Danse-Core-Rules

Danse-Core-Rules, RPG
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Danse Macabre
Roleplaying in a World of Medieval Horror
Dean Suter
b
Chris Johnstone
1
The Content
Introduction
3
Systems
5
Character Creation
9
Character Traits
20
Drama
34
Magic
48
Setting
80
Roleplaying
104
Beasts and Devils
112
Two Horrors
136
Copyright: Danse Macarbe is copyright 2004 Dean Suter and Christopher Johnstone. Written, designed and illustrated
by Dean Sutter and Christopher Johnstone, unless otherwise stated. Permission is given for this version, “Danse
Marcarbe (core rules) (PDF),” to be copied, printed and distributed freely on the condition that no version of this
PDF (whether electronic, print or other) is sold. Cover art ‘Cloister in Snow’ by Caspar David Friedrich (September
5, 1774 – May 7, 1840). A 19th century German Romantic painter. ‘Leaf and Garland Border’ (on cover) and ‘Ivy
Border’ on contents page sourced from www.webclipart.com
2
 Introduction
b
Chapter One
A Dance with the Dead
Renaud was lost. The night had crept quietly into the
forest, smoothing trees, ivy and leaves into smudges of
darkness. Had the path dwindled and vanished? Or did he
miss a turn in the rutted track. Had he wandered off down
some wild deer path?
Each breath made cold, dead shapes on the air.
His brother’s hamlet should be close now, there should
be light’s twinkling between the trees. But the night was
endless. Grey trees marched into the murk, and became
thinner shadows.
When the first howl of the first wolf rolled through the
forest, Renaud froze. He pressed his back up against a
great, twisted oak, as close as he could to the knuckled
bark. Another howl, and then another.
Renaud crept around the oak and began to trot very
fast. He was a portly man, there was no real speed in his
waddle.
When the light shone suddenly through the boles
Renaud nearly cried out for joy – he would have, except
that in his imagination the wolves were ready to pounce
with snapping jaws, all they needed was the slightest
sound to guide them. The light stabbed the darkness with
a dozen spears of radience, which shifted between the
trunks as the torch bobbed off into the darkness. Renaud
hitched his flapping jerkin, and ran, his gut protruding, his
flat feet flapping wildly.
He ran until the light grew into a large orb of fiery gold.
Until he was nearly upon the torch-bearer. It was a woman,
dressed in a long grey gown, walking lazily among the
shadows. Though her paces were slow and languid,
Renaud could not catch her. His eyes were streaming now,
his throat swollen, his legs burning. She must have heard
him, but never once looked back; her path was straight
and calm and resolute.
When Renaud stumbled into the deep glade he was all
almost blind from sweat and the pound of blood in his
skull. He could just make out shapes, not just the lady in
the long grey gown, but others. Leaning heavily against a
tree, Renaud rubbed the sheet of sweat from his face. They
were looking at him. The faces were cold, the eyes colder.
And there were shapes behind them, large black things,
lopping through the night, gathering together.
There were sounds behind him now, heavy things moving
through the leafy hazel, holly and thorn. He looked again
at the gathering of folk. They were smiling now, but their
teeth were not small, dull yellow things. They were sharp
teeth. Cutting teeth. Gnawing teeth. Hungry teeth.
They were the teeth of wolves.
What is Danse Macabre?
Danse Macabre is a pencil and paper Roleplaying Game
(RPG) set in an alternative medieval Europe where the
magic of folktales is real. But these tales are not airy and
harmless sort. For this is not a land of harmless fairytale,
no bright knights walk the realms, no airy fanciful things
dance in the woods, this Europe is a dark place. In Danse
Macabre the fabric of European folklore and fairytale is
woven anew with the solemn threads that were a part of its
first making.
In the vales and forests of age-old Europe folk knew
what it was to be afraid. The wilds seemed endless and, in
the medieval view of things, full of cunning wolves, hellish
witches, child-stealing faeries and old half-forgotten
heathen gods. Danse Macabre takes a second glance at
these forgotten monstrosities that are seldom taken
seriously. It is these tales, the stories of nameless fears
and haunted paths, that are hereafter retold.
The Nature of the Game
Danse Macabre is played by a group of people who
collaborate on the game and story. All but one of the
Players of the game will take on the role of a Character in
the story. A Character has special skills, talents and
personal quirks that are recorded on a Character Sheet.
The Player who does not take on the role of a single
character, instead takes on the role of many. This is the
Gamesmaster, and he or she manages the storyline, the
backdrops, scenery, props, and both allies and enemies of
the Player Characters. Characters run by the Gamesmaster
are termed Non-Player Characters (NPCs).
Danse Macabre uses a Dice Pool of six-sided dice (d6)
to resolve tests of skill. Each player should need no more
than six dice.
Being a game of fantasy, Danse Macabre has sorcery,
monsters and swords like any other number of fantasy
settings. But what sets any game apart is theme. What is
the mood of the game? What sort of tales can you tell
using the game? What sort of characters can you play?
3
What will the characters do?
Danse Macabre is a game in which you play a fragile
mortal character in a world where hell’s shadows and fae
creatures are very real perils. All supernatural things in
Danse Macabre are dangerous, sorcery corrupts the
sorcerer, even the weakest of werewolves will easily
slaughter the most skilful of mortal knights.
The rules of Danse Macabre are built around this central
theme: powerful, dark things lurk just out of human sight
and they all want to eat you, or buy you soul, or make you
into an eternal slave.
Because of the dark theme of the game the rules in Danse
Macabre are not balanced. Some new characters will have
done well in life, others will not. Character advancement is
limited – what power there is to be had comes at a price.
So what sort of a game does this make? Danse Macabre
will vary depending on how you deal with the supernatural
elements that lie behind the fabric of everyday medieval
life. Games that have very few supernatural elements may
delve into intrigue, mystery or gothic romance. If you want
to bring the supernatural elements into the bloody light of
the torch, then the game becomes one of suspense and
horror. If you introduce a lot of supernatural elements into
the open then the game will become bloody and short-
lived – as will the characters.
setting should appear to be authentic even if they are
invented. Effort has gone into creating a superstitious,
fearful setting.
b
Rules that encourage character-driven games,
grounded on believable, complex characters.
b
Rules that encourage a sense of danger and fear
about supernatural elements in the game.
b
Strong emphasis on the social aspects of playing a
game in medieval Europe. Social status plays an
important part in a feudal society that Danse Macabre in
set in. Tax collectors and corrupt barons are just as
dangerous as demons.
b
A number of distinct branches of magic that possess
definite places in the society that uses them. A sliding
scale of power and danger has also been linked to magic.
More powerful sorcery carries greater risks.
b
Psychology of horror rules that support various
styles of play and help govern sins and virtues, insanity,
trauma, and the selling of souls.
b
Grittiness and horror above game balance:
unbalanced rules favour the supernatural over physical
strength or skill, and unfair social rules favour of the
wealthy, powerful and noble.
Disclaimer
Danse Macabre is a work of fiction. It does not describe
real events or people. The authors do not believe in
witchcraft or faeries and they suggest that you not believe
in these either. They don’t exist. Also, Danse Macabre
deals with adult themes. The game is intended for a mature
audience capable of distinguishing between reality and
fantasy.
Summary of Chapters
Danse Macabre is divided into ten chapters. The
Introduction details a little of the setting, the mood and
theme of the game and serves as a general overview.
Chapter Two details Characters, character creation and
various character options. Chapter Three deals with Rules
of the game – Skill Resolution, Trauma, Fear and the likes.
Magic is an important part of occult fabric of Benighted
Europe. Esotery, a laborious and alchemic sort of magical
discipline is given its own chapter. More sorcerous magic,
Hedge Magic and scholarly Goetia are then discussed
under a single Magic chapter. A short section on
Roleplaying is followed by a discussion of the Setting –
both will hopefully help you get to know the theme and
mood of the game in more detail and think of a few ideas
and hooks for your game. This is followed by Beasts and
Devils – a discussion of adversaries and monstrous things.
Two scenarios, The Ashen Man and The Troubled Priest
round off the book.
Copyright
Danse Macarbe is copyright 2004 Dean Sutter and
Christopher Johnstone. Written, designed and illustrated
by Dean Sutter and Christopher Johnstone. Permission is
given for this version, “Danse Macarbe (PDF),” to be
copied, printed and distributed freely on the condition that
no version of this PDF (whether electronic, print or other)
is sold.
Designer Notes
The aim, in creating Danse Macabre, was to present a
flexible system for playing in the world of the dark fantastic.
Because the game varies in scope from intricate court
intrigue to visceral horror, psychological and spiritual
aspects of the character are important. Characters risk their
sanity and their souls in Danse Macabre. Neither should
be taken lightly.
When designing rules simplicity and speed of resolution
has been chosen over realism. This choice was made to
prevent tense situations in the game becoming bogged
down in rule resolution. The main goals of the game design
were…
Gender
The topic of gender pronouns is tricky. Most will agree
that although using male pronouns in gender-neutral
phrases is traditionally correct, it is archaic, outdated and
not helpful in a hobby that (let’s be honest here) doesn’t
need to alienate female enthusiasts more than it already
has. By way of a compromise Danse Macabre uses the
female form (she, her, hers) when referring to the
Gamesmaster, and the male form (he, him, his) when referring
to players.
b
A solid medieval atmosphere. The elements of the
4
Systems
b
Chapter Two
T
he rules in this chapter make up a basic system for
playing Danse Macabre. The rules will help you get a feel
for how the world works, they present for everyone at the
table a shared system of cause and effect, and ideally rules
allow you to play the game without falling into disagree-
ments over fine points of the setting. Are longbows more
deadly than crossbows? Should a suit of mail protect you
from a ghost? How long does it take to summon an imp
from the nether regions of the cosmos? These are ques-
tions that rules address so that you can get on with the
business of playing the game.
Danse Macabre uses rules primarily to negotiate difficult
or dangerous situations. You may want to escape the
creature following you through the woods, but can you?
You may want to clash sword to sword with a recreant
knight, but who will win? These are questions answered
by the rules of the game.
As well as creating a fair playing ground where swords
may slice both ways, rules also add structure to a game.
Their aim, to varying degrees, is to create a sense of game
balance or fairness for the players, present an obvious
way to record and track a character’s changes, mediate
disagreements, and determine the outcome of dangerous
or difficult situations.
game considerably.
Objective Resolution
Where Subjective Resolution falls short Objective
Resolution takes up its place. In the Objective method
difficulties are set, dice are rolled, outcomes are narrated
and a set of rules that apply to everyone ensures fairness.
Particularly in instances where death is on the line, players
are likely to prefer Objective Resolution for its fairness, if
nothing else. The dice will not prefer one of the players or
give favour to a villain. The rules of the game apply to all
and everyone and are known to all and everyone at the
table. As such the rules themselves can be negotiated by
careful strategy.
Objective Resolution should be emphasised more when
the situation is dramatic, or the climax of a building plot.
Even if Objective Resolution is called for, try to use simple
Tests of Traits during most of the game. Only use extended
Contests of Traits when there is a dramatic reason to play
out a conflict blow by blow.
Dice
Danse Macabre uses a six sided die (d6) based resolution
mechanic. Tests of Skill are made by rolling a dice pool - a
collection of dice rolled together. Each player will need no
more than six d6.
Subjective Resolution
The most common and quickest means to resolve
questions in the game will be the subjective interpretation
of the Gamesmaster. As players narrate their character’s
actions the Gamesmaster responds with Subjective
outcomes. This makes up the bulk of a game’s give-and-
take between the players. If one player states that he wishes
to steal a horse, the Gamesmaster might warn him that he
hears voices inside the stable. The player then states that
his character sneaks away and sets a fire by the outhouse.
The Gamesmaster considers this and decides that the
stablehands will leave their post to put out the fire. The
character is then free to sneak into the stalls, steal the
horse and ride off. The question of whether the character
in question can steal the horse is resolved through action
on the part of the character.
The key to Subjective Resolution is acknowledging that
clever ideas and well-narrated actions deserve rewards.
Encouraging Subjective Resolution speeds the pace of a
Terminology
The rules of Danse Macabre use a number of terms with
very specific meanings. The below is a list of those found
in the following chapter.
Action - A simple undertaking that is declared by a Player.
Round - An arbitrary measure of time during which Char-
acters are permitted no more than one Action. Sometimes
Players may declare complex Actions that will take multi-
ple Rounds to complete. For instance - two Player Charac-
ters are holding off guards while a third picks a lock to
allow the group to escape. Holding off guards involves
simple short Actions (attacking and defending) whereas
the Character who is picking the lock may take three or
four rounds to complete his single task.
Chronicle - An ongoing series of Sessions that include
the same player Characters, and often the same over-arc-
5
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