Dogs In The Vineyard.pdf

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Dogs
in
the
Vineyard
A Roleplaying Game
Written by D. Vincent Baker
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Dogs in the Vineyard
© 2004 by D. Vincent Baker A lumpley game
GenCon 05
Cover illustration © 2004 by Drew Baker
Interior Illustrations © 2005 by D. Vincent Baker and
© 2005 by Ed Heil
Printed in OldStyle, Oldstyle Small Caps, and Oldstyle
Italic, old linotype fonts reproduced by the H. P.
Lovecraft Historical Society
Book Design by D. Vincent Baker and Joshua Newman
ISBN 0-9769042-0-9
Contents
i: How To Play – 5
Introduction — If You’ve Never Roleplayed Before —
What’s it like to play? — Before You Play — All This and
Platonic Too — At the First Session — From Then On
ii: A Land of Balm and Virtue – 11
Setting — The Landscape — The Faith — Towns — Food
and Fashion — Guns — The Mountain People — The
Territorial Authority — Back East — Nonbelievers
iii: Creating Characters – 21
Overview — Procedure — Background — Going
Forward — Leaving Play — GMing Character Creation
Creating Characters: Recap – 50
iv: Conflict & Resolution – 53
Overview — The Simple Case — Escalating — Using
Traits and Things — Giving — Fallout — Follow-up
Conflicts — Using Relationships — Multiple Opponents
— Helping — Using Ceremony — Demonic Influence
— GMing Conflicts
Conflict & Resolution: Recap – 78
v: Resolution in Action – 85
Split Seconds — Other Time Tricks — Bodyguards —
Ambush — Life or Death — Special Effects
vi: The Structure of the Game – 93
Character Creation — Long-term Play: Each Character’s
Service as a Dog — Short-term Play: Each Town —
Short-term Play: Between Towns — Long-term Play: At
the End of a Dog’s Service
vii: Creating Towns – 97
Pride — Injustice — Sin — Demonic Attacks — False
Doctrine — Corrupt Worship — False Priesthood —
Sorcery — Hate and Murder — Procedure
viii: Between Towns – 121
Reflection — Direction — GMing Between Towns
ix: Creating NPCs – 125
Proto-NPCs — NPCs in Play — Groups — Possessed
People — Sorcerers — Demons? — Names
Creating NPCs: Recap – 135
x: How To GM – 137
Play the town — Drive play toward conflict — Actively
reveal the town in play — Follow the players’ lead about
what’s important — Escalate, Escalate, Escalate — DO
NOT have a solution in mind — Playing God? — Some
Actual Play
xi: Design Notes – 147
Resources — Comment: Relationships vs. Traits vs. Things
— Adapting the Faith — Thanks
Rules Index – 153
iv
i: How To Play
D ogs in the Vineyard is about God’s Watchdogs,
young men and women called to preserve the
Faithful in a hostile frontier territory. They
travel from town to isolated town, carrying mail, news,
and doctrine, healing the sick, supporting the weary,
and pronouncing judgment upon the wicked. One early
playtester said what she loves about the game: a town
welcomes you with celebration and honor, but what you’re
there to do is stir up its dirt and lay bare its sins.
The setting is a fantasy inspired by pre-statehood
Utah, the Deseret Territory, toward the middle of the 19th
century. Picture a landscape of high mountains, icy rivers
and cedar woods, falling away westward into scrublands,
deserts, buttes and swells. The summer skies are
heartbreaking blue, but the winters are long and killing.
Picture religious pioneers, fleeing persecution and
violence in the East. They’re trying to establish a society
based on faith and righteousness out in this frontier.
They’ve made the long trek westward but they’re still in
danger: their towns are small and isolated, vulnerable to
attack from without, sin and corruption within. Under
pressure, their pride becomes sin, their anger becomes
violence, their resentments become hate. Winter and the
demons howl...
You are God’s Watchdogs, holding the Faith together.
5
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