You are on page 1of 47

By Ron Edwards

James West

By Ron Edwards

Illustrated by
James V. West, Ben Morgan,
Rod Anderson, and Jeff Diamond

Interior layout by Matt Snyder

Cover by Veronica V. Jones

Copyright 2002 Adept Press


Table of Contents
Whats a trollbabe? . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Stakes and Consequences . . . . . . . . . . . . . . . . . . . . . .7
The System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Scenes and Conflicts . . . . . . . . . . . . . . . . . . . . . . . . .10
Resolving Conflicts: Pace . . . . . . . . . . . . . . . . . . . . . .14
Resolving Conflicts: Fair and clear . . . . . . . . . . . .15
Resolving Conflicts: the Series . . . . . . . . . . . . . . . . .16
Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Resolving Conflicts: Complications . . . . . . . . . . .22
Roll modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Relationships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Character-character interaction . . . . . . . . . . . . . .32
An overview of narration in play . . . . . . . . . . . . . . .33
Stakes, Consequences, and Scale . . . . . . . . . . . . .34
Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Creatures and magic stuff . . . . . . . . . . . . . . . . . . . .40
Hairy role-playing theory about this game . . . . . .41
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Inspirations and acknowledgments . . . . . . . . . . . .45

3
Whats a trollbabe?
Lets start with size. Were talking 66" at the least, with a build to
match a trollbabe is a big woman, no little aerobicized butts allowed,
although the degree of out-and-out brawn of your character is up to
you. All trollbabes are strong, though, easily the match of the strongest
humans, and ranging up from there. They can run all day and heft
weapons and pull bows that would wear out a human in moments.

Trollbabes have primarily-human facial features, and most lack the


characteristic trollish body hair and posture (see below). Their trollish-
ness is most obvious in their horns, which range from short goaty pointy
horns to big curling sheepy horns that include a ridge over their brows.
Big hair is also common; think 80s rock-and-roll.

Im not bothering with whether trollbabes are troll-human hybrids.


They might be, or maybe they are simply born to one or the other peo-
ple. Maybe theyre magically-produced. Hell, I dont care. What mat-
ters is that trollbabes do not exist in the setting except as player-char-
acters, and you shouldn't think of them as being a race of any kind. The
story opens with a cool trollbabe hiking along; provide whatever origins
or definition seems right to you and the people you play with.

Why play? Because a trollbabe is neither troll nor human she is func-
tionally apart, yet tied into the fates and interactions of both peoples.
Trolls big, shaggy, horned, grotesque, people-eating monsters and
humans plain old humans simply dont get along, and their conflicts
are escalating. The trollbabe may be perceived as an automatic friend
or an automatic foe by both humans and trolls, yet her perspective is
not identical with either ones. Her presence cannot help but destabi-
lize the status quo in any particular situation, which makes for an inter-
esting life. Ultimately, she may also become the means of resolution.

4
Valkov
Holgaard Utgarth

Sforzya

Dazhyford

The World
Markiev
Ben Morgan

The setting
he lands are mainly rolling, low fied steadings, those who farm from private

T mountains, with farms and pine


forests filling the valleys. The sea is
almost always near. Think of fjords, mists,
steadings, sailors, and the dangerous outlaws.
Trolls are rather different: shaggy and
horned at the very least, walking on their toes
twisted trees, and frozen rivers. (i.e., their heels project far up and back), they
In this setting, problems and wickedness wear little or no clothes, eat people sometimes,
arise from real-life, personal concerns: kin- wander alone or band in small groups, work
strife, politicking, betrayal, injustice echoing mighty nature magic in large groups, fight
down the generations. They are expressed in with tooth and claw, and resent being hunted
curses, monsters, undead, and omens, as like animals. Trolls live in caves, under bridges,
befits a setting for fantastic adventure, but under big trees, deep in scary forests, in haunt-
evil is not an external force or entity. ed ruins, and anywhere else lonely, inconven-
The human people may be thought of as ient, and grim. Different types of trolls
Celtic or Nordic-Icelandic, with a rich and include isolated tribes off in the boonies, mon-
lengthy cultural history, but not very high-tech. sters (i.e., habitual human-eaters), and even
They are pretty much, well, people as we know some asssimilationists who have worked out a
them. They wear clothes, fish and farm, work positive relationship with humans.
for pay, accord mostly with well-known sexual Conflicts among the two vary widely. At the
mores, use weapons and tools, and, in this very least, we see troll vs. troll about humans,
game, work scholarly magic in some individual troll vs. human (with either having the advan-
cases. They resent being eaten by trolls and tage), and human vs. human about trolls.
hunt them as a public nuisance. Various types Given assimilationist-trolls and outlaw-
include those clustering in the towns and forti- humans, even more complexity is possible.

5
ord
Dazhyf

1. Otuns Belch
2. The Silent Forest
3. The Stumpy Mountains
4. Green Goo Swamp
2 3 5. Stinkfoot Slough
1 6. Rottenmere
6

8
an
Ben Morg

7
7. Wittens Holm
8. Kragg Keep 9
9. Gravenford
10. The Blood Gate
11. Black Ferth
12. Foggy Bottom
10

11 12

Rod And
erson
6
Stakes & Consequences
very adventure of Trollbabe includes fight for justice or be anything to anyone

E something called "the Stakes, which


is to say, a conflict at hand in the set-
ting of the adventure. Someone or perhaps a
except that, given what she is, she will be
involved as far as everyone else is concerned.
Consequences will occur, as the Stakes must
whole bunch of someones, in this place, at change, develop, and come to any form of
this time, want something, and cannot get it resolution through the course of the troll-
easily. The Stakes are whatever is desired. babes presence and voluntary-or-involuntary
Is the person who desires the Stakes a victim involvement in the situation.
of injustice, or its perpetrator? Is the desired Stakes and Consequences occur at a specific
thing a person, a relationship, a resource, a sta- Scale, or basically, the extent of people and
tus, a political goal, or what? How does this territory that are affected by the outcome of
factor into the troll and human issues discussed the situation. The smallest Scale would be
previously? Preparing and defining these things one-on-one interaction, with the
are left for a later section, but the key point Consequences essentially affecting the well-
here is that any adventure is filled with individ- being of single or very few persons. Larger
uals, run by the GM, who are busily in action Scales include extended family, an organized
regarding problems and agendas. group like a war company, on up to villages
The point of having Stakes is to generate and whole lands. The range of Scales is pre-
something else entirely, called Consequences. sented later in the rules. For now, the point is
Consequences are how the conflict at hand that Trollbabe play begins at the personal
turns out: the resulting status of the Stakes level, and that the Scale of play may increase
and the fates of everyone involved. Again, a specifically and only at the request of a player,
trollbabes very presence tends to amplify or between adventures.
to complicate most peoples takes on whatever Eventually, if the players want, Stakes and
situation is occurring, and therefore tends to Consequences may be occurring at the level of
move a conflict about some Stakes into a reso- the entire land, in which case results might
lution with Consequences. include such drastic events as the trolls wiping
The player has no responsibilities regarding out humans, humans wiping out trolls, or some
Consequences; the trollbabe does not have to sort of accord being reached for good and all.

The System
our character only requires one number, was 2; Id need 3-10 for the char-
Y ranging from 2 through 9.
The character can do three things: Magic,
acter to do magic, 1 to fight, and
2-10 to interact.
Fighting, and Social stuff. Roll a d10 and
refer to the number. To do Magic, roll over Theres more to it, especially combining two
that number; to Fight, roll under that num- or more of the three action types, getting re-
ber, and to interact Socially, roll whichever of rolls for failed rolls, and more. The number is
the two is better, including that number. the foundation for everything else. Rolling
against the number often includes the option
For example, say the number was to re-roll a failed roll; the whole combination
7; Id need 8-10 for the character of initial roll plus re-rolls is called a Series.
to do magic, 1-6 to fight, and 1-7 Incidentally, the characters number may
to interact. Or say my number increase or decrease by 1, as the player sees fit,
either once during a session or between sessions.

7
Character creation
hoose the number for the character. It

C may be any value you please from 2


through 9. No 1s, no 10s.
Pick any subset for each of the three
types of action as a specialty. This has no
game effect beyond your ability to add
some "special effects" to an action if it
coincides with your specialty.
 MAGIC: troll magic, human magic
 FIGHTING: unarmed, hand-held
weapons, missile weapons, athletics
 SOCIAL: scary, sexy, fun, insightful, feisty,
perky
Again, you may use any of the three action
types for any appropriate purpose; the specialty
is there just for fun and a little extra flash when
you do that particular sort of thing.
Add some details about the characters appear-
ance. Trollbabe is intended to produce a very
visual, event-heavy style of play, and the fol-
lowing things can make a big difference.
 Hair color and style (shaggy, spiky, bushy,
silky, whatever)
 Horns size and shape (Horns are not
antlers. Trollbabes have horns.) EXAMPLE TROLLBABE: Retta.
 Two items, not physically valuable but with Her number is 6, thus she
some personal importance of some kind;
they may well reflect the characters special-
has the rolls 1-5 Fight, 7-10
ties if desired: Magic, and 1-6 Social.
 one human item, such as a book or She has shaggy
written material or a worked ornament brown hair and
Ben Morgan

 one trollish item, such as a lucky stone pretty hefty


or rune-scrawled animal skin curling-back horns;
 What sort of clothes the character favors, her specialties are Troll
based on troll customs, human customs, or magic, Athletics, and Fun.
any combination of the two.
She wears a vest laced in front, baggy trousers, and goes
Kit the character out with whatever weapon
barefoot; she owns two smallish (for trollbabes) axes, as
or simple equipment youd like, if any. The
only limitation is that she begins the game
well as a lucky rock and a letter from a sea-captain
travelling somewhere, on foot. Pick a destina- inviting her to meet him.
tion simply by checking out the map, because
its up to you. It may or may not be the same
as the one chosen by another player.

8
EXAMPLE TROLLBABE:
Tha. Her number is 3, Ben Morgan

thus she has the rolls 1-2 Fight, 4-10


Magic, and 3-10 Social. She has silky black hair and pointy goat-type
horns; her specialties are Human magic, Unarmed fighting, and Scary.
She wears a human-style robe and cloak, with a sinister and ornate skull-
ornament as a brooch, and carries a gnarled trollish magic-staff.

9
Scenes and Conflicts
scene occurs when everyone at the

A table knows about a place, some


people in it, the conditions, and
(most importantly) some point-at-hand that
One reason to declare a scene is
because the old one is over, and
the GM (or whoever, via sugges-
will result in some kind of event. Not all tion) sees no reason not to move
description or subjects during role-playing are on to further potential for con-
scenes, but a lot of them are. flict or other interactions.
In this game, a scene may be initiated which Following the skull-scene, the GM
is to say, presented to everyone by the GM might say, "All right, so now youre
alone, and the GM also has the final call regard-
ing ending scenes. However, a scene may be
back at the temple " and some
requested at any time during play, and similarly, discussion might ensue regarding
a scene may be ended at a players request as whether Tha had something else
well. This is an important point, as a player may to do. Or perhaps the player says,
well want to get some element or concern into Sure!" and begins to talk about
play as the GM hares off to some new scene. what Tha is up to at the temple.
Lets say that Tha is engaged in Another reason is that player
some sort of interesting scene, in actions may simply require a scene
which she successfully discovers to exist. If a player states that the
the skull of a fanged humanoid trollbabe is following someone to
and overcomes its fell influence. see where he goes, the GM is
The GM decides to close that essentially obliged to create a
scene just as Tha lifts the skull scene set in either where hes
and squints challengingly into its going or wherever he turns to
eyesockets, and to pick up a new challenge the trollbabe about
scene. Why? Because beating the being followed, or anything similar.
skull was all that needed to be Scenes like this pop into exis-
done in terms of conflicts, and tence all the time.
the image of Tha exerting her Players may have to re-orient themselves
dominance over it is a nice strong slightly regarding how scenes and actions get
one to finish on. announced in Trollbabe. Past experience may
lead them to state something like, Im going
This kind of director-style "cutting" only to the marketplace, in expectation of now
works if the players are not being "cut out" of having a scene at the marketplace. In this
the process. The GM must remember that game, the characters actions dont need to be
Thas player might object and ask for her scene announced until the scene is established in
to continue, as the player may have another the first place, so the dialogue might be more
conflict in mind; conversely, this player might like, I want a scene at the marketplace, and
even have requested that very cut instead of it the GM says, Sure, youve just arrived there,
being the GMs idea. In all such cases, it is at which point more traditional role-playing
perfectly all right to discuss whether the cut (i.e. actions-announcements) would ensue.
occurs at all, which is very different from argu- Scenes are mainly distinguished in terms of
ing about whether it did occur. The buck what conflicts arise within them (i.e. among
stops at the GM but that doesnt mean that he the imaginary characters), and how those con-
or she shouldnt listen to everyone else. flicts are worked out in some way. The dice in

10
James V. West

11
Trollbabe operate specifically to resolve these the time. On many occasions, the trollbabes
conflicts, which is different from resolving stated action actually brings the conflict into
specific actions or tasks. One doesnt roll to existence in its entirety, including the presence
hit" or to cast a spell" or to perceive." When and intent of opponents. For example, stating
the dice hit the table, something is going to that the trollbabe is being watchful for ene-
be done soon: a foe will be defeated, an argu- mies essentially requests that they be present.
ment will go one way or another, or the magi- Failure means that whoever-it-is must have
cal storm will destroy a town. successfully got the drop on the trollbabe!
Not all scenes include conflicts, but conflicts
always occur within scenes. Unlike scenes, It all depends on clarifying the Goal
however, anyone may declare that a conflict for a stated conflict. When the play-
has arisen and that it needs to be resolved; no er says, Rettas watching out for
one else in the group may over-ride that decla-
skulking thugs, the GM must say,
ration. The person declaring the conflict must
specify who is in conflict, about what, and OK, we have a conflict. Whats your
what Action Type is involved basically pro- goal? If the player says, To make
viding everybody with a squaring off" context sure nothings there, then success
in which to get involved, knowing who is up will mean no ones there, but if the
against whom, and about what. player says, To see if anyones trying
 If the declarer of the conflict is the GM, to bushwhack me, then success
he or she states which trollbabe characters means that they are indeed doing so,
are necessarily involved. but the trollbabe spotted them in
 If the declarer of the conflict is a player, time. Or if the player says, To avoid
his or her character must be involved, and
anyone whos trying to bushwhack
the declaration should specify what NPCs
are involved as well.
me, then success means theyre
 Players of trollbabes who are not involved there, but she gives them the slip.
in the conflict may become involved if Thinking like this might be a big switch for
they choose. players and GMs. In this game, one doesnt
Characters involved in conflicts must state just announce actions and wait for the
Goals, which are essentially the desired outcomes world" to respond.
for those characters. Goals can actually affect the The most important element of any conflict
initiation of the conflict itself, as follows. is the player-characters Goal. Announced
actions are not sufficient; actions are only
A player may decide to initiate the stated as means to achieve the stated Goal.
conflict because the situation in a Here are some points about Goals and their
Scene may be escalating into one relation to Action Types.
anyway. In doing this, the player is  Goals for the three Action Types include
ensuring that his or her trollbabe is but are not limited to the following:
 MAGIC: gain information, kill someone,
going to be able to participate in incapacitate someone, protect oneself or
the conflict using her best score, someone else, travel somewhere, send or
because the player will be able to receive an object, control others or a sit-
specify the Action Type. uation, or communicate with someone
 FIGHTING: subdue, incapacitate, out and
In playing Trollbabe for the first time, the GM
out kill, or simply impress an opponent
is encouraged to let the players know when he
 SOCIAL: inspire, lead, convince, bargain
or she is about to initiate a conflict, so that they
for advantage, reassure, terrify, attract,
can practice taking the initiative in doing so.
intimidate, establish commitment, or
A much more tricky concept arises a lot of
gain information

12
 All three Action Types may be offensive The final point about conflicts is that failed
or defensive, as well as honest or decep- goals are failed goals. It doesnt matter whether
tive. For instance, Social may be used to the consequences do not injure or kill the
convince someone of the truth, to lie to character that particular goal cannot be
them, or to spot whether they are lying. achieved by that character in this scene. Thus,
 Again, a characters listed specialties have losing a fight means losing it, even if the char-
no game effect beyond cosmetics; anyone acter is all right afterwards; she cannot simply
may use a given Action Type for any attack him again" in the same scene.
appropriate goal.

Ben Morgan

13
Resolving Conflicts: Pace
he group must decide at what Pace the one go. Clearly, this Pace is based on a

T conflict is operating, in terms of how


many activities will be covered" by a
single die-roll. For purposes of this section, the
single successful or unsuccessful Series.
The astute reader will note that an Action-
by-Action Pace may include up to five Series,
term Series refers to the outcome of a roll
maximum, and that an Exchange-by-
against the characters number; more about
Exchange Pace may include up to three Series,
Series and re-rolling the die is presented later.
maximum. To repeat, if a trollbabe is incapac-
Three Paces are allowed:
itated at any point during any conflict, the
 ACTION BY ACTION: blow for blow during conflict is over.
combat. The unit of a die-roll is a decisive Whoever initiated the conflict sets the Pace,
blow, not each and every little attempt or but one other person (the GM if the conflict-
action. This Pace requires three successful declarer was a player; a player if the conflict-
Series for the trollbabe to achieve her goal declarer was the GM) may increase or decrease
in the conflict. Three unsuccessful Series the Pace by one level. In other words, if you
indicates failure, as does a result of inca- declare the Exchange-by-Exchange level, then
pacitated" or worse at any time. you are saying, You choose" to the other per-
 EXCHANGE BY EXCHANGE: foe by foe for a son. Only these two people may designate the
battle, key moment to key moment for a Pace, even if other players join their characters
duel. The unit of a die-roll indicates shifts efforts into the conflict.
in tension level, across several decisive Choosing the final Pace is an important
blows or clashes. This Pace requires two concern, because the faster the Pace, the
successful Series for the trollbabe to achieve more important" the die roll becomes the
her goal in the conflict. Two unsuccessful whole goal may ride on it. However, the slow-
Series indicates failure, as does a result of er the Pace, the more likely it is that injuries
incapacitated" or worse at any time. and secondary effects will accrue before the
 ENTIRE CONFLICT: the entire battle or conflict is resolved; furthermore, slower Paces
the entire fight. The unit of a die- of conflict permit switching Action Types
roll settles the entire matter in from die roll to die roll.
Rod Anderson

14
Resolving Conflicts: Fair and clear
ext comes a fair and clear stage in anger of the sea gods, or if someone else is bran-

N which characters options may be dis-


cussed without any commitment to
their actions. During this step, the GM must be
dishing a length of two-by-four, then nows the
time to get these things stated.
During this phase, the player of any involved
open about what the various NPCs are up to, even trollbabe may also request that additional
including some whose actions are not known to Action Types be included as well. Rules for
the player-characters. The GM may hold back determining whether and how these play into
some information, but he is not allowed to spring the conflict are presented later.
new stuff" on the characters in the middle of the Only when the fair and clear stage is over
resolution, as that would be a new conflict. are the characters actions begun in the imag-
The fair and clear" stage is over when every- inary game-world. Until then, that is, until
one has announced what the various characters everyone is satisfied regarding his or her charac-
are doing, and some trappings (colorful details) ters actions in terms of announcement, noth-
of the actions are shaping up to be like. At this ing has begun to happen and no one is official-
point, the initiator of the conflict may set the ly committed in any sort of way. The transition
Action Type, if it wasnt clear already, and the from this stage to the next one, actually resolv-
player of each trollbabe involved may set her ing the Conflict, must be formally acknowl-
goal. If someone is casting a spell to rouse the edged during play.

FAIR AND CLEAR


The scene is a lonely glen in a forest. The ignated as doing some sort of salmon leap
conflict is an open fight between Retta, into their midst. Its all pretty much color-
accompanied by her friend Skalgar, and a text at this point, more of an impression or
small pack of hunchbacked rat-creatures establishing shot than resolution, which will
who want her for a sacrifice (how all this is await the die roll.
involved in the Stakes is a larger issue, not However, to say all this stuff, the player needs
relevant for the example). The conflict was to know more about what the rat-things are
initiated by the player. doing. Nows the time when the GM is talk-
The fair and clear stage concerns what ing about how they are spreading out and
everyones doing. All we know right now is trying to grab our heroes from multiple angles,
that theres a conflict; we might have a good or about how one of them is chittering out
idea of what Action Type is involved, or it some horrible invocation to their ancestral
might need to be clarified. For instance, even Mama Rat Spirit. Again, since its all color-
if things got a little tense just before the con- text, the content of what the player-charac-
flict started, Rettas player may state that her ters and NPCs are really doing should emerge
goal is to leave peaceably, and thus the and be modified through dialogue, not as a
Action Type becomes Social, not Fighting. set of take-your-turn stated announcements.
But lets say that its all about Fighting For instance, Rettas player could state that
(rahh!). Nows when Retta is designated to her target for the hurled axe is the chanting
be hurling one axe into a rat-thing or any rat-thing, and that Skalgar isnt leaping after
other sort of physical activities describing all, but concentrating on defending against
her fighting style, and Skalgar might be des- the grabbing individuals.

15
James V. West

Resolving Conflicts: The Series


onflicts are resolved using the d10 roll GM are not only acceptable but encouraged.

C described earlier. Each roll, however,


carries with it a sequence of potential
re-rolls. As mentioned previously, the initial
As outlined in the Series chart, when you fail
a roll, you may re-roll by checking off an item
from the re-roll list on the sheet. Every Series
roll plus its re-rolls (up to three) is called a includes three potential re-rolls, given enough
Series. The way the roll eventually turns out resources to pay" for them. Note that a Series
determines who gets to narrate the results: remains the same Action Type (or combina-
tion of Types) throughout its course, even if
 If the Series is successful, then the GM
the elements that are being brought in for re-
describes the outcome, making sure to keep
rolls may seem very different.
the stated goal successful. He cannot intro-
Failing the first roll establishes that the char-
duce new character actions or conflicts yet,
acters goal was stymied in some way, usually in
but any implications and permutations
some painful or discommoding way for her.
from that particular resolution are welcome.
The player describes how: whether her weapon
 If the Series fails, then the player describes
was knocked away, her limb was wrenched, she
the outcome, with exactly the same restric-
was knocked over and down, or she delivered a
tions and parameters.
useless blow and the foe grinned at her (to
Embellishments may be suggested by others to choose some examples for Fighting). The series
the person who is narrating the outcome, but can stop here, in which case the character has
that person has the final say. Personal style differ- lost the conflict at hand and has failed to
ences in these descriptions among players and achieve the goal in question, but she is not par-

16
ticularly injured in the long term. may be considered injured, in whatever way
However, the player may also check off one seems most appropriate for the conflict (yes,
item from the following list, to bring some- there are such things as social injuries). The
thing like it into play: player decides upon the details of the injury.
 A carried object The player may check off another item and
 A sudden ally get a second re-roll. If it succeeds, the troll-
babe succeeds, although her injury remains (it
 A found or reached item
becomes felt" later; see below). If this second
 A remembered spell or other magical effect
re-roll fails, however, the trollbabe not only
 A handy geographic feature thoroughly loses the conflict at hand, she is
In doing so, the player may actually invent flat-out incapacitated: knocked senseless, hurt
stuff into existence in the scene, retroactively too badly to move, or anything similar. Again,
making the scene much more complex, even the player describes the details.
flashbacking to some extent. For sudden ally, However, you may check off a third item,
he or she shouldnt use an existing named char- bring it into play, and get a third and final re-
acter under the GMs control, though, unless roll. If this one is successful, the goal is still
the GM approves. (If you forget and do so, and lost and the trollbabe is still incapacitated, but
the GM vetos it, all you have to do is choose or her unconscious, or bleeding, or knocked-stu-
invent someone else; your sudden ally and asso- pid self can be somehow brought into less-
ciated re-roll have not been cancelled.) disadvantageous circumstances as the player
Using this new element of play (or having it describes. If this third re-roll fails, she is basi-
go into action) means you get to re-roll. The cally the chew-toy of whatever force or entity
inconvenience of the first failure still applies, but was opposing her efforts. At this point, the
if you succeed with the re-roll, the character pre- fate of the trollbabe until the next scene is
vails after all, with the new elements help. If the described by the GM, unless the player
re-roll fails, the character loses the conflict, and decides that she has been killed.

THE SERIES: EXAMPLE 1 THE SERIES: EXAMPLE 2


Tha is involved in a military confer- Tha fails her Magic roll to control a
ence with some human leaders, and terrible lich, and it looms up out
she tries to convince them of a cer- of the tomb to consume her. The
tain battle plan, but fails her Social player brings in a small pack of
roll. The player states that she wolves, checking off sudden ally,
seizes a (heretofore unmentioned) stating that they harbor a cen-
dagger from her belt and uses it to turies-old feud with the long-dead
stab a crucial part of the (hereto- sorcerer, but the re-roll fails as well
fore unmentioned) map on the (now Tha is injured, presumably in
table, to emphasize her point. She the wolf-lich-Tha scuffle). The
checks off the object youre carry- player then checks off found
ing" item from the list and re-rolls item, stating that Tha manages to
Social. The player must also state seize the lichs crown from the
how her first failed roll discommod- tomb and use its magic against its
ed or inconvencienced her, and owner, for a second re-roll.
states that for a moment there,
everyone laughed at her idea, and
that some still think it wont work. 
17
THE SERIES: EXAMPLE 3 THE SERIES: EXAMPLE 4
Retta fights a monster bear on a Retta fails her Fight roll in the
cliffside, and fails her Fighting roll. midst of a crowded barroom, and
The player states that she is dis- the player gains a re-roll by stat-
commoded by losing her footing ing that she remembers an old
and tumbling down, then states trollish spell against beer (hence
that she uses an overhanging what everyone is full of ), but this
branch to tumble over athletically fails as well, and the player must
and spring back into the fray (note state how this results in an injury
the specialty). The player checks for her. The player then gains a
off handy geographical feature second re-roll by stating that she
and rerolls Fighting. pulls a (heretofore unmentioned)
boot knife.

THE SERIES: EXAMPLE 5


Tha rolls combined Magic + Social THE SERIES: EXAMPLE 6
to inspire the whole band of war- Retta is involved in the same bat-
riors, but fails with both dice. The tle, and in the midst of melee she
player states theres a neat rock inspires her troops by her prowess
to stand on nearby ("handy geog- (Fighting + Social), except that the
raphy"), permitting her to add roll fails. The player states that she
some dramatic staging to her is overrun with foes, but uses a
speech and hence gain a re-roll spell to make her axes blaze with
(this might work well with her light, calling everyones attention
Scary Social specialty as well). to her, and gaining a re-roll.
Again, as illustrated by the above examples, still mean overall failure of the goal, so that if a
the content of whatever is allowing the re-roll re-roll is not taken, the goal is failed. This issue
does not have to match" in any way the must be addressed during the fair and clear"
Action Type at hand, nor does it alter it. For phase, such that everyone has a good idea of
instance, when Retta uses a remembered spell what failed dice-outcomes might mean.
as a means of gaining a re-roll in a Series, the Once one of the listed elements for re-
roll is still her Fighting, not a new Magic roll. rolling has been checked off, it cannot be
The same goes for Thas use of the wolves, used again. All these elements refresh,
which permit her to re-roll her Magic, not a becoming available again, after an agreed-
new Social roll. upon time, usually waiting until the next ses-
Note that re-rolls refer to whatever dice sion of play. A player may also request that
were used in the initial roll, such that if more this interval be an in-game-world lapse of
than one Action Type was being employed, time, or following a real-world lapse of time
hence either two or three dice were being during the session (e.g. one hour). In case of a
used, that initial roll is repeated with its full disagreement regarding this issue, the GM is
complement of dice. the final arbiter.
The degree of failure represented by discom- One other source of re-rolls is available:
moded, injured, and incapacitated" must Relationships. How relationships are formed
make sense relative to the whole goal at hand. and broken, and how they permit more re-
Even the most minor degree of failure must rolls, is the topic for a later section.

18
Initial Roll
The series ends with any boldface print, unless:
SUCCEED
Goal achieved (1) the box permits travelling on an arrow
GM describes it &
 (2) the player wants to continue.
FAIL
Trollbabe discommoded
Player describes it
Stop here? Goal fails

First Re-Roll

SUCCEED
Goal achieved
GM describes it

FAIL
Trollbabe injured
Player describes it
Stop here? Goal fails

Second Re-Roll

SUCCEED
Goal achieved
GM describes it

FAIL
Goal fails
Trollbabe incapacitated
Stop here? GM Describes her fate

Third and Final Re-Roll

SUCCEED
Player describes her fate

FAIL
GM describes her fate
or
Player describes her death

19
Injury
njury is a very general term. An injured char- dice outcomes or without player permission.

I acter ignores the discommoded" step and


proceeds to further injury right away on a
failed roll; therefore she is limited to a total of two
 A character cannot exit" a given adventure.
She may awaken after some time, whether
five minutes or days later, but she remains in
re-rolls instead of three. Multiple injuries continue the adventure at hand.
this process, such that a doubly-injured character  When the GM narrates the fate of an inca-
proceeds directly to incapacitation with a failed pacitated character, he or she usually takes the
roll, and a triply-injured one proceeds all the way opportunity to place them into a scene entan-
to the end of the series. gled much more deeply in the Stakes of the
Note that all injuries are equal and apply in all adventure. In other words, when the GM
ways to further conflicts, regardless of Action begins a new scene, he or she may place the
Types. Also, injuries do not come into play in character in it from the outset in whatever cir-
any meaningful way until the current Series is cumstances might be desired.
entirely over. This does include, however, the  When the player narrates the fate of such a
subsequent Series within an Action-by-Action or character, he or she states how she came to the
Exchange-by-Exchange conflict. new circumstances; this usually depends on
Once established, injuries heal" in precisely the whatever was used for the re-roll that led to this
same manner as re-roll items are refreshed" outcome e.g. a sidekick may have rescued her
either at the beginning of the next session, or at a and brought her to a safe hideout. However, the
negotiated time in-game or out-of-game. player may not initiate a new scene, merely nar-
Incapacitated characters are not able to make rate the trollbabes exit from the scene contain-
choices about their actions, whether due to pain, ing the conflict which incapacitated her.
to being unconscious, to being enspelled, or any-
Levels of injury contain the lower levels, such
thing else.
that when an incapacitated trollbabe recovers,
The only questions remaining are (1) what
she is still injured (which must be recovered
happens to them, and (2) who says so. The fol-
from independently), and when an injured troll-
lowing issues need to be understood.
babe recovers, she is still discommoded
 No one can kill a trollbabe except for that char- (although this has no game effect and disap-
acters player. Death is never possible through pears" instantly).

20
INJURY
Tha is engaged in a magical con- the child bloats up to twice nor-
flict. Her goal is to exorcise a mal size.
malevolent spirit out of a help- If her second re-roll fails, she is
less child and back into incapacitated. In this case,
the cursed pool from the GM will describe
which it emerged. her circumstances,
If her first roll fails, ranging from being
she is discommod- herself possessed
ed. The player by the spirit or
might state that being psychically
the spirit thwacked against
demonstrates a roofbeam, or
its grip on the whatever.
child by blowing The player may
an evil breath opt for the third
on Tha, sending re-roll. If it fails,
her back choking the GM retains
and gagging. story rights" over
If her first re-roll what happens to
fails, she is injured. Tha; if it succeeds, all
The player might state decisions about Thas
that magical force gets incapacitation (including
sucked out of her and imbues James V. West where and how she recovers)
the spirit with power, such that are up to the player.

21
Resolving Conflicts: Complications
s stated previously, the person who  A single success is treated as a plain, sim-

A initiated the conflict also sets the


Action Type for the conflict, and
any acting trollbabes player may include
ple success using the above rules.
 Two successes are also treated as a plain,
simple success (the benefit to rolling twice
additional Action Types. The GM may veto was the increased chance of success).
these additions. For example:  Three successes mean the player gets to
 Social + Magic to convince or settle down narrate the outcome instead of the GM.
a hostile group with a show of power  A failure with two or three dice (that is,
 Social + Fight to lead and inspire troops none were successful) proceeds directly to
 Fight + Magic to generate magical protec- the character is injured stage, bypassing
tion during combat the discommoded stage entirely.
 Social + Magic + Fight to make ones  A failed re-roll with two or three dice (as
sword flame with magical light, for pur- above) proceeds to the final box of the
poses of leading and inspiring troops as diagram.
one fights Sometimes, when more than one trollbabe
One consideration regarding added Action is involved, the order of actions becomes
Types is that magic, expressed as an Action important. This may be resolved during the
Type, is not a snap-shot process. Therefore fair and clear" stage of discussion, if everyone
adding it to an existing Social or Fighting con- simply agrees upon the order. However, if
flict requires non-emergency circum- even one single person dissents,
stances. Snap-shot magic then use this method: all rolls
does exist in occur simultaneously, and
Trollbabe play, but conflicts are deemed
only through the to have been
re-roll mechanics. resolved in order of
To resolve these and lowest to highest values
similar cases, roll one rolled, regardless of suc-
die for each Action Type, cess or failure. (Note that
separately (but simulta- this method dictates that
neously) for each one. successful magic is slower
Thus one might be than successful fighting,
rolling up to three dice. on the average.)

son
der
d An
Ro

22
Roll modifiers
or the most part, opposition of any Modifiers are potentially a big problem for

F kind is already established within the


resolution system and very little else
need be known about a particular foe or situ-
role-playing, as they might be used to devalue
a characters accumulated re-roll rights by
making all the re-rolls less likely to succeed.
ation beyond the fact that a trollbabe is The big danger here is de-protagonizing" the
engaged in a conflict with it. Under nearly all character diminishing the players efforts to
circumstances, trollbabes only use the single author the trollbabes story by making her
number for any action, which makes the dice- incompetent. Therefore a GM may not assign
rolling fairly painless. them freely.
However, the GM may assess a given roll Modifiers get included into play in two dif-
for a Modifier, which reduces the chance of ferent ways: either due to the inherent fea-
success. A modifier is rated at 1, 2, and so tures of the action in question, or due to the
on. It shoves the chance down, so if you have inherent features of the opposition in ques-
a Magic modifier of 2 and your number is 6, tion. The first generally applies to magic, and
ordinarily your Magic roll is 7-10, but now the second may apply to just about anything.
its a 9-10. Similarly, if that Modifier applied Magical actions are kind of weird, because
to Fighting, your usual roll of 1-5 would in game terms they do not differ from other
become 1-3. sorts in any way, but in story or setting terms
If the modifier takes your number to 0 or they are tremendously different. To establish
below, or to 10 or above, treat the outcome as both the similarities and differences in play,
an automatic first-roll failure. three things must be considered: the magics
Ordinarily, a modifier only applies to one type, its trappings (as distinct from its Goal),
Action Type. Note that if the modifier applies its Scale, and any Modifiers that accrue based
to Magic and the characters Social is based on on these things.
Magic, then it applies to the Social as well, Magic comes in two types: trollish and
and the same goes for Fighting. Only the human, which are pretty hard to get mixed up.
most severe modifiers should apply to all
 Trollish magic is all about invoking and
Action Types. The only enforced all-Type
communing with the untrammeled
modifier in the rules of the game is an injury.
wilderness, of any kind. It usually deals
Ordinarily, a modifier applies only to the
with whole areas, like a river, a lake, a
initial roll, and re-rolls are made at the
mountain, the sky (ie immediately above),
unmodified number. A GM may decree that a
groups or types of animals nearby, and
given instances modifier applies to re-rolls as
similar. It is especially effective or nifty
well, but the modifier for the re-rolls may
when performed in groups.
never be worse than 1.
Modifiers are most often assigned when a  Human magic is an individual scholarly
foe or situation has a particular identity or art, based mainly on altering body func-
style that the GM would like to emphasize, as tion or behaviors. It is performed mainly
well as simply making the opposition more through hypnosis, potions, and other
difficult. Such Modifiers may only be assigned stagey" methods; a typical spell is cast by
relative to the Scale of the adventure. An opening a phial and spraying a fine mist
ascending list of Scale magnitudes is provided about, or by lighting a special candle and
in a later section, with appropriate Modifiers intoning a mesmerizing chant.
listed; for now, all you need to know is that Although a Magic action must be stated as
they only apply at higher Scales and are never either trollish or human, the methods certain-
worse than 2. The exception applies to Magic ly overlap in some ways toward certain goals,
actions, which may incur very heavy Modifiers such that either would probably work fine at
if their goals exceed the Scale of the adventure. calming down or co-opting a pack of wolves.

23
Ben Morgan

24
The trappings of a stated Magic action
Retta is on a ship at sea which is
should not be confused with the goal of that
action. In game terms, it really doesnt matter being tossed by a mighty storm. The
at all whether casting the spell" is performed Scale of the adventure is small
by uncapping a vial, calling on a spirit, inton- group. She casts a spell to calm the
ing a memorized magically-charged phrase, or waters, but specifies that its
even activating some kind of charm. To cast Human magic, based on emotion.
a spell" is not a goal. Not even Magically This magic is just right for its Scale
charm him" is a goal. To recap, the goals of a (the crew is in danger, a small group),
Magic action include the following:
but its Type is questionable
 gain information, kill someone, incapaci-
tate someone, protect self or someone storms dont really have emotions,
else, travel somewhere, send or receive an and the GM decides that nature-
object, control others or a situation, com- oriented Troll magic was the way to
municate with someone go. Retta gets a 2 Modifier that
Thus any number of trappings may be used only applies to her first roll.
for any given goal, and that in-game material 
is left strictly up to the person who announces Tha is getting out of a human
the action, as well as to the person who town which no longer appreciates
resolves the action following the rolled series. her presence. The Scale of the
Trappings are encouraged during play, as they adventure is small group. She
enhance the imaginative result of role-playing
together, but again do not mistake them for
casts a spell to befuddle them all
the goal, which is what the roll is about. into a daze to make good her
The Scale of Magic is related to the above escape, using Human Magic to
point, because it should be applied specifically brew a vapor that will float
to the stated goal and not to the trappings. through the town. This magic is
Calling down the entire season of winter in on-Type given its goal, but its def-
mid-summer seems like mighty magic, but if initely operating at a larger Scale
the stated goal is only to freeze one campfire
and make it go out, then the goal is quite
than the adventure, so it gets a 1
small: just personal. Modifier. Since the effect is only
Two of the issues above trollish vs. intended to last long enough to
human, scale of the goal; but not trappings resolve an immediate conflict
present the possibility of incurring a Modifier. (getting out of town), the GM
 Off type: a Magic action whose goal is, in decides the Modifier does not
the GMs opinion, not consistent with the apply to re-rolls.
type of magic its using, gains a 2 Modifier
Oppositional modifiers are somewhat easier.
that applies only to the initial roll.
Most of the time, all concerns for combat are
 Scale: a Magic action whose goal exceeds
handled with regular Fight rolls. (As men-
the Scale of the current adventure gains a
tioned above, statements of failure or victory
Modifier equal to the difference, based on
for Fighting are actually easier to adjudicate
the Scale chart presented later. It may
rather than for Magic or Social conflicts.)
acquire a -1 to re-rolls as well, if its dis-
However, a given character or situation may
tance of effect exceeds the trollbabes
also be defined pre-play as carrying a
immediate area of physical influence, or if
Modifier, to be used during conflicts with it.
its duration exceeds the length of the
To set the modifier, follow these steps:
immediate scene.

25
1. How big is the Modifier? On occasion, players stated Goals cross
2. To what Action Types does it apply: Scale to such an extent that things get silly.
Magic, Fight, or both? Conversely, does it Announcing that a single trollbabe kills the
apply only to Social? invading army" is a good example the per-
3. Does it apply to re-rolls or not? sonal scale of the character is being used at
Modifiers for these concerns must be the much large scale of the armys opposition.
assigned within the restrictions set by the (If the trollbabe were operating, herself, at
Scale of the adventure, as described above. that larger scale, most likely by using a rela-
tionship with a whole army of her own, that
Ingarde Skullsplitter is a human is a different matter and raises no problems.)
warrior-maiden who is well willing The GM should not assign Modifiers to
to die for her familys honor. To her, reflect the difficulty" of such Scale-crossing
actions. The solution to the problem lies in
defending this honor also means
the fact that the GM narrates successful out-
acquiring the right to bury her comes. If this Scale-crossing phenomenon
brother in the town graveyard crops up, he or she may modulate the nature
even though the brother died in of the successful outcome to make more
an attack on the town. This con- sense; i.e., the successful trollbabe manages to
flict is part of an overall Stakes halt the invading army for a while by killing
concerning who really runs the its leader. However, this is the sort of thing
town. Fighting Ingarde may well that should be made clear at the fair and
clear" stage of conflict resolution, rather than
receive a 1 Modifier due to her after the dice have
commitment to the issues feeding hit the table.
into the Stakes; if the GM has a
special liking for Ingarde, he or she
might make the Modifier apply to
re-rolls as well.

A tribe of firefly-people lives in an
area and their self-designated terri-
tory happens to be threatened by
the conflict between two groups
of trolls. Perhaps at some point in
the adventure, the firefly-peo-
ple attack all and sundry in a
big swarm; their presence
makes doing anything else in
the situation just plain
aggravating. Fighting them
directly doesnt receive
a Modifier, but all
other actions, includ-
ing fighting anyone Rod Anderson
else, might receive a 1.

26
Relationships
he central route to improving character battle, the GM may veto the
T effectiveness is to develop relationships.
Examples of relationships include a
family member, a lover (requited or not), a
choice because Malgus has a name.
Of course, the GM may not have
any specific plans for Malgus, so he
comrade-in-arms, a mentor, a friendly rival, a
follower, or a student/sidekick. They may also or she goes ahead and permits the
be negative, as with an unfriendly rival or even relationship after all.
a bitter enemy. Relationships are emotional; Either of the above two options
one may have siblings but not count them as may occur exactly as written, no
relationships in game terms, for example. One
may even form relationships with groups and
matter how the warriors came into
communities, rather than individuals, depend- existence during play. They might
ing on the Scale of the adventure. have been brought into the Scene
Relationships are established at the player's by the GM, or they might have
discretion, using the following steps: been invented on the fly by the
1. Some in-play interaction with that char- player by using a sudden ally re-roll.
acter which includes a roll.
2. A further scene or interaction verbalizes Relationships formed during an adventure
the relationship. may be at any Scale at or below the Scale of
the adventure. AVillage-scale adventure may
In other words, relationships arise out of sit- generate relationships with the entire village,
uations of conflict. as well as with a family or person. For
A relationship may be proposed for anyone instance, if Tha wanted to form a relationship
(see below for trollbabe-trollbabe relation- with the small pack of wolves that had arrived
ships), but the GM has the final word on to help her against the lich ("sudden ally") in
whether a given named NPC can be brought a previous example, she would have to be in
into a relationship or not, much in the same an adventure with the Scale at small group"
vein as whether a given named NPC may be or higher. Otherwise, she might form a rela-
used as a sudden ally. tionship with a wolf or two, but not with the
pack as a whole.
A trollbabe has survived a battle, A given NPC or group can only provide a
in part due to the intervention of relationship for one trollbabe at a time. If two
some nearby band of warriors. She players would like their respective trollbabe
takes one of the warriors" as a characters to form a relationship to the same
relationship, perhaps based on a person or entity, either one must agree not to
comment of the GM's that they take the relationship, or the two characters
will have to resolve the issue through troll-
lost a few of their members in the
babe-trollbabe conflict, which is discussed
fight. The GM has no authority to later in the rules.
approve or disapprove this rela- Breaking a relationship is a lot easier than
tionship; all it takes is a bit of role- forming one; the player simply has to
playing to clinch it. announce the breakup and the character
needs to express it during a scene, in any way.
Let's say the GM had named the
The other member of the relationship now
leader of the warriors during the becomes a plain old NPC again.
scene ("Malgus the Large"). If the The person with whom one has a relation-
trollbabe decides to establish a rela- ship is played a little differently from a usual
tionship with Malgus following the NPC. The player gets to state what the person

27
is doing or trying to do, but the GM provides Remember: no one ever rolls except for troll-
any details or nuances or verbalized role-play- babes. Thus a relationship-persons actions are
ing for him or her. still and always considered modifiers of the
trollbabe roll, even if the two characters are
Retta has gained a comrade-in- miles apart and (in-game) acting independent-
arms, Skalgar Hogs Son, and the ly. Therefore stated actions for those characters
player states that he is keeping a always should be considered expressions of the
trollbabes goals and abilities, including emo-
lookout during their hike across tional ties to these characters.
the frozen ridges. The GM cannot Relationships are added to the list of items
make Skalgar stupid or careless that may be checked off for re-rolls. They
and simply state that the lookout may be used only if the conflict at hand con-
gets neglected; if theres any cerns that relationship in some appropriate
important outcome involved with way. No relationship may be utilized for all
that issue, he would have to call conceivable conflicts! Sometimes it is straight-
forward - your lover is quite likely to hurl
for a scene and conflict for Retta himself into a conflict that threatens your life.
to roll in. The GMs role is to Sometimes its a little harder, especially for
decide how Skalgar likes being on- negative relationships.
watch and to role-play his com- As a very rough guide for what sorts of con-
ments or minor actions. flicts are relevant to what sorts of relationships:
Tha has preserved a fallen friends  Sidekicks back up trollbabes in fights,
spirit in her skull-brooch as a rela- especially defensive ones, and often gain
tionship. The player states that handy information; they are excellent
the spirit flies forth to seek sources of re-rolls in the third re-roll of a
Series of any kind. However, they are ter-
knowledge of the black-sailed rible for social interactions.
ships. Again, the GM cannot sub-  Enemies are useful to just about any con-
vert its intentions counter to the flict, if their activities can be shoehorned
established relationship or stated in as interference. However, such inclu-
actions, by making it rebel against sion becomes too farfetched very quickly,
her or something similar. He does limiting the enemies utility.
have the responsibility to role-  Rivals are much like enemies, but may also
play its appearance and demeanor. be included in positive ways on occasion,
when the topic of the rivalry is itself at risk
Tha has another relationship, this (say, a tribes survival is at risk and the
one with a rival sorcerer. This is a rivalry concerns status within the tribe).
tricky issue! The GM cannot run When that topic is not an issue in a con-
the sorcerer as a full NPC, so as a flict, the rival relationship cannot be used.
character, he is very different  Comrades are useful in any conflict that
from the usual concept of a GM- directly concerns the comrades own goals.
They do not participate in other conflicts
controlled villain. Instead, its up at all.
to Thas player to state (for  Followers expect very specific behaviors
instance) that he is involved in from their leaders and will back them up
sending out the black-sailed ships only if those behaviors or values are being
in the first place. demonstrated.

28
James V. West

29
 Mentors provide advice, lessons, and rules, Tha is carrying out a complex
which are often recalled in the thick of an necromantic ritual to bring an
Exchange. As with enemies, the re-roll may ancient curse into a more con-
apply to any sort of conflict, but the limit
structive form, and the first roll
is plausibility.
 Lovers usually back up their partners in
goes awry. The player states that
just about anything ... unless the trollbabes an enemy of hers, a human baron
goal diminishes the central emotional role who lives miles away, has sent some
of the lover in her life. In other words, they men to find and kill her, but they
are useful as re-rolls as long as the relation- ran smack into the ancient curse
ship is being validated. themselves and cope with it using
 Family members most commonly get charms theyd prepared against her.
involved regarding direct, external threats. For Thus the curse is weakened right at
more subtle conflicts, the emotional ties of
family tend to interfere rather than aid.
the moment shes trying to alter it,
permitting her a re-roll.
All of these are subject to considerable fine- 
tuning regarding a particular NPCs character
and the context of the relationship.
Retta is presenting the case to
Skalgars kin that he is no longer to
Retta is embroiled in yet another be outlawed, considering that he
dust-up of some kind, and the first has contributed a lot of blood and
roll goes badly; the player states sweat to defending his kins territory
that she is thwocked from behind against an invading clan. Given a
by some skulking creep and goes to failed first roll, the player may bring
one knee. Then he states that the relationship to Skalgar in as a re-
Skalgar looms up and tosses the roll, even though Skalgar is currently
creep through the wooden slats of lying wounded in a hut some dis-
the nearby window, checking off tance off in the forest.
the relationship for this Series and Relationships can be damaging to the people
gaining a re-roll. [Note: this is a rela- involved. If a re-roll based on a relationship fails,
tionship that gets checked off, not no matter how the whole series turns out, the
the sudden ally" category of the person in question will wind up at one conse-
listed re-roll items.] quence" level worse than the trollbabe does, if he
or she is physically present during the conflict.
Another version of the above: the
player states, instead, that Skalgar Retta finishes a Series during which
charges in and gets tossed aside, she used her relationship with
but Retta now has enough time Skalgar Hogs Son, in which she hap-
to get up and really bash the pened to fail at the injured" level.
creep. The point is that bringing a He was present during the conflict,
character in for a re-roll may and thus he is incapacitated and
either involve the secondary char- may be considered unavailable for
acter solving the problem" direct- rerolls for some time, which may be
ly or simply give the trollbabe her- specified by the player as part of
self another chance, as the player his or her narration of the result of
sees fit. the Series.


30
This is how people with relationships to the relationship does not return for immediate
main characters can die: when a trollbabe is use in the following scene, but is unavailable
incapacitated, and if any relationships were for the rest of the session. It may refresh as
involved in the Series as re-rollsand if those does a usual re-roll item, or through some
people were physically present or otherwise action that reflects on the relationship.
directly involvedthen they die. Note that
Skalgar Hogs Son, in the debate example, is Retta has a relationship with
not at risk because he is not present in the Huurch, a troll shaman deep in the
conflict itself. woods. The player fails the first
The really nice thing, though, is that rela-
Social roll in a conflict concerning
tionships usually refresh" automatically after
that particular conflict has been resolved. leadership of a pirate ship, miles
Other re-roll items usually have to wait for and miles away from the woods.
the next entire session, but relationships can However, he pulls in the relation-
be counted on throughout a session from ship for a re-roll by stating that
conflict to conflict, as long as the particular Huurch had given Retta a spell
conflict is relevant to that relationship. The over storms. Later, this relationship
GM has the final word on whether a given may only refresh if Retta manages
relationship is relevant to the conflict or the
stated goal of the action.
to meet Huurch or send word to
In two circumstances, however, a relation- him that his spell had helped her.
ship may not refresh as quickly as that.
One of the niftiest tricks with relationships
 A relationship may be used as a first is for them to carry on in play even if the
action, in the sense that the player has trollbabe dies. When this occurs, an automatic
announced the person to be going in relationship is established between the dead
front" or taking the lead in the conflict trollbabe and any player-character who knew
ahead of the trollbabe herself. The advan- her. The player may use the relationships of
tage to this is that, if the roll fails, the the dead character as re-rolls, as agreed upon
trollbabe is not deemed to have lost the by both players, to the rolls of the living char-
conflict in any way and may begin the acters. This effect may be permanent, if the
series with the next roll. player decides simply to play the NPCs" as
 A relationship may be used at long-dis- re-rolls to the other player-characters rolls. Or,
tance, such that a flashback" of some sort the relationship may be transferred over to the
is used to justify what the character is able player-character who has been helped, again, if
to do to get a re-roll. both players agree. Or, finally, if the player
In either of these two circumstances, the desires, the effect can fade out after a while.

31
Character-character interaction
rollbabe-trollbabe relationships are icant way: if the rolling character succeeds,

T possible, and they are begun just as


any other relationship as long as both
players agree. They may be broken by either
but if any of dice rolled do not individually
succeed, then the outcome must be moderat-
ed to include some advantage or positive out-
player, again, using the same rules as for any come for the beaten" character.
relationship. However, in action, these rela- The possible effects of the conflict on both
tionships work a little differently: they permit characters should be stated clearly during the
a trollbabe to donate a re-roll item to another plain and clear" stage of discussion, taking both
trollbabes Exchange, even across time and the goal of the acting character and the possible
space. This includes relationships as well as outcomes along the Series into account.
the standard list of re-roll items. Furthermore, in all trollbabe-trollbabe conflict,
If it so happens that two trollbabes come regardless of the outcome of the Series, the GM
into direct conflict with one another, the sys- narrates the outcome of the conflict.
tem must be tweaked a bit. First, both charac-
ters Goals must be explicitly stated and Retta and Tha come into conflict,
reviewed to see whether they are really in con- initiated by Rettas player. Thas
flict. The player who does not initiate the player sensibly chooses the Magic
conflict (call for a roll) sets the Action Type
Action Type. The first player
and will make the roll.
Before rolling, check the relevant Action chooses the initial Pace and Thas
Type to see whether the target players troll- player may adjust it. Tha exceeds
babes ability exceeds the other character Retta in Magic, hence suffers no
(whose player is rolling) in that category. If Modifier. Rettas player adds
so, then the roll suffers a 1 continuing Fighting as a secondary Action
Modifier. If more than one Action Type is Type, in which Tha is worse than
being employed, then the Modifier applies to Retta. Therefore Tha rolls two
each die separately. Note that either involved
player may bring in new Action Types as
dice, one for Fighting and one for
desired, with no veto permitted. Magic, with the former gaining a
The rules are furthered altered in one signif- 1 continuing Modifier.
Rod Anderson

32
An overview of narration in play
eres the basic sequence of getting default Pace. If the declarer is the GM,

H things done during play. All of


Trollbabe is conducted using the
following concepts.
then the player whose character is most
centrally involved may adjust the Pace; the
same applies if the declarer is a player, in
1. Establish the Scene. which case the GM may adjust the Pace.
2. Call for a Conflict, naming the Action Type  Goals are stated individually by all players
3. Determine who is involved in the whose characters are involved in a
Conflict and state their individual Goals Conflict. Each player may add Action
4. Set the Pace of the Conflict Types to the stated one, but the GM has
5. Fair and clear stage: determine actions, final approval of these additions.
context, and events; set Modifiers (Trollbabe-trollbabe conflict uses slightly
6. Resolve the Conflict by conducting the altered rules.)
Series for all player-characters; provide  Modifiers are assigned by the GM under
narration and outcomes as dictated by all circumstances.
successful or failed rolls.  The order of actions is either agreed upon
In Trollbabe, no need should ever arise to unanimously by all participants during
negotiate who says what, or who has the last the fair and clear" stage, or determined
word. All the rules are laid out in full. following the initial rolls of all the Series
in the Conflict.
 An adventures location is established by a  Relationships are created by players dur-
player, when he or she designates that ing or following Scenes.
place as the characters next destination.  Relationships and re-roll items are used
The Stakes and Consequences of the by players during Series. The player states
adventure are created by the GM, at the what a relationship-person is doing; the
Scale designated by the players. GM states how he or she does it and with
 A Scene is initiated or terminated by the what commentary.
GM. Players may request Scenes or  Successful Series are narrated by the GM;
request that they be terminated. unsuccessful Series are narrated by the
 A Conflict is initiated by a player or by players. (Trollbabe-trollbabe conflict uses
the GM. Whoever does so (the declarer") slightly altered rules.) Narrations include
also sets the Action Type and states the the outcome of the stated Goal(s).

33
Stakes, Consequences, and Scale
he Stakes of an adventure are the pre-existing connections to the situation,

T GMs big decision during prepara-


tion. The key to good Stakes is that
they must be interesting to players, not just to
whether established by the player prior to play
or even by inventing a relevant NPC into
existence for a re-roll (My old pal! What are
characters. The GMs job is not to enforce you doing here! Well, Retta, Im in kind of
hooks" into an adventure, but to engage a pickle and could use your help.).
players interest in the issues it represents. Stakes are set by the GM during prepara-
Such things involve passions overwhelm- tion for play. The GM does not have to
ing drives, ambitions, and interpersonal con- explain what the Stakes are at any time.
flicts, which have escalated to the level of Consequences are quite simple: whatever
community threats. People get all bent out of results, based on what happens when the
shape over many things, but they boil down Stakes meet one or more trollbabes. That
into various permutations of property, family, whatever it is" is to be established through
and romance which in practice become play, not through the application of GM
community issues of theft, fraud, feud, and agenda. In other words, adventures are to be
murder. Stakes that include conflicts about built to have multiple possible outcomes. The
these things among several NPCs are quickly only concerns are that various NPC passions
understood and quickly judged by players. and goals have found expression in some way,
Dozens of possible Stakes exist, based on and that the community problem or local
the wide possibilities for conflicts of interest. concern is resolved for better or worse. Since
They include: something must be in jeopardy for Stakes to
mean anything, Consequences are constrained
 Feud: how can we punish those dastards
to be concrete.
for good? Or, how can the feud be halted?
Consequences include outcomes like the
 Land theft: who owns the land? How can following:
that be distinguished from who currently
controls it? How can we get control of the  Someone does or does not die or meet
land ourselves? some other undesirable fate.
 Framed-up culprit: how can he be pun-  A community does or does not remain in
ished as fast as possible? Or, how can he existence.
be freed and the real culprit found?  A castle is or is not destroyed.
 Plain old oppression: how can we topple  A governmental system does or does not
the oppressor? Or, how can we stay on stand.
the top of the heap?  A person or group is or is not permitted
 Complex war: what are we fighting to continue their actions.
about? Whos going to win?  One side of a military conflict wins or loses.
 Leadership dispute: whos in charge?
That concreteness is a virtue and an aid to
What will happen then?
enjoyable play. If the Stakes and
The other big issue for this setting is any Consequences concern abstractions such as a
degree of conflict or cooperation between cause is or is not furthered, or someone does
trolls and humans. This is highly customizable or does not believe something, or anything
as well, depending on which group is more else non-tangible, then the story shifts away
numerous, what else might be happening, and from being about the trollbabe and toward
whether each group is unanimous in its posi- being about the abstraction.
tion or is further subdivided into factions. The Scale of Stakes and Consequences falls
Trollbabes become embroiled in the Stakes into distinct categories. Play begins at the
in all sorts of ways. They may be enlisted by a smallest Scale, and adventures may be scaled
plea or by employment, or they may have up to the next step at the request of any play-

34
er, between sessions. The limits to Modifiers  Land: in modern terms, a state [Modifiers
are also listed here. permitted up to 2, Magic action
Modifiers unlimited]
 A persons or few persons immediate well-
being [No Modifiers permitted except In the longest terms, and if the Scale of play
regarding Magic actions] climbs steadily, the results of a Trollbabe game
 Small group: a family and its property, a may be so extreme and significant as to
band of outlaws [No Modifiers permitted include the trolls wiping out the humans, the
except regarding Magic actions] humans wiping out trolls, or some sort of
 Organized group: a ship and its crew, a permanent accord being reached. Note that
hamlet of families sharing a common the Scale of adventures can never be
cropland, a homestead with an associated decreased, whether by GM or by player.
community of servants and/or laborers One tricky issue is GMing the importance
[Modifiers permitted at 1, Magic action of smaller-Scale relationships within larger-
Modifiers unlimited] Scale Consequences. The different levels of
 Village: a community centered around relationships have exactly the same game
farmlands or trade, but still governed on a effects (permitting re-rolls), and this can be
personal, family-interest basis that includes confusing to those who are used to role-play-
most inhabitants [Modifiers permitted at ing in more realistic or representational
1, Magic action Modifiers unlimited] ways. One might be embroiled in an adven-
 Substantial community: a township, castle ture that concerns the fate of a whole town or
fortress, or port town [Modifiers permitted even a land, and yet its a relationship with
at 1, Magic action Modifiers unlimited] one person that turns the tide of the conflict
 Demesne: in modern terms, a county at hand. Or that could be reversed a con-
[Modifiers permitted up to 2, Magic flict concerning the fate of one little beggar-
action Modifiers unlimited] child might be re-rolled using a relationship
with a whole army.

Rod Anderson

35
Adventures
etween adventures, the following con-  HUMAN NAMES (MALE): Ulf, Rolf, Ingald,

B cerns should be reviewed, addressed,


and resolved among the members of
the role-playing group:
Skarr, Gunnar, Halgrim, Joss, Thorgrim,
Eki, Fergus, Rolind, Bran, Oskel, Oskar,
Karl, Nargrim, Gram
 Discuss Consequences from last time: what  HUMAN NAMES (FEMALE): Inge, Unn,
happened, and what people might know or Freawaru, Rhiann, Sifal, Morgan,
hear about in the future. Gwyneth, Linn, Gretta, Hilde, Gunnhilde
 The GM must offer to raise Scale of the  TROLL NAMES (MALE): Hrenk, Ottwol,
Stakes by one level; if anyone wants them Cherchak, Spuh, Hurrgle, Rundle, Narg,
raised, they are, and theres no going back. Schrack
 Any trollbabe personal consequences may be  TROLL NAMES (FEMALE): Thetorra, Ichya,
established: adding or dissolving relationships, Washu, Skah, Mooram-Ah, Gorte,
or changing the content of a relationship. Schoonda, Eeron
 A player may change the one number of his The GM may also use relationships to prep
or her trollbabe by 1, up or down, if desired. scenarios, not only in terms of people involved,
 Each player states where his or her troll- but also in terms of troll/human issues. He or
babe is going next, which includes the she might consider the proportion of
option of keeping her where she is. human/troll relationships. Whichever side is
The nice thing about being a Trollbabe player is underrepresented by the relationships of the
that the rules are low-pressure in terms of what trollbabe involved, the other side should be
youre supposed to do. There are no personality placed into the more sympathetic position.
descriptors or guidelines, no over-arching goal of This idea is not required, but its a nice baseline
play, and basically no need to do anything but to keep the in-betweener" context of being a
decide how to react to things during the course of trollbabe in focus.
play. All the player effort is generally spent on Preparation for adventures relies on the GM
enjoying whatever it is that seems most fun or having a very solid understanding of Stakes
interesting for the trollbabe to be doing. and Consequences, but also knowing when to
The GM has a bit more to worry about stop preparing and start playing. Not much
before play, but not too terribly much. He or more needs be set up than material such as
she begins with the players stated the following.
destination(s). Wherever it is, the key is, tons AT THE PERSONAL SCALE:
of NPCs there are all wrapped up in some
Stakes conflict. It is perfectly all right for the
A white mountain cat bounds across
new Stakes to have nothing to do with previous
Consequences, or conversely, for the new Stakes
the characters path on a high moun-
to arise from old Consequences directly. The tain road. It is actually a magical skin-
situation offers the opportunity for the trollbabe changer, the child of a tiny tribe who
to interact with all these NPCs, generating lives deep in the forest. Skel, the
strong reactions and climactic scenes. Bear in corrupt and corpulent chieftain of a
mind: the GMs job is not to set up the charac- nearby village, has sent his cruel son
ters for some mission or task, but to involve Rothgar with a band of henchmen
them in an understandable conflict.
Lists of names are great things to have on
to kill it. Consequences = the child is
hand during a game. Its remarkable how easy it killed or not killed.
is to improvise an excellent NPC when all you 
have are a sudden need for one and a list of A lonely troll, Aiga, has been cap-
names to go by. tured and is now living in a

36
menagerie, displayed in a cage. AT THE TOWNSHIP SCALE:
The menagerie is currently show-
ing in a human port town, and the A town is threatened by both
man-eating troll" is a big draw, sides of a larger-scale open war
irrespective of the fact that Aiga between lords, and the town lead-
dislikes human meat and wont eat ers are desperate. The local trolls
any. Hobwort, the owner, is willing might be inclined to help, except
to sell his captive for a better that their shaman doesnt want
price, but Grotton, the two- to. Social conflicts with the
headed trusty of the menagerie, shaman suffer a 1 Modifier that
hates Aiga and will kill him rather applies to re-rolls as well.
than see him freed. Consequences = the town is
Consequences = Aiga is freed or destroyed or it is saved.

remains enslaved.
In a sprawling human town (per-
AT THE ORGANIZED-GROUP SCALE: haps the same port town), a nasty
cult of spider-worshippers has
A ship of rovers and raiders marked a woman for sacrifice, to
explores far out to sea, coming consecrate their takeover of the
upon a mysterious island, which town. All conflicts with the cult
holds an elder secret Thing. It priest suffer a 2 Modifier.
commands tortured spirits Consequences = the town is ruled
bound into statues, and it is by the spider cultist or his
opposed by the ghost of an takeover is thwarted.
ancient troll. All conflicts with
the Awful Thing suffer a 1 During play, GM techniques for Trollbabe
require being quite loose and ready to incor-
Modifier. Consequences = the porate player contributions quickly, up to and
crew is devoured body and soul, including treating a just-invented NPC as if
or they escape. he were your favorite, cherished, long-ago cre-
 ated crux-NPC for the session. Use successful
A band of trolls seeks their leg- rolls as opportunities to bring in connections,
endary home-place, led by a young insights, and other background material,
visionary, Kadd. They negotiate a rather than delivering such things through
brief stop-off near a fortress and pre-planned monologues. Failed rolls are
opportunities or indications that the trollbabe
its associated village with the local
is stymied, locked up, or otherwise cannot
lord, Ormgraven. However, a near- self-determine thats what incapacitated or
by pair of dangerous, vicious trolls failed can mean. Until those moments,
begins to raid the area. Magical though, dont railroad, just keep piling on the
conflicts with the questing trolls conflicts, introducing relevant and interesting
suffer a 1 Modifier. NPCs, and developing interactions.
Consequences = the band contin- Also, the GM is strictly enjoined from hav-
ues with their quest, or they are ing a pre-planned outcome. Instead, his or her
explicit role is to permit the trollbabe interac-
stopped for good. tions to tip the situation into whatever direc-

37
Rod Anderson
tion that it will. Abandon the notion of get- a player-character fails a given roll
ting them" into a particular place or climax, or conflict badly, the player may
because they are already, by definition, in the well consider the opponent to be
point of crisis, and given the Stakes, a climax
will have to occur simply through various
the big villain. The GM does well
NPCs reactions to them. Use a key moment to accept this new status for
when it arises, to connect various conflict out- that NPC and to proceed
comes to produce the climax in a flash, with accordingly; after all, the need to
no steering" necessary before that point. engineer an early failure against a
pre-designated big villain" has just
Avoid hinging the entire adventure become unnecessary.
on a planned climax with a pre-des- As such, a lot of responsivity is
ignated villain, as a successful roll called for the GM should look
early in the session may quite easily at that conflict, as it was played,
clean the big villains" clock. In and consider how the trollbabes
Trollbabe, the best plan is No Plan, failure translates directly into a
with clearly-conceived Stakes. source of pressure on the Stakes.
Make use of failed rolls in a big Once that is determined, the new
way. These are probably the most circumstances of the trollbabe
important tools a GM can use in (generated either by player or
order to set up the immediate, GM) represent a heightened, rele-
actual problems facing the troll- vant involvement in those Stakes.
babe as a person. In plain terms, if Keep on eye out as well for the

38
first relationship established in the just a tad of attention to this thread-gather-
scenario the NPC usually turns ing, generating a genuine climax that results
out to be a crucial hinge" for the in Consequences is stunningly easy.
The above point only applies to trollbabes
decisions of the trollbabe during involved in the same adventure. In the bigger
the adventure and for the picture, trollbabes do not have to cross paths!
Consequences in general. This per- Since each new adventure begins with a play-
son, even if he or she was invented er-designated destination of travel, let it be up
entirely off the cuff, should be to them. Some players will be perfectly happy
treated by the GM as if he or she to decide on a common destination for each
was planned exactly for this sce- adventure. However, if adventures turn out to
be separate across wide tracks of geography,
nario and its Stakes all along. That its still all right. Play them as parallel, with
is to say, not to pretend as much, lots of cutting back and forth between scenes,
but to utilize and care about the and toss in cross-connecting persons or conse-
character in that fashion. quences as you see fit (players will probably
be doing this too).
About two or three serious conflicts into a
Traditional role-players might be surprised at
given adventure, the GM and players will have
how little intervention by the GM is necessary
amassed a tremendous amount of material, in
to achieve this cross-cutting added value to a
terms of relationships, successes and failures,
set of adventures, especially given the power of
and all manner of events relevant to the
the players to narrate failed goals. Nothing
Stakes. At about that time, everyone may
prevents the group from losing the whole
begin drawing the characters in a given adven-
notion of the party" entirely, and still con-
ture together, mainly by suggesting Scenes in
structing coherent stories session after session,
which characters paths cross, or with NPCs
or even an entire multi-hero, multi-locale saga.
who are involved deeply in the Stakes. Given

ADVENTURES
Tha and Retta are adventuring in planned element of the adventure.
widely-separate places. The for- Subsequent scenes and narrated
mer is in a human fort town, per- outcomes may well start cross-
haps coping with the spider-cult cutting between the two charac-
situation described in an example ters situations. They might even
above. The latter is exploring some begin affecting one another. For
lonely islands with her intrepid example, the climactic moments
crew and dragon-ship. of Thas adventure, in which she
As the adventure progresses, the (say) confronts the head spider-
spider-cult is revealed in Thas cultist guy in the town, might be
adventure, and during one of modified heavily by whatever
Rettas scenes in some ruined tem- Retta accomplishes regarding the
ple on some island, either a player statue on the island, whether its
or the GM may suggest that she a matter of destroying it or
encounters a statue of the spider- founding her own spider cult
god, which had not been a pre- sect, or whatever.

39
Creatures and magic stuff
ince Trollbabe is a fantasy role-play-

S ing game, exotic creatures, locales,


and beings are most suitable.
However, I suggest not treating the Trollbabe
In one adventure example above,
the white mountain were-cat
need not be a species. It might
universe" as a grab-bag of potential encoun- exist only in the context of this
ters. Instead of working from setting-down one adventure. All it needs to be
("Mold zombies lurk in the Black Swamp, so is rare, which is certainly satisfied
if you go there, youll encounter them"), work by being unique. Thus if the child
from adventure-up, which means thinking were-cat survives the adventure
about Stakes as the first step.
Given the emotional and personal elements of
and perhaps becomes a
Stakes, consider how they might be heightened Relationship, further adventures
by including magical or exotic elements. Is a might include Stakes regarding his
small towns existence threatened by the clash of desire to find others like himself.
two armies? Bring in a town spirit" or godling- 
being, based on the towns founder, for a posi- In another adventure example, a
tive spin, or perhaps a nasty cult who tries to group of trolls is questing around
save the town by sacrificing babies to the moon,
for a negative one. Or feel free to give one side
the countryside. A magical Modifier
of the military conflict control over savage, applies in their favor, but is not
fanged horses who can belch fire. The idea is explained. This represents a fine
not to pull in some kind of Trollbabe cosmolo- opportunity to include some entity
gy as a source, but rather to riff off and to or object that they use as a focus
accentuate the emotional context for their quest and protects them
of the Stakes. from magical harm or interference.
I generally suggest avoiding terms like
demon" that imply a larger cosmology and
context for magical stuff in the story.
Similarly, gods are certainly a major
part of peoples world-view during adventures,
but story creation in Trollbabe tends to work
better when the gods existence and influence
are ambiguous at best, rather than being a
given piece of the setting.
Rod Anderson

40
Hairy role-playing theory about this game
rollbabe is my bid for Vanilla necessarily and openly part of play without

T Narrativism. The group can create


great stories with protagonists they
care about and give thought to playing, but
any need for characters to have a pre-set agen-
da or to protect or represent anything.
The hope is that one can enter into playing
without greatly disrupting or redefining most Trollbabe with a traditional outlook and then
widespread assumptions about role-playing. engage in non-traditional, highly Narrativist
The mechanics are built to call in play without much pain or shifting, to what-
Director and Author stance with- ever extent seems comfortable at the table.
out making a big deal of it If this section has made no sense to you
or disrupting the system" whatsoever, then come on by The Forge
of how events are organized (http://www.indie-rpgs.com) and
and determined. Stakes, or wander among the essays and discus-
rather, issues at hand, are sions there.
James V. West

41
Glossary
ACTION TYPE: the means by which the chart. See the Series Chart for details.
trollbabe character is dealing with a given INJURED: the trollbabe is hurt, and until she
conflict Fighting, Magic, or Social. is better, the player will roll using the
Action Type is determined by the person Discommoded" box as the starting point
who declares the conflict. on the Series chart. Injury during a
ADVENTURE: a unit of play, over one or Conflict does not automatically entail fail-
more sessions, in which one or more troll- ing at the current Goal, but it does indi-
babes encounter other characters cate failure if the player does not choose to
embroiled in a conflict over Stakes. The re-roll. See the Series Chart for details.
trollbabes presence forces a resolution to MAGIC: an Action Type that is employed
the conflict, resulting in Consequences. when marshalling arcane forces, whether
CONFLICT: this term may be applied in two human or trollish, mystical or scholarly.
ways, one informal and one formal. See the text for permissible Goals using
Informally, it refers to any incompatible this Action Type.
interests among characters, especially at MODIFIER: a number applied to a trollbabes
the level of the whole Adventure. More that reduces the likelihood of success. It
formally, it refers to events during a may apply to one, two, or all Action Types.
Scene that must be resolved by applying PACE: the number of successful or failed
the rules of the game. Any person Series needed to determine the outcome
involved in play may call for a Conflict of a Conflict. Pace may be set as action-
during a Scene. by-action, in which three successful or
CONSEQUENCES: the fate of the designated three failed Series must occur; this Pace
Stakes (persons, places, or things) as requires from three to five complete Series
determined by the events of an to be rolled. Pace may be set as
Adventure. exchange-by-exchange, in which two
DISCOMMODED: the trollbabe suffers no successful or two failed Series must occur;
lasting effects, but has not yet succeeded this Pace requires from two to three com-
in her Goal in this Conflict. The Goal plete Series to be rolled. Pace may be set
fails if the player does not choose to re- as entire Conflict, in which one success-
roll. See the Series Chart for details. ful or one failed Series must occur; this
FIGHTING: an Action Type that is employed Pace only includes one Series to be rolled.
for damaging, restraining, or otherwise RELATIONSHIP: a person or group which has
influencing an opponent using physical been designated by a player as having an
force. See the text for permissible Goals emotional tie to a trollbabe character.
using this Action Type. Relationships may be treated as re-roll
GOAL: a characters intended purpose and items, according to the standards for the
outcome during a conflict, stated by each different types of relationship. See the text
player for his or her trollbabe character, for rules regarding establishing and break-
and by the GM for non-player characters. ing relationships.
HUMAN: a human being, not especially dif- RE-ROLL: one of several possible steps in a
ferent from humans as we know them. Series, permitting a chance to recoup a
INCAPACITATED: the trollbabe has failed in failed previous roll. Re-rolls are justified by
her Goal in this conflict, and she is not checking off a re-roll item from the char-
able to carry out further actions due to acter sheet or by using an existing relation-
pain, shock, unconsciousness, or magical ship. See the Series Chart for details.
influence. If in some way the character SCALE: the extent to which a conflict affects
encounters further Conflict, the player people and places, especially in terms of
rolls using the final box on the Series Stakes and Consequences for adventures.

42
SCENE: a unit of play defined both by time creatures. Fortunately imaginary in the
and space. Adventures are composed of real world.
Scenes; Conflicts occur within Scenes. TROLLBABE: a female character, neither troll
Scenes begin and end as narrated by the nor human; the protagonist of the story
GM, with input permitted by the players. being created through play. Trollbabes are
SERIES: the sequence of die rolls made by a neither created nor
trollbabes player, including one initial roll played by the
and up to three re-rolls. A Series always GM, but only by
results in the trollbabe succeeding or fail- players.
ing in her Goal, as well as the degree of
injury incurred by her and any relation-
ships that have been included in the
Series. See the Series Chart for details.
SOCIAL: an Action Type that is employed
when influencing others through negotia-
tion and communication. See the text for
permissible Goals using this Action
Type.
SPECIALTY: a sphere of activity
defined for each Action
Type, for which a given
trollbabe is especially
notable. A specialty
has no mechanics-
oriented effect and
may be considered a sort of
personal Trappings, permit-
ting more color" in the
description of the characters
action when the action cor-
responds to the specialty.
STAKES: the person(s), place,
or thing(s) that stand to be
won, lost, destroyed, or otherwise
permanently affected during the
course of an Adventure, based on the
interests of the various characters
present. By definition, Stakes are
desired by someone, or otherwise the
object of others ambitions.
TRAPPINGS: the in-game appearance and
nature of magic, which is entirely sepa-
rate from the characters Goal in casting
magic. They have no mechanics-oriented
effect.
TROLL: shaggy, imaginary,
unpleasant, and potentially
anthropophagous humanoid James V. West

43
Rod Anderson

44
Inspirations and acknowledgments
ARTISTRY AND IMAGERY Heights, by Philippe Tromeur, are the first
 The lions share of the inspiration must go games to employ a single-number resolu-
to the brilliant work of Vaughn Bode, tion mechanic, with the latter game also
who may be taken as a primary influence contributing the over/under concept.
on me in general; his collections of  Throwing Stones, by Jeff Siadek, The
Deadbone Erotica and Cheech Wizard are Dying Earth, by Robin Laws and others,
required reading for Trollbabe folks. and The World, the Flesh, and the Devil,
 An illustration by Peter Seckler for his by Paul Czege, all employ re-rolls as a
fantasy setting Aedorea, of a horned central element of resolution mechanics.
female troll, seems to have stuck in my The first calls a re-roll a mulligan and
mind and refused to be ignored. the second introduces the concept of
refreshing the ability to re-roll.
OTHER ROLE-PLAYING GAMES
 Hero Wars, by Greg Stafford and Robin TALKING WITH FOLKS
Laws, is the first role-playing game to  Dav Harnish and I discussed our frustra-
provide relationships with a major role in tions with RPGs presenting multiple char-
the resolution mechanics. Honorable acter options about nothing; which prompt-
mention in this regard also goes to Albedo ed me to think about a game with one char-
and Lace & Steel, both by Paul Kidd. acter type, one premise, and one concept.
 The Pool and The Questing Beast, by  Julie Stauffer and I discussed multiple
James V. West, introduce Monologues of issues surrounding the gender of players
Victory and Monologues of Defeat. and gender of characters in role-playing.
 Donjon and Panels, both by Clinton R.  Comments from Paul Czege, James V.
Nixon, provide, respectively, ideas about West, Clinton R. Nixon, Matt Snyder,
GM vs. player description of outcomes Jared A. Sorensen, and Rod Anderson all
(itself inspired by The Pool) and relation- helped improve the manuscript.
ships as a primary, rather than a modify-
ing mechanic. PLAYTESTING
 Everway, by Jonathan Tweet, presented the  Dav Harnish played the very first troll-
idea that prepared situations of play include babe! Other playtesters include Mario
multiple outcomes which only turn out in Bonassin, Tod Olson, Julie Stauffer, Terry
particular ways due to the events of play. Gant, Christine Battin, Bill Masek, and
 Zero, by Lester Smith, and Wuthering Annie Keller.

45
Index
A Human, 4-5 Relationship (beginning and ending), 27
Action-by-action Pace, 14 Huurch, 31 Relationship (re-rolls), 30-31, 33
Action Type, 18, 22-23, 32-33 I Relationship (trollbabe-trollbabe), 32
Action Type (Goals), 12-13 Remembered spell, 17
Improvement, 7, 36
Adventures, 36 Re-roll item, 17, 33
Incapacitated, 17-20
Adventure (preparation), 37-39 Re-roll, 16-18, 27-31
Ingarde Skullsplitter, 26
Aiga, 36-37 Retta, 8, 12, 15, 18, 25, 28, 30, 32, 39
Initiating (Conflict), 12
Author Stance, 41 Rival, 28
Initiating (Scene), 10
Rothgar, 36
C Injured, 17-20
Injury, 20-21 S
Carried object, 17
Character creation, 8 Items, starting, 8 Scale, 25, 34-37
Combining Action Types, 22 L Scene, 10-13, 33
Conflict, 10-13, 33, 39 Series, 16-18, 30, 32
Land Scale, 35
Comrade, 28 Series Chart, 19
Lover, 30
Consequences, 34-36 Setting, 5-6
M Sidekick, 28
Creatures, 40
Magic (Action Type), 8, 12, 17-18, 21- Size, 4
D
25, 30, 32-33 Skalgar Hogs Son, 15, 28, 30
Death (relationship), 31 Magic (human/troll), 8, 23 Skel, 36
Death (trollbabe), 20 Magic (stuff ), 40 Small group Scale, 35
Demesne Scale, 35 Magic (time to cast), 22 Social (Action Type), 12, 15, 17-18, 22,
Director stance, 41 Malgus the Large, 27 30-31, 33
Discommoded, 17-19 Mama Rat Spirit, 15 Specialty, 8, 18
E Map, 5-6 Spider worshippers, 37, 39
Enemy, 28 Mentor, 30 Substantial community Scale, 35
Entire Conflict Pace, 14 Modifier 23, 25-26, 32-33, 35, 40 Sudden ally, 17
Exchange-by-exchange Pace, 14 N System, 7
F Names (human/troll), 36 T
"Fair and clear stage, 15, 22, 33 Narration, 12, 30, 33 Tha, 9-10, 17-18, 21, 25, 28, 30, 32,
Family, 20 O 39
Fighting (Action Type), 8, 12, 15, 18, One number (definition), 7 Township Scale, 37
22, 30, 32-33 One number (improving), 7, 36 Trappings, 25
Follower, 28 Order of actions, 22, 33 Troll, 4-5
Found or reached item, 17 Organized group Scale, 35, 27 Trollbabe (creation), 8-9
G Trollbabe (definition), 4
P Trollbabe (interaction), 32
Goal, 12-13, 26, 33 Pace, 14, 33
Grotton 37 V
Personal Scale, 35-36
H Vanilla Narrativism, 41
R Village Scale, 35
Handy geographic feature, 18 Refresh (relationship), 31
Healing, 21 W
Refresh (re-roll item), 18
Hobwort, 38 Relationship, 18, 27-33, 35 White mountain cat, 36, 40
Horns, 8

46

You might also like