Otte
Entertainment Game
rin TUR BE TT NGplaying games before, you'll
soon discover this one is
very different. It's quick
and easy to learn. It has more story
and fewer" statistics.” And it’s set in
‘a world more wondrous and bizarre
than any you've known before...
I f you've ever played role-
WHATS IN THE BOX?
© | introductory folder
48 cards
1 Storyteller’s Screen
© 2ten-sided dice
© 1 Prop Book
© 1 Adventure Book
WARNING: Do not look at the
Adventure Book, Prop Book, or cards
unless you plan to “run” of referee
this game,
LEARNING TO PLAY
‘Step One: If you've never playéd a
role-playing game before, read page
7. Then come back to this section.
‘Step Two: Pick a “Storyteller.” The
Storyteller leads the game, much as
the “Game Master” or'‘referee” leads
traditional role-playing games.
Who should be the Storyteller?
The owner of the game is a good
choice, But as the name implies, the
best Storyteller is someone who can
read fiction well out loud, improvise
stories, and be an “on the spot” actor
or actress.
From now on, when the word
“players” is used, it refers to every
player except the Storyteller.
Step Three: If you're the Storyteller,
read the Storyteller's Guide. players
need something to do while you read,
give them the section for new role-
players (page 7), or read the Story-
teller’s Guide out loud,
‘Step Four: Get out the Adventure
Book and get ready to play.THE STORYTELLER’S GUIDE
usually determine what a
person can do, or what hap-
pens to him. In this game,
the adventures determine what hap-
pens, supported by the rules below.
Anything the players might try during
the game is covered by the Adventure
Book or one of these rules.
Take out the Storyteller's Screen
and look itover, you'll need it to lean
the rules. Don’ttry tomemorizeevery-
thing you see and read; just gain a
basic understanding for now.
During the game, use the screen
and this rules booklet as reference
tools. If you can’t remember some-
thing, look it up. Don’t be afraid to
“bend” the rules ali
I 1 the real world, physics
THE BASICS
1. the Storytellershouldneverleta
rule get in the way of the players’ fun.
The pointof this game is role-playing,
not rules.
2. Pcs, of player characters, are
characters played by everyone except
the Storyteller.
3. NPCs, or nonplayer characters,
are characters (or creatures) played
by the Storyteller.
4. Att characters may have...
SKILLS, which represent some-
thing a character does better than the
average person—or something few
other people can do at al.
WOUNDS, which represent any
kind of physical injury—punctures,
bruises, breaks...whatever.
Both wounds and skills are de-
scribed more fully below.
5. PCs begin each adventure with-
‘out knowing who or where they are.
They dohave as much general knowl-
edge as most people in 1985 do, how-
ever. (NPCs, it seems, don’t always
suffer from this “amnesia.”)
ACTIONS—THEIR CHANCE
OF SUCCESS
6. Whenacharactertriestodosome-
thing, he or she is performing an
“action.”
‘Example: John, a character, may
decide to chase a villain, look for a
hideout, or shoot a tin can. All of
these things are actions.
7. When a character attempts an
action that’s fairly easy, that char-
acter automatically succeeds.
‘Example: John can order lunch,
ride his motoreyle to the train station,
even swim across a small lake, Unless
an earthquake or something unusual
happens at the same time, he can do
any of these things automatically.
8. Not every action succeeds auto-
matically, however. The Chance
measures a character's likelihood to
do something difficult without failing.
(Chance" is short for “chance of
success.”)
Q. This pameuses two basic formsof
Chance (others exist, but don’t worry
about them now)
a) 40% = the standard Chance
Whenacharactertries an action that's
difficult, but not exceptionally diff-
cult, his or her Chance is 40%.
Example: Ichabod tries to leap out
of a window onto a horse that's stand-
ing below. His Chance to land on the
horse is 40%.
b) 20% = the reduced Chance.
‘When a character tries an action that's
exceptionally difficult, his or her
Chance is reduced to 20%,
Example: Ichabod tries to leap out
‘of a window onto ahorse that’s canter-
ing below. His Chance to land on the
horse is 20%.
10. A very specific action (hitting a
particular body part, grabbing hold of
something, or breaking an attacker's
gripon you, ete.) is acalled shot. Ita
called shot seems very difficult to the
Storyteller, always use the reduced
Chance.
2
Characters may make called shots
to inflict less than normal injury—
purposely grazing a victim with a
bullet, for example, instead of shoot-
ing to wound or kill. Called shots
never inflict extra injury, however.
MAKING CHECKS
11. You can use a Chance in two
ways, when determining the result of
some act
a) The success check answers the
question, “Does the character suc-
ceed or fail?” Use it when you need
simple, yes-or-no answers.
‘To make a success check, roll two
dice (see sidebar: ifthe result is less
than or equal to the Chance, the char-
acter succeeds. Ifthe result is higher
than the Chance, the character fails.
Example: Lara’s character tries to
untie a knot with her teeth. Her Chance
is 40% (the standard Chance). Lara
rollsa'*23”. The character succeeds;
she unties the knot.
'b) The Q-check (Quantity or Qual-
itycheck) answers the question, “Does
the character succeed—and ifso, then
how well does he or she do?” Use it
when you need to know exactly how
well a character's action succeeds.
To make a Q-check...
Step 1) First, make a regular suc-
cess check. If the character fails, go
no further.
‘Step 2) If the character succeeds,
subtract the result ofthe dice roll from
the Chance. The difference is called
the “Success Margin.” (See the Q
Table on the Storyteller’s Screen.)
‘** Success Margin = Chance **
minus Dice Roll
‘Step 3) Read the headings above
the Q Table from let to right, and use
the first column that fits the situation
at hand.
Step 4) Follow the row containing
the Success Margin across, until you
reach the appropriate column (“cross-
index”),
‘Siep 5) Interpret the code using the
Key below the table (or the special key
for that skill, if appropriate).‘Step 6) Apply the results.
Example: Your character, Rutgar,
is boxing with a killer orangutan
Both Rutgar and the beast are wear-
ing brass knuckles; it's a tough fight,
Rutgar tries to land a punch; his
Chance is 40%. You roll “23”; that’s
less than or equal to 40, so the punch
strikes home. But how much harm
does the blow inflict?
‘Step 1) Makea success check. You
did that— “23” was successful
‘Step 2) Find the Success Margin:
40 (the Chance) - 23 (the dice roll
17. The number 17 lies in the row
marked “10-29.
‘Step 3) Which column? A punchis
hand-to-hand attack: use column E,
on the Q Table.
‘Step 4) Cross Index: follow the
“E” column down until you reach the
row for “10-29.”
Steps 5) and 6): Decode and apply
results, Rutgar wears brass knuckes—
that’s an armed attack, 80 use the
letter in the circle: M. The orangutan
suffers a medium wound, Further-
more, there’s a “burst” in the results,
square. That means the orangutan is,
knocked down by the punch.
12. Make Q-checks whenever—
8) wounds (injuries) are the pos-
sible result of an action:
ib) a skill is used (unless the skill
card says otherwise),
c) youwishto determine the degree
of success for some action.
SKILLS
13. Ptayer characters discover
which skills they have during an ad-
venture, not before.
Before an adventure begins, the
Storyteller selects skill cards for the
PCs, according to instructions in the
Adventure Book. Then, if PCs try ©
4o things relating to their skills, the
Storyteller gives them the appropriate
skill cards.
Example: The Storyteller knows
Rutgarhas Medical skil, but Rutgars
player does not. During an adven-
ture, Rutgar attempts to bandage a
wound, The Storyteller gives Rutgar's
player the Medical skill card; Rutgar
has discovered he’s a doctor!
14. there are three levels of skilk
one star (lowest)
Kk wo stars (mid-level)
#4 three stars (highest)
Characters start with skills at one-
star level, and advance as they pro-
ress from one adventure to another.
15. skits raise a character's stand-
ard Chance to perform agiven action,
‘The increased standard Chance varies
according to skill level:
60% 70% Ik 95%
Example: Average, unskilled Joe
has a 40% Chance to hit a nearby
target with a handgun. But Tex has
one-star Handgun skill; his Chance to
hit a nearby target is 60%.
16. stitis also raise a character's
reduced Chance for some action. A
character's reduced Chance when us-
ing a skill is always 20% less than his
or her standard Chance.
“4 40% 1k 50% ek 75%
FIGHTS AND CHASES
177. During fights and chases, use
rounds to measure time. A round lasts
about 5 seconds. (Note: Time is meas-
ured in the characters’ lives, not yours.
So 5 seconds is a fictional amount
bears no relationship to the time you
actually spend playing.)
18. During a round, a character
can do the following: move and/or
perform one action. Usually, that
action is an attack or use of a skill,
Use the Movement Guide on the
screen to determine how far a char-
acter can move in a round,
‘Example: In one round, a char-
acter could make an attack’and then
run about 75 feet. Or the character
could move to a new location and
then use a skill.
19. To see which side goes first—
the PCs or NPCs—roll dice at the
start of each round,
The Storytellerrolls one die for the
NPCs or creatures involved. The
players choose a delegate to roll one
die for the PCs. Whichever side rolls
highest gets to goffrstin the round. (In
‘case of a tie, roll again.)
20. ‘The Storyteller decides in which
order the NPCs act. The players
decide the same for PCs (they can rol
dice to resolve disputes).
21. A character must complete
everything he or she wishes todo in a
round before another character acts,
‘Example: Rutgar cannot get up
from the floor, waitunilastrageler™
joins him, and then throw the smoke-
‘bomb, He must get up and throw the
bomb before the second character
moves.
WOUNDS
(CHARACTER INJURY)
22. wounds result from fights and
dangerous actions. The Storyteller
should mark wound boxes on the char-
acter roster (located in the Prop Book)
a called for by a Q-check
HOW TO USE THE DICE
‘Aten-sided die produces numbers from 1-10. (Rea
die for onesSample character roster:
DO Critical wounds
Heavy wounds
‘Medium Wounds
Light wounds
Scratch wounds
oooo
oooo
23. tryoumust mark a wound box,
‘and that level is already filled, then
mark the next higher wound’ box,
instead
Example: If Amy suffers two
‘scratch wounds, a third scratch wound
counts as alight wound.
24. 1 one critical wound box is
marked, the character has a 40%
Chance of passing out atthe begin-
ning of each round.
The Storyteller rolls the dice: ifhe
or she rolls 40 or less, the character
passes out for 1 to 100 minutes, or
Until another character revives him.
(lf you'd like, rol dice tofind out how
Tong a characteris unconscious.)
25. irbothcritical wound boxes are
marked, the character dies.*
‘The character is out of the adven-
ture. (In some adventures, however,
death is not final.)
26. Player characters are special;
they have a 40% Chance to cheat
death—and be unconscious, instead.
If'a PC receives 2 eritical wounds,
ask the player ofthat character to roll
dice. A result of 40 or less means the
PC appears dead but is merely un-
conscious for 1-100 minutes. The
Storyteller erases one critical wound
mark,
27, To heal one wound (the most
severe), a character must rest for 8
consecutive hours.
To rest, the character must cease
all travel or fighting for the entire 8-
hour period. Afterward, the Story-
teller erases the wound mark.
28. characters suffer catastrophic
injury from crashes, explosions, and
other such “catastrophes.” The
Chance of receiving catastrophic
injury always ranges from 100% to
200%, as specified in the adventure.
‘Sometimes, a character does some-
thing unwise or unexpected, resulting
in a “catastophe.” The Storyteller
should assign a Chance between
100% and 200%.
Example: Howard sticks dynamite
in the tailpipe of a car, and then waits
to see what happens. Well, naturally,
the car explodes. The Storyteller
assigns 150% catastrophic injury.
That means the explosion has a
150% Chance to hurt our poor
Howard. Howard's player rolls both
dice, and the Storyteller subtracts the
number rolled from 150 to find the
Success Margin.
29, Characters have a40% Chance
of being wounded by fire if nothing
protects them from the flames. (In
other words, the fire has a 40%
Chance to harm the unprotected
characters.)
If “successful,” fire inflicts 1
medium wound per round until ex-
tinguished. It takes at least 1 round
to extinguish flames on a burning
character.
STORYTELLER'S TIPS
D Have fun, Relax. This is only a
game. Ifyou’re having fun, you're not
doing anything wrong, even if you
forget some rules or completely botch
a situation.
D Ham it up. You really are asort
‘of actor or actress. No, you don’t need
special training; just do your best to
bring the characters tolife. Give them
accents and personalities if you can.
And don’t forget the PCs have five
senses—not just sight Tell them
what they smell and feel. Use simple
sound effects, too. A knock at the
door? Wrap on the table. A how! in
the night? Go ahead and howl. Your
players will enjoy the story and have
‘more fun if you help them see, hear—
really sense what their characters
experience. In fact, they'll start
“hamming it up,” too.
i Improvise. The adventure text
is a foundation, not an anchor. Go
ahead and make up things the NPCs
4
say and do. For instance, during a
fight, the text may describe how an
NPC attacks PCs, but not which PC
he attacks. You must decide who the
NPC would logically attack
O Try notto restrict theplayers. A
PC is free to try whatever action ap-
peals to him or her; that’s part of
“make believe.” But while the adven-
tures cover a character's most likely
choice of action, they can't cover
every contingency. So just use com-
mon sense and a bit of imagination to
handle a “straying” PC’s adventure.
Ask yourself," What would probably
happen if someone did this?” Then
improvise a solution that’s compat
ible with the adventure’s story line.
For example, what if one PC de-
cides to search for a cure for his
amnesia while his friends continue
the main story? You might handle the
main story for a while, putting the
stray PC on““hold” until you think of
what todo. Then you could make upa
minor NPC—a psychiatrist, perhaps—
‘who tries to cure the stray PC’s am-
nesia. Of course, the psychiatrist fails;
creating a past for the PC would be
incompatible with the adventure and
the game. After letting the stray player
try this “goose chase,” you should
encourage him to join the others.
Don’t worry too much about
rules. For the most part, the
SANDMAN game is just a lively,
free-form conversation, enhanced by
a little ‘make believe” and mystery
solving. It’s not an “it's my turn,” or
“what's that rule?” kind of game. The
only time you need to keep some
order is during a fight or chase, when
you use rounds—or when players are
So animated you can’t tell what any-
‘one is saying anymore.
STARTING TO PLAY
If you're the Storyteller, separate
the cards now and set them aside (in
order). Then open the Adventure
Book and follow the instructions
there.
‘After you have finished the first
adventure, read the rest of this book-
let at your leisure.AFTER THE ADVENTURE.
CHARACTER ADVANCEMENT
‘As your PCs move from one adven-
ture to the next, they find their know!-
edge and powers increased:
1. Characters who survive an ad-
venture can remember everything
about it in their subsequent SAND-
MAN adventures. (For instance, if
the sameNPC appears intwoormore
adventures, the PCs can remember
having met him before.)
2. Memory is not the only thing
PCs retain after an adventure: some-
times, they may keep an item they
have acquired in one adventure, and
in the next.
3. Characters also retain skill eards
throughout the SANDMAN series.
Of course, a new setting may make
use of anexisting skill impossible—or
atbest, worthless. (Handgun skill, for
instance, would be of no use in a
world without gunpowder.)
4. After each adventure, characters
have a chance to select new skills or
improve existing ones. (See below.)
AWARDING AND SPENDING
POINTS
At the end of each adventure, the
Storyteller should award points to
‘each player as follows:
1, One point if the player's char-
acter survived the adventure (is still
living at the end)
2. Two additional points if the PC
helped obtain the Poem card for that
adventure.
Players must “spend” these points
immediately, before the next adven-
ture starts. Here's what they can
buy”
1. Newskillsfor their PCs. Players
can “buy” any skill if 1)it originates
from an adventure they've already
Played, and 2)there’s a card available.
‘New skills cost one point each.
Players who buy new skills for their
characters should receive the appro-
priate skill cards.
2. An upgrade of existing skills—
ones they had before or during the
adventure. The standard Chance for
skills is 60%—the percentage listed
by a““&” on the skill card. Players
can improve their characters’ Chances
by spending points. Two points raise
a skill to “two star” level (i).
Three additional points raise a skill
from leveltwoto level three (+ *).
(To show the level your character has
in a skill, just circle the correct num-
ber of stars on the card—lightly witha
pencil.)
CHARACTER DEATH
When a PC dies, that character is
usually out of the game. The player
must start “fresh” in the next adven-
ture, with a character who has no
skills or memories from other ses-
sions. Of course, other PCs could tell
the newcomer about previous adven-
tures, and diminish some of the loss.
‘When a character dies, his skill cards
become available for purchase.
‘At times, the SANDMAN takes
place in a setting where magic works
and the impossible can happen. In
such worlds, a dead character may
“come back to life”; the adventure
will describe this possibility.
IMPROVISING A STORY LINE
Players are never completely predict-
able; with a few poor decisions or
strange moves, they can stray from an
adventure’s story line completely.
‘That's okay—players should be free
to make decisions for their charac-
ters, even if they're not the best de-
cisions, are a little unconventional.
‘So what do you do when players
stray? The best thing is not to break
the flow of the adventure, but use
common sense and a bit of imagin-
ation to gently steer them back on
track,
Forexample, inthe first adventure,
the PCs are in Casablanca during
‘World War II. What would you do if
they decided to ride through the streets
shooting every Nazi in sight? The ad-
venture text makes no provision for
this action, but it could happen. As
the Storyteller, you don’t have to
5
interrupt the flow of the game. Just
improvise, using your own knowledge
of the world, and a dose of common
sense. Play along with the PCs for a
while, buying time tocreate a solution
that’s compatible with the adventure.
For instance...
‘What would happen in real life if
someone began to kill victim after
victim? The police would start a man-
hunt. To handle this in the game, you
might make up a few police char-
acters. Two outcomes would be likely
‘One, the PCs would escape Casa-
blanca alive. (The adventure would
end, but they could start another. ) Or
‘two, the PCs would die (this is WWII,
remember). Don’t be afraid to let
characters arrange their own funerals,
if players make unwise decisions.
Of course, you can often prevent
players from straying too far by drop-
ping a few verbal hints. You might
say, “Okay. Plenty of Nazis roam the
streets of Casablanca, and if you
want to go Nazi-hunting you can. It
will be a challenge to get them all,
however. Police forces in these kinds
of'states are usually very efficient and
equally brutal...”
CREATING YOUR OWN
ADVENTURES
The INSTANT ADVENTURE
‘game system is designed especially
for use with the SANDMAN series;
several elements of the rules are
actually embedded in the adventures
themselves. However, experienced
role-players can easily adapt the
basic rules for use in adventures they
design themselves. And because the
rules are simple, you could devise an
adventure with just about any setting.
We strongly recommend, however,
that characters who participate in the
SANDMAN adventures not take
part in adventures you create. This
would destroy both continuity and
balance in The SANDMAN adven-
ture series.
Creating your own characters re-
‘quires nothing more than imagination.
As Storyteller, start with an idea of
the setting you wish to use, and thegeneral plot of your adventure, Then,
create characters and give them to
your players, following the style of
the SANDMAN series. Or, you
‘could tell players a bit about the set-
‘ing, and let them create characters
themselves.
DESIGNER'S NOTES
An INSTANT ADVENTURE game
is unlike any other role-playing game
‘currently on the market. Infact, we at
Pacesetter have debated whether this
system really qualifies as a role-
playing game—as the hobby defines
it—or whether it’s a close relative,
totally new. (That's one reason we
tagged it “dramatic entertainment.”)
Traditional role-playing games, or
RPGs, have their roots in miniatures
‘wargames (games played with mini-
ature figures). In wargaming, the rules
attemptto create a very realisticmodel
‘of battle conditions. They cover as
many contingencies as possible, giv-
ingaprecise, realistic structure toany
possible event. Consequently, war-
‘game rules tend to be long, complex,
and very detailed.
Most role-playing games share this,
‘emphasis on detail. Like wargames,
they include rules to cover “all the
angles.” Their rule books are 60
ages or more, filled with scores of
charts and tables that help to regulate
and create most every situation e.2.,
does it rain today, or merely drizzle?).
Such detailed’ rule systems have
much to their advantage. But they
have obvious drawbacks as wel:
1. Newcomers must spend hours
(or even days) learning a new game
system. Some systems are so filled
with charts, tables, and numbers that
people who might enjoy role-playing
are often “tumed off” before they
begin.
2. Players must wade through rules
to resolve conflicts and tricky situ-
ations. Before long, players are con-
centrating on the game mechanics,
not on the story or the feelings of their
characters.
3. Preparing to play the traditional
RPG can take as much time as play-
ing it does—even more. OF course,
some people really enjoy detailed,
regulated creation of characters and
settings. But most people, if honest,
would rather just play—or at least
spend more time imagining, and less
time looking up rules.
‘The INSTANT ADVENTURE sys-
tem offers a different approach to
role-playing, an approach that stems
from years of collective hobby exeri-
tence shared by the folks here at Pace-
setter. Our goals were to create a
game that held true to these ideas:
1. The adventure is all important.
Nothing should interfere with the en-
Joyment it brings to the players. The
story, created by the scenes in the
adventure and the actions the PCs
take, must be “full-bodied” —filled
with enough wonder, excitement, and
intellectual challenge to merit the
time that players invest.
2. The game mechanics—the rules,
charts, tables, and so on—should
never dominate or control the game.
‘They should only further the adven-
ture created by the players’ inter-
action, providing a reasonable way to
handle surprises and conflicts that
arise. Viewed in this light, the mech-
anics don't have to create a detailed
‘model of a world, like those in many
traditional RPGs.
3. The game should be easy to play.
The Storyteller shouldbe able to start
‘game with minimal preparation, and
the players should be able to start
with none.
Experienced players may be shocked
at the relative lack of rules in this
game; we hope they will feel equally
surprised and rewarded by the quality
and depth of the story experience the
‘game attempts to provide.
ABOUT THE SANDMAN
SERIES
SANDMAN adventures are really a
series of interconnected stories. Like
pieces in a jigsaw puzzle, the adven-
tures fit together to create a larger
picture—one that answers the ques-
tion, “Who are the player characters?”
This boxed set contains four adven-
tures. The complete SANDMAN
series will consist of several more boxed
sets (up to six), plus one final edition.
Even though the boxed sets are re-
lated, they can be played in any
order. (In fact, you can even mix and
match adventures from setto set) The
final edition, however, is just that—
final. You should play it only as an
“end” to the entire series,FOR INEXPERIENCED ROLE-PLAYERS
WHAT IS A ROLE-PLAYING
GAME?
As children, most of us played “make
believe.” We played cowboys and
Indians, soldiers and doctors, Tar-
zans and Janes—whatever we wanted
to be. Together with friends, we took
fon the roles of these characters,
creating their stories as we played.
Occasionally, a disagreement broke
‘out: you'd shoot the Bad Guy, but the
Bad Guy would refuse to fall down.
But aside from the occasional spat,
“make believe” was a lot of fun.
Role-playing games are an adult
version of "make believe.” You still
pretend to be someone else. But the
result is more like improvisational
theater or an interactive story. You
start with a setting and a situation;
part of the “drama” is already com-
plete. Then you add a referee to de-
seribe the setting and guide play.
Last, youuse rules and dice to resolve
conflicts—such as who shot whom,
and how much injury was inflicted.
(In arole-playing game, the Bad Guy
falls when he’s shot; the rules make
sure of it)
THE STORYTELLER
In a role-playing game, one player
acts as a sort of leader or referee. In
the SANDMAN” game, that person
is called the “Storyteller.”
Unlike other players, the Story-
teller doesn’t take on just one char-
acter role. Instead, the Storyteller
plays everyone the other players’
characters meet: villains, creatures,
and the entire “supporting cast.”
The Storyteller also reads the
“story” textto the players, deseribing
what their characters see, hear, and
sense. The story text is really only a
foundation, however, itis by no means
complete script. When the players
describe their characters’ actions, the
Storyteller may have to improvise a
reaction in tum,
Lastly, the Storyteller applies the
rules of the game. He or she tells
players when something is impossible
‘or doesn’t fit the rules, or how it
should be done. In this game, how-
ever, “rules referee” isthe Storyteller’s
east important role.
ADVENTURES
Anadventure is one story in the life of
the characters. It has a beginning, an
end, and a cohesive story line in
between.
This game has four adventures, all
contained in the Adventure Book.
Remember—the text in the book
serves only as afoundation; youcom-
plete the story as you play.
Ttusually takes one evening to play
a SANDMAN adventure.
ACTIONS AND DICE
During an adventure, characters try
to perform “actions.” For instance,
you might decide that your character,
Harry, should track a villain into the
wilderness. At first, that might be
easy: Harry just follows the villain’s
trail. (The player describes what
Harry is doing.) But what if Harry
‘comes to a ravine, and the villain has
‘cut the rope bridge at the other end, so
Harry has tojump across? Now that's
a difficult action.
When characters attempt difficult
actions, players roll dice to determine
success. Let's finish the example
above. Harry's player decides Harry
should risk the jump. The player tries
to roll 20 or less on the dice; a suc-
cessful roll means Harry makes it
across. The player rolls 21. Tough
break. Harry now lies atthe bottom of
the ravine. (The game rules explain
which numbers you must try to roll,
and how to do so.)
EXAMPLE OF PLAY
Here's what you might hear during an
INSTANT ADVENTURE game.
In an actual adventure, the Story-
teller would be reading some things
from an adventure text, and using the
adventure’s guidelines to improvise
the rest. Furthermore, the dialogue
would probably overlap at times. The
players are not “taking turns”; they're
speaking as their characters would
naturally, if they were real.
7
It'san ink- black night, and the players’
characters stand before an old, two-
story frame house. No lights are on
inside.
TIM: [ go up to the house, and slowly
creep onto the porch.
STORYTELLER: The porch is old,
and its planks creak a litte...makes
creaking sound).
‘TIM: Anything happen in the house?
STORYTELLER: Doesn't seem to.
SAM: I'm about ten feet behind him,
in the yard.
AMY: I'm sure the guy is hiding in
there, I move behind Sam, taking out
my pistol—just tobe ready in case the
killer's inside.
SAM: Me too.
TIM: Not me. Ifhe jumps me, [don't
want him to get my gun. You two stay
back and cover me; I'll try the front
door. (to Storyteller) Y'm trying to
tum the doorknob now, gently and
quietly.
STORYTELLER: Fine. Nothing
happens. The door is locked.
TIM: Oh, great. Anyone have any
ideas?
AMY: Try a window.
‘SAM: Yeah.
TIM: Okay, walking slowly, as quietly
as possible, I'll goup toa window and
peek in.
STORYTELLER: The porch creaks
again, but not loudly. Justas you peek
in—BAM!— a powerful arm crashes
though the glass right in front of your
face and... (rolling the dice) the fist
hits you, hard, knocking you back-
ward and down! Glass flies every-
where, and you hear this strange noise
(Storyteller groans weirdly, in the
role of the killer in the house).
AMY: Can I see and hear this hap-
ing?
STORYTELLER: Yes.
AMY: I'm firing my pistol right at the
uy in that window!
SAM: Me too!
STORYTELLER: Okay, it's dark.
‘You can’t tell where the figure is—or
even if its really a man. You each
hhave a 20% chance to hit the “target.”
Roll the dice and let’s see if you
succeed.
TIM: Tm staying down and
hoping they're good shots...CGoblinoids Games
acesetter
www.goblinoidgames.com
Copyright 1985, 2012 Daniel Proctor. Sandman™, Instant Adventure™, Pacesetter System™, Pacesetter Logo,
Goblinoid Games, and Goblinoid Games logos are trademarks of Daniel Proctor.ANH
welAen
Map of Halaal
Contents
How to Use this Book......
Adventure One
‘The Sandman Comes ..
Adventure Two
Prophet of Darkness...
Adventure Three
A Feast for the Eyes .....6.s0006
Adventure Four
The Map of Halaal .
Credits
Design Concepts: Pacesetter Staff
Design and Writing: Mark Acres and Andria Hayday
Poetry: Michael Williams
Cover Art: David Martin
Interior Art: Ron Randall and Stephen D. Sullivan
Cartography and Graphics: Stephen D. Sullivan
Graphic Design: Andria Hayday
Production: Goldsberry Graphics
Playtesting: Pacesetter staff, Jamie Acres, John Brunelle,
Mike Coleman, Carol Koelln, Connie Koelin, Elizabeth
Koelln, Lou Mengsol, Gaye O'Keefe, Curtis Smith, Geoff
Valley
Special Thanks to: Jamie Acres, Troy Denning, Will
Niebling, Mary Ramirez
SANDMAN", SANDMAN logo, INSTANT ADVENTURE" Goblinoid Games,
Pacesetter System™, and Pacesetter logo are trademarks of Daniel Proctor,
Copyright 1985, 2012 Daniel Proctor. All rights reserved,How To Use This Book