You get to create and play a Principal Character (PC), one of the protagonists of the story.
Your job is to narrate your character's actions and reactions. Decide on their agendas, then enact them in interesting ways.
When someone asks "what does your character do, say, or think?", you get to answer.
Whoever plays this card is a principal. Flip for additional rules.
During play, you can speak from one of several agendas.
These agendas can be assigned individually to several people, or all given to a single player ("the Game Master" or "the GM").
The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.
If you've been assigned a agenda, you are bound to speak from it.
Whoever plays this card is a principal. Flip for additional rules.
Players in the spotlight are the focus of narration. We're asking them for an action that pushes the scene forward, and shining the spotlight until they make one.
Your job is to oversee moving the spotlight from player to player in fun and fair ways.
Move the spotlight:
Whoever plays this card is the facilitator. Flip for additional rules.
During play, you can speak from one of several agendas.
These agendas can be assigned individually to several people, or all given to a single player ("the Game Master" or "the GM").
The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.
If you've been assigned a agenda, you are bound to speak from it.
Whoever plays this card is the facilitator. Flip for additional rules.
Your job is to establish the history, setting, and canon of the world in which the game happens.
When someone asks, "what do our characters know about X?" and it's not a question for an Ensemble Character (EC) to decide, you get to answer.
Any player can suggest an answer, but you have the final say on what's true. If a specific PC's heritage, origin, or interests concern the question, consider deferring to them.
Whoever plays this card is the lorekeeper. Flip for additional rules.
During play, you can speak from one of several agendas.
These agendas can be assigned individually to several people, or all given to a single player ("the Game Master" or "the GM").
The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.
If you've been assigned a agenda, you are bound to speak from it.
Whoever plays this card is the lorekeeper. Flip for additional rules.
Your job is to adjudicate questions about the rules of the game, and to make changes to the rules with the group's consent. Any player can suggest how to handle a rule, but you have the final say.
Example rulings:
Whoever plays this card is the referee. Flip for additional rules.
During play, you can speak from one of several agendas.
These agendas can be assigned individually to several people, or all given to a single player ("the Game Master" or "the GM").
The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.
If you've been assigned a agenda, you are bound to speak from it.
Whoever plays this card is the referee. Flip for additional rules.
The Principal Characters (PCs) are the focus of the game. The game also has Ensemble Characters (ECs), sometimes called Non-Player Characters (NPCs).
Your job is to narrate the ECs' actions and reactions. Decide on their agendas, then enact them in interesting ways.
ECs are allies, antagonists, or anyone else involved in the story but not at the heart of it.
Whoever plays this card is the storyteller. Flip for additional rules.
During play, you can speak from one of several agendas.
These agendas can be assigned individually to several people, or all given to a single player ("the Game Master" or "the GM").
The agendas can change hands during the game. You cannot take an agenda away from someone else, but you can ask someone else to give up an agenda.
If you've been assigned a agenda, you are bound to speak from it.
Whoever plays this card is the storyteller. Flip for additional rules.