencing
Character Sheets
Glossary
Extras
What are Extras
Asset Extra
Solo Extra
Attachment Extra
World Extra
Quick Charge Extra
Magic Extra
Scars Extra
Goals Extra
Party Extra
Threat Level Extra
Resource Pool Extra
Economy Extra
Narrative Gear Extra
Fiction First
Charge RPG
Charge is a "fiction first" game.
This means that the GM and the players tell a story, and afterwards look at the rules to see if something needs to be resolved using the game's mechanics.
You can see the mechanics in Charge as tools in a box, to use as needed. They resolve situations where you don't know the direct answers to a question.
Sometimes, those situations are resolved with a mechanic that relies on the PCs' proficiencies, while other times they might be resolved with mechanics that straight-up relies on luck! We do this to create a "wow" feeling in unknown situations. While the story is created by everyone at the table, the mechanics act as a guide that drives the narrative forward with unexpected outcomes. Those mechanics mostly rely on figuring out what the risks are, and what is happening. Then a set of six-sided dice is rolled, results are interpreted, and the story moves on.Will this character find what they are looking for? Can that character convince this merchant to talk? How will this faction react to this big event? etc.