You’ll need 2d6 dice and a character sheet or scratch paper. If homebrewing, you'll imagine people, places, and things in the world your characters will be roleplaying epic adventures in. Decide who will be the Game Master (GM) and who will be the players. To begin, Players and/or GM should determine their goals based on the opening scenario and using the T3i system, (Throughlines, Threads, Tasks, and In-Between):
Throughlines - These are essentially quests, but can also be considered story arcs. Completing a throughline moves the story or campaign forward. The GM determines when a throughline has been completed, and should establish or approve future throughlines that continue your journey.
Threads - These are essentially quests that explore people, places, and things in order to complete a throughline. They have a specific goal, and the GM determines when a thread has been completed or failed. Failing a thread may bring consequences at the GMs discretion.
Tasks - Tasks are what get the job done. Completing tasks will complete threads. The GM determines when a task has been completed or failed. Failing a task may bring consequences at the GMs discretion.
For a full campaign, there may be 1 overarching Throughline, 3 related Threads, and 3 tasks per thread. Complications and ambitions can create additional tasks and threads, or even new throughlines. A traditional "one-shot" game would probably consist of 1 Throughline, 1 Thread, and 3 tasks. Complications and ambitions can create additional tasks and threads, or new throughlines.
Throughlines, Threads, and Tasks are not always set in stone. As the story develops, the GM and/or players can reevaluate the wants and needs of the party.
If playing a module, the GM should be familiar with the world and players should essentially be able to play in a sandbox.
These arise when a character or NPC initiates combat. The first aggressive action begins the situation, and that person or party goes first in turn order. Players then take their turns by speaking up to do so, and should work together to take turns strategically. Be mindful when strategizing, because too much time spent may shift the turn order to the opposing party.
A party takes a number of turns equal to the party member count. A player may forfeit a turn to give another player an additional standard action. For example, 3 party members may forfeit their turn to give the 4th member 3 additional standard actions. Once a party has taken their number of turns allowed, the opposing party begins their turn order.
Your meta rolls will determine how well you attack and defend. A successful defensive roll shifts the turn order back to your party. A failed offensive roll shits the turn over to the other party.
The GM will mediate as needed to determine outcomes and new circumstances. The GM will determine the turn order for the NPC party and NPC actions. The GM may choose to spend an entropy point to introduce a random occurrence, interrupt a player's turn, or the party's turn order.
The Situation is resolved when all NPCs or Characters have fled, conceded, or been incapacitated.
When all members from each party have had a turn during an Activity, Instance, or Situation, the GM will consider 1 round complete. Environmental and other circumstances may arise in between rounds at the GM discretion.
Idle time begins when the party is not actively trying to complete an instance, task, or thread, and is not in a situation. This time is used for rest, travel, or activities.
Characters can engage in activities to heal wounds, remove a bane, repair items, learn new information, release a stifled attribute, etc. Work with the GM to decide what your character would like to achieve through activities. The GM will ask for relevant meta rolls to engage in activities using the dice tables to resolve. Activity success is determined by meta rolls using the related attribute stats, boosts, and dice tables. Activities may trigger an Instance.
During idle time, instances arise when there's a need to push, pull, lift, jump, duck, leap, run, climb, scavenge, repair, replace, open, close, or craft using relevant attributes and boosts. Instances can also include crucial interactions with NPCs and solving problems, and can even escalate to Situations. Refer to the dice table for resolutions.
When does it end?
A game can begin and end with a chance encounter, a once in a lifetime quest, or it can be an on-going saga with no end in sight!