Tale-Spin (by Larry James)

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.

  • Tales: Can restrict or remove any previous rewards the character has earned.

    • Side-kicks: You can discover and make use of side-kicks – minor characters which aid your in some way.
    • Counters: There may also be counters – measures of certain things specific to the tale.
    • Fates: Random happenstance of items and events played by any player at any time during the game within any limits described by the [card]. Each Tale has its own fates.
  • Encounters: The person holding the BOT must read aloud the encounter and direct the active player through it.

    • Options: You will be presented options depending on whats in the encounter and your abilities.
    • Loot: Some places will have loot in the form of item cards. Items are the characters to keep. Let them keep the card and make new ones or write it down – whatever.

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

The Game

Players: 1+

Characters: Players choose a character card. Characters have the following facets:

  • Resilience: All characters start with 10 unless the Tale says otherwise – this is how much punishment you can take.
  • Abilities: Each character will have “Fist-to-cuffs” (1 damage punch) item automatically at start and players can draw once from the skill cards.

    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

  • Advantage: Characters may have advantages which allow them to overcome normal rule obstacles.
  • Disadvantages: Characters may have disadvantages which disallow or reduce normal rule allowances.
  • Items: Grant bonuses in combat and situations.
  • Rewards: These grant or modify skills, advantages, disadvantages, and items.

Advantages

  1. Toughened (+1 resilience until end of Tale)

Disadvantages

  1. Wounded (-1 resilience until end of Tale)

Rewards

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.

  • Toughness (+1 permanent resilience)
  • Wound (-1 permanent resilience)

Optional “Tone” (for fun)

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.

Tales