Copyright 2007-2008 Larry James
Tale Spin – Compete, Collaborate, Tell Tales; You are the hero, oh boy! Test your dramatic flair as both GM and Player in Tale Spin! Fun for serious and hackers both. Easily converted into a drinking game!
Each player starts on the path of a “Tale” – a predefined board map and background story. They have a figurine or symbol that moves along a board game marked path that represents their character. At each place marked “Encounter” on the board game, there is a corresponding entry in the “Book of Tales” (BOT). Players roll or dice or draw cards – highest check wins and goes first – turns pass clockwise around the table. The reward deck is shuffled and a number of cards (specified by the Tale guidelines) is selected randomly and placed face down at the end of the board path. All other decks are shuffled and any counters set to zero. The player to the active player’s left reads (‘spins the tale’) the Encounter in the BOT and acts the part of the GM regarding any handling of action. Characters try and make their way as fast as they can through the Tale to the end, using their abilities at each encounter. The first one to the end of the board path wins, gaining the discovered rewards (kept hidden until the end). Ties result in the characters splitting the Rewards. Rewards improve characters and can possibly be used in future Tales. Characters have rating of 10 maximum in any ability.
Throughout the process, players must explain things by spinning tales, weaving yarns, and generally bull-shitting their way throught it all.
Genesis was an Obsidian Portal discussion: http://www.facebook.com/obsidianportal?v=wall&story_fbid=157940320896351
Think Life meets Arabian Nights, meets Munchkin, meets Kobolds Ate My Baby…
Tale Spin concept & initial design – Kelly Berger, 9/30/2010
Players: 1+
Characters: Players choose a character card. Characters have the following facets:
Fight (combat), Fast-Talking (persuade/bull-shit), Sneak (hide and silence), Clever (planning and cunning),
Athletics (climb/jump/run/swim), etc.
Starting characters have 3 points to divide amongst the following abilities: Muscle, Coordination, Vitality, Perception, Sanity
Rewards are attached to the character and used in further games unless the Tale specifically forbids it.
Each reward MUST be recorded with the story to go with it – no story and the reward cannot be used. Rewards are specific to
the Tale, but there are some common ones.
The player going last can set the “tone” of the Tale. It can be funny, horrifying, hammy, serious, etc.
Other players, when they must ‘spin the tale’, must adhere to this tone. If they do not (any other player can claim it was not in
‘tone’ – a majority must agree) and ‘the record skips’ – they draw a disadvantage at the start of the next encounter – it is only in play for that encounter.