This page contains all the music for Swords & Chattery, without any of the story content.
Let's talk about stetting up a game.
3-5 players from a party.
1 player takes the role of game master.
Each party member will have to pick a class. Each class will include a customization choice to be made.
A list of classes can be found in each campaigns addendum.
Meanwhile the game master should familiarize themself with the campaign.
Note that party members don't need any tool or device to play. They might want to look through a campaing's Overview page to read through the class list, but in practice, only the game master needs access to the campaign.
Once every party member has picked their class, they should each share it, and the choice, they made with the group.
Once that’s settled, the game master should read the story from the beginning to the party.
The story will eventually come to a challenge, one which the party will have to overcome.
First, the game master will read the challenge and its details to the party. This will include a question:
“How will you . . . ?”
Now, the party will have to discuss and figure out how they want to approach this challenge and solve its problem.
Once the party has agreed upon a solution, one party member will be chosen to lead. They will have to relay the solution to the game master. They should highlight when a class or item is being applied.
If there’s something within the solution which the game master deems impossible, lacking in clarity, or not a helpful application of a class or item, they should make that known, or ask followup questions until it is cleared up.
How much a game master scrutinizes a solution is up to them, though they should keep in mind that their goal is to facilitate interesting and fun discussions first and foremost.
Success: If the die shows a 5 or 6 within the allotted rolls, the solution will be deemed a success. The party will have completed the challenge and the game master should continue to read the story.
Item: If the die shows a 6, the party will receive an item. The game master will have to think of a sensible way the party might have gained the item in this moment. The solution will also be deemed a success.
Failure: If the die doesn’t show a 5 or 6 at least once, the solution will be deemed a failure.
The game master will have to think of a sensible way in which the plan has failed, including how the leading party member has been sidelined. The party will have to go back to step 2, keeping in mind any changes to the situation.
Items are gained through excessive success, i.e. rolling a 6.
Occasionally, the story might offer a choice. This will impact how it progresses. The players should make this choice together. This will determine which page the game master will go to to continue the story.
While playing, these things will likely stay in your mind, though feel free to write things down. If you plan to take a break and return to the game later, making a note will prove invaluable.
Note that the specifics outlining classes, items and the challenges can always be retrieved from adendum. So don’t stress it too much!
This game system was designed to be concise and portable enough for it to be played anywhere. Possibly outside in nature, or some inspiring location to compliment the narrative.
Though, through this design goal, the game has also become fit for long distance play and other applications, which is a great bonus.
Either way, we wish for your adventures to be grand and merry. And don't forget, the conversation itself is the fun part.
You're physically strong, agile and skilled at any form of combat. You're also incredibly charming.
Base equipment includes a melee weapon of choice and a shield.
Change the temperature around you from flames to frost. Manipulate objects in your field of view as if you were near them.
Base equipment includes a staff of a material of choice.
Enhance any physical feature of a comrade or creature. Invoke a lifelike illusion of the mind.
Base equipment includes a holy object or a spirit of choice.
You have a deep knowledge and understanding of every field of study known to man. You're also an adept investigator.
Base equipment includes a choice of either: various measurement and crafting tools, or a supply of explosives.
You are incredibly skilled when it comes to flora, fauna, survival and stealth.
Base equipment includes a hand-held ranged weapon of choice and various small survival tools.
You are an animal of your choosing and possess only the qualities of that animal, and the ability to parse human speech.
You have no base equipment as you are an animal.
Those who you look in the eye are cursed to have misfortune come upon them. Your body can take on the properties of smoke when you wish.
Your base equipment includes a small personal item of choice, infused with a wicked curse of choice.
You have unrivaled business skills as well as a great deal of luck. You're also an entertainer with a range of party tricks up your sleeves, and the theatrics to boot.
You can choose to either have a great deal of wealth in the form of gold and gems, or an arsenal of smoke bombs, confetti and costumes.
A sturdy piece of rope, which is magically the exact right length at all times.
A magical cloak which helps the wearer blend into their surroundings.
A steel sword which won’t ever break or go dull.
A sack filled with gold and valuable jewels.
A stone which can create and dim light. From a bright ray, to a blinding darkness.
A book full of spells, unfortunately the effects of said spells are written in an unknown language.
In certain settings, like when playing online over a voice call, it might be useful for party members to be able to play the campaign's music without seeing the story content.
Please use this page for that purpose.