Commonsense-1 3 0
Commonsense-1 3 0
Justin Lovinger
1.3.0
2 Questions                                                                                                                                                 3
  2.1 Question Validity .     .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    5
      2.1.1 Numbers .         .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    6
      2.1.2 Scale . . .       .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    7
      2.1.3 Genre . . .       .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    9
  2.2 Pausing Questions       .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    9
  2.3 Layered Questions       .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   10
  2.4 Counting Reasons        .   .   .   .   .   .   .   .   .    .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   11
4 Character-Creation                                                                                                                                       27
  4.1 Life-Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                    28
  4.2 Detriments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                     29
      4.2.1 Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                     29
5 Scenarios                                                                                                                                                30
  5.1 Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                   31
  5.2 Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                      34
      5.2.1 Rewards As Goals . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                                         34
                                                              ii
                                        Contents
6 Options                                                                                                                      35
  6.1 Game Master . . . . . . . . . . . . . . . .      .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   35
  6.2 Diceless . . . . . . . . . . . . . . . . . . .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   35
  6.3 Opposing Reasons . . . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   36
  6.4 Meta Reasons . . . . . . . . . . . . . . . .     .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   37
       6.4.1 Random-Tables . . . . . . . . . . .       .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   38
  6.5 Alternative Character-Sheets & Material . .      .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   39
  6.6 With Another Game-System (GM Emulator)           .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   40
                                            iii
1 Introduction
  Herold approaches the door cautiously, suspicious of traps. He inspects closely, but
  being a dumb barbarian, he is unlikely to find anything regardless. Confident the door
  is not trapped, he raises his hammer and brings it crashing down on the wooden imped-
  iment. The door is no match for his strength and shatters before his touch. Was he right
  about there being no traps? ...
At its simplest, Commonsense is a game where you Narrate a Story and ask Questions to
resolve uncertainty. Everything else is optional.
As you Narrate, you build the Story. The Story includes details of the setting, “magic requires
incantation”, aspects of a character, “Peter is keen-eyed”, events that occurred, “Delilah fell
off that cliff”, or actions that characters took, “we docked at Midnight Station”. The Story
establishes certainty.
Narrating may also alter the Story and change what is certain, “magic requires intense focus,
and most people require incantation to achieve that focus”, “Peter can see the future and
hides his ability by pretending to be keen-eyed”, “an illusion of Delilah fell off that cliff”.
Narrating can take many forms. You can describe scenes using copious adjectives or briefly
establish a detail or two. You can wax poetic or quickly explain the actions of characters. As
                                              1
                                      1 Introduction
long as you expand the Story, you are Narrating. In practice, you may find yourself switching
between techniques as situations demand. Narrating may mean describing events as they
occur, but it may also mean pausing to ponder a detail you forgot or debate a rule of the
setting.
Commonsense can be played with one or more players. With more than one player, every
player can Narrate, ask Questions, propose Answers, and suggest Reasons. Players can take
turns Narrating or jump in as they see fit. Each player can have a character only they can
Narrate or every player can Narrate every character. Do what works for your group.
Questions and Common Questions & Situations provides advice and examples for the core of
the game, Questions themselves. For those looking to explore optional elements or different
ways of playing:
                                             2
2 Questions
  1. Add Answers and Reasons until you cannot easily think of more. Reasons must be
     certain.
  2. If no Answer has any Reasons, continue as if each Answer has one Reason.
  3. Remove Answers with no Reasons.
  4. If the Question has only one Answer, that Answer is true. Otherwise, continue.
  5. For each Answer:
        1. Roll a d6.
        2. Roll a number of additional d6 equal to the difference between the number of
           Reasons for this Answer and the number of Reasons for the Answer with the most
           Reasons.
        3. Use the lowest roll as the result.
  6. The Answer with the highest result is true. If Answers tie for highest, return to 5 without
     Answers not tied for highest.
Every Answer to a Question expands the Story. The Answer with the highest result is estab-
lished as being true. Other Answers are established as being false.
In the above image, each column is an Answer and each circle is a Reason. The first Answer
has a result of 5, the second has a result of 1, and the third has a result of 2.
                                              3
                                            2 Questions
  Vaeril knows druidic lore, including details of animals and properties of most herbs.
  ...
  It’s Spring. Bees are buzzing and flowers are blooming.
  ...
  Healing herbs are rare. Most are scavenged early.
  ...
  Vaeril’s going to look for healing herbs in the forest.
In the above Question, the Answer to find healing herbs (H) has 2 Reasons and the Answer
for it getting dark first (D) has 1 Reason. Roll 1d6 for H, because it has the most Reasons. Roll
2d6 for D, because it has 1 Reason less than H and therefore rolls 1 additional d6. If the d6
for H rolls higher than the lowest d6 for D, Vaeril finds the herbs. If the lowest d6 for D rolls
higher than the d6 for H, it gets dark before she finds them. If you roll 3 for “She finds the
herbs” and 1 and 6 for “It gets dark first”, Vaeril finds the herbs.
        Does Vaeril find healing herbs in the forest (H) before it gets dark (D)? She knows
        druidic lore (+H) and it’s spring (+H), but healing herbs are rare (+D). H: 4; D: 2,5.
        Vaeril finds healing herbs in the forest (H) because she knows druidic lore (+H) and
        it’s spring (+H), but it may be dark before she finds them (D) because healing herbs
        are rare (+D). H: 5; D: 3,5.
Examples of Questions in this book are presented in a particular format, but there is no
wrong way to ask or record a Question, as long as Answers and Reasons are clear.
                                                  4
                                             2 Questions
  Nick can teleport. With a moment of focus, he can appear anywhere in his sight.
  ...
  Using a pair of binoculars, Nick eyes the interior of the compound from afar. Then, he
  triggers his power and teleports in.
        Yes                  No
        Nick can teleport The guards on post are looking for trespassers
        6                 1
Reasons should make sense. The forcefield is “nearly indestructible to humans”, so the
quality of Ethan’s rifle is irrelevant. This Reason is invalid and shouldn’t be included. Similarly,
unless Nick’s teleportation makes light or sound that can be detected by the guard post, it
doesn’t matter how vigilant they are because Nick is never near them.
Keep validity in mind as Reasons are added. New Reasons may invalidate existing Reasons.
                                                   5
                                           2 Questions
2.1.1 Numbers
  Keri is an expert sword-fighter. Through countless battles, she has honed her skills.
  ...
  Goblins are weak. They are small creatures, lacking the physique of a typical human.
  ...
  The goblins of Elyria’s Steppes are a horde. They have amassed into a dangerous throng
  of hundreds.
  ...
  Keri stands before the goblins of Elyria’s Steppes, resolute and ready for combat.
        Yes                               No
        Keri is an expert sword-fighter   There are hundreds of goblins
        Goblins are weak                  3
        2                                 3
This Question has weak Reasons. A single swordswoman is unlikely to beat hundreds of
enemies, even if they are weak individually.
        Question: What happens first?
Smaller wins and larger consequences can make Reasons valid when large numbers are
involved.
                                                6
                                           2 Questions
2.1.2 Scale
  Dragons have tough scales. The scales cover most of their body and can deflect all but
  the greatest of blows or most enchanted of weapons.
  ...
  Ancient dragons are massive and mighty, even more so than common dragons. Their
  shear mass can crush people and houses alike. Human-sized weapons are likely to miss
  vital organs, but they are a large target. They have physical strength far beyond most
  mortals.
  ...
  Tharroskrael is an ancient dragon.
  ...
  Keri charges Tharroskrael while brandishing her sword high. She prepares to fell the
  wyrm.
This Question has weak Reasons. As with numbers, larger or more powerful adversaries can
affect validity.
                                                7
                                         2 Questions
  Keri slides under the wyrm, sword against leg, as he slashes wildly. Luckily, the blade
  finds a gap in the creatures scales and tears flesh. Tharroskrael rears in pain and rage.
  The wound is relatively minor for a creature of his size, but it may slow him down.
As with numbers, Smaller wins and larger consequences can increase validity.
Keri dashes under the dragon and stabs upward towards his chest.
  Just as Tharroskrael is about to stomp the impudent human, his injured leg buckles,
  giving Keri the opening she needs. Her sword finds its mark and the wyrm’s eyes go
  wide as it feels fear for the first time in a millennium. The creature is bleeding profusely.
  The blood flows freely, but he has a lot of it.
     Yes                         No
     He is bleeding profusely    Ancient dragons are massive
     2                           5
The defeat of a powerful entity should typically be uncertain. When uncertain, ask a Question.
Are injuries sufficient for a valid Reason? A dragon probably won’t die from a cut leg, but a
stab to the chest or slash of the throat may do it. If an adversary is powerful, fatal injuries
should be hard to inflict, and lighter injuries can pave the way for more rewarding actions.
                                               8
                                          2 Questions
2.1.3 Genre
Questions should make sense given the genre you are playing in. In a game of hopeless
struggles against unknowable forces, it doesn’t make sense to knock Cthulhu out with a
punch, but in an upbeat game about superheroes, it might. Likewise, in an upbeat game
about superheroes, your best friend should probably escape a senseless demise.
  If we don’t do something soon, Minh may wake up and draw the attention of an Eerie.
  Vaeril knows herbs that may help, and the nearby woods are full of them.
Question: Will Vaeril find the herbs before Minh wakes up?
    Yes                         No
    Vaeril knows druidic lore   Soporific herbs are uncommon
       Yes                           No
       Most herbs grow in Spring
Question Continued: Will Vaeril find the herbs before Minh wakes up?
    Yes                               No
    Vaeril knows druidic lore      Soporific herbs are uncommon
    Soporific herbs grow in Spring 5
    4                              6
While asking a Question, you may feel uncertain about an Answer or Reason. A Question can
be paused while other Questions are asked to resolve uncertainty about the original.
If details relevant to a Question were never elaborated, but you feel certain about them, you
can briefly pause the Question to Narrate before returning to it.
                                              9
                                          2 Questions
     The coronation of a ruler   Their nation’s anniversary    Celebrating a past military victory
     2                           4                             5
  Kalimos is celebrating their victory over Kyrax. The streets are packed, banners are
  flowing, and jubilation is in the air.
If a Question may have many Answers, you can split it into Questions of increasing specificity
and think of Answers and Reasons for one small Question at a time.
                                                10
                                        2 Questions
For simple Questions, you may count Reasons in your head or on your fingers. You can use
one hand to count Reasons for one Answer and the other hand for another. If a Question has
more than two Answers, you can skip a finger to count multiple Answers on one hand.
For more complex Questions, a variety of tokens can be useful for counting: coins, beads, mar-
bles, stones. Notecards with details of the Story on them are especially useful for counting
Reasons.
                                             11
3 Common Questions & Situations
Multiple-choice Questions with no Reasons can be useful for establishing early details of a
setting or story.
                                            12
                             3 Common Questions & Situations
If you arrive at a new location and are uncertain about it, you can flesh it out with Multiple-
Choice Questions
                                              13
                                 3 Common Questions & Situations
  Kairos Kael is cold and calculating. While not mean or hostile, She believes in the greater
  good and is unlikely to provide emotional comfort.
You can fill in the blanks of an uncertain NPC with Multiple-Choice Questions. Use what you
already know as Reasons, or roll without Reasons if the NPC is a blank slate.
                                                    14
                                3 Common Questions & Situations
  Paths are a secret. Few humans know of their existence, and they are unlikely to be
  believed.
  ...
  “Why are you here? How did you get here? Are you alone?”, the leader fires off. “You
  wouldn’t believe me, you wouldn’t believe me, and yes”, Milton responds. After some
  back and forth, he answers honestly.
        Yes                   No
        She is not on Earth   Paths are a secret
        2                     3
A single binary Question can establish a simple detail, if neither Answer breaks the Story.
If Answers aren’t mutually exclusive, and the Story doesn’t stall if no Answer is true, one
binary Question for each possibility can resolve them.
                                                   15
                               3 Common Questions & Situations
  The building is crumbling. It was decrepit before the fighting started, and it is falling
  apart now.
  ...
  The building has support-pillars. They are probably the only reason the building has
  not collapsed.
  ...
  The building shudders and a rumble reverberates. Our ears ring from the force of the
  explosion.
        Yes                                     No
        An explosive just went off downstairs   The building has support-pillars
        The building is crumbling               4
        1                                       3
Consider interesting things that may occur during downtime or whenever you want to spice
up the game. Ask Questions about those things occurring.
                                                16
                                        3 Common Questions & Situations
    Yes                                                                   No
    Milton is a tech-enthusiast, so he likes carrying portable gadgets    Milton was not planning to explore when he left home
    Milton is an urban-explorer, and a flashlight is good for exploring   4
    Milton has an EDC bag, which can easily contain a flashlight          4
    5                                                                     5
  Milton has a portable flashlight. It is perfect for lighting the myriad darkness encountered
  among The Paths.
Players may not want to meticulously track every item their character is carrying. If an item
is on a character sheet, they have it. Otherwise, whether they have it may be uncertain.
                                                                17
                              3 Common Questions & Situations
 The tactical team are trained soldiers. They are alert, accurate, and well-armed.
 ...
 Milton tries to follow the tactical team covertly, unsure how they’ll react to an unknown
 agent.
         Yes                        No
         A tactical team was sent
       The factory is teeming with trouble. Going far without serious preparation is dan-
       gerous.
       Question Continued: What happens next?
                                                18
                             3 Common Questions & Situations
  “Why are you here? How did you get here? Are you alone?”, the leader fires off. “You
  wouldn’t believe me, you wouldn’t believe me, and yes”, Milton responds. After some
  back and forth, he answers honestly.
Questions about what occurs next can move a Story forward. Consider:
   1. What are characters’ goals, and what actions will they take to achieve those goals?
   2. What may occur to make characters change goals or actions?
Ask a Question with these goals and occurrences as Answers. If you can’t think of a Reason
for an Answer, keep it in mind for future rounds of Questions. If you can’t think of a Reason
for a goal-Answer, consider a step towards that goal as an Answer.
                                             19
                                 3 Common Questions & Situations
3.3.1 Combat
 Keri is fast on her feet. She uses it to her advantage when in combat and dueling. She
 can maneuver effectively and strike quickly.
 ...
 The bruiser has strength of 10 men. With their magical enhancement, they can out-
 muscle any normal humanoid.
 ...
 The nearby house is on fire. It will be ashes in minutes.
 ...
 Keri fights defensively to angle for a better position. The bruiser is trying to overpower
 her.
       Question: What happens next?
       Keri puts the sun at her back     The bruiser knock her down               The nearby house collapses
       Keri is an expert sword-fighter   The bruiser has the strength of 10 men   The nearby house is on fire
       Keri is fast on her feet          3                                        5
       4                                 5                                        2
 Keri has the sun at her back. Her opponent will be distracted and blinded.
 Being in a better position, Keri tries to hamstring the bruiser. They still try to overpower
 her.
                                                  20
                                  3 Common Questions & Situations
        Keri hamstrings                   The bruiser knock her down               The nearby house collapses
        Keri is an expert sword-fighter   The bruiser has the strength of 10 men   The nearby house is on fire
        Keri is fast on her feet          5                                        1
        Keri has the sun at her back      3                                        4
        1                                 6                                        5
Keri is down. She will be vulnerable until she takes time to get back up.
Answers and Reasons may not change significantly between rounds. After each round, details
detrimental to one or more characters may be established. Between rounds, tactics may
change and characters may flee or fight on.
  Skeletons are weak. Although magically animated, they lack the musculature to give
  them the strength of most humanoids, and their bones are frail without muscle and fat
  to protect.
  ...
  In a whirl of righteous anger, Roshan smashes through the skeletons. They stand no
  chance against his training, and his Dwarven greatsword effortlessly cleaves their de-
  caying bones.
        Yes                                No
        There were several skeletons Roshan was raised to fight
        5                            Roshan has steel platemail
        1                            Skeletons are weak
        6                            6
If a goal-Answer, like the defeat of a character, has no Reasons, it cannot happen. If an injury
wouldn’t make a character change their goal or actions, it shouldn’t be an Answer. However,
if an injury is possible on the way to an Answer, ask a Question about it between rounds.
Non-physical conflicts, like social and mental struggles, can be resolved like combat.
                                                   21
                                                         3 Common Questions & Situations
  The temple is swarming with fish-people. It will be hard to get far without running into
  them.
  ...
  Fish-people set traps. They are known for having both a talent and a penchant for
  trapping their places of residence.
  ...
  Roshan cautiously sneaks through the swamp-temple to find the relic.
        Roshan was raised to avoid danger                 Fish-people set traps   They are more familiar with the temple    Fish-people set traps
        Roshan can hide in his an extra-reality pocket    6                       The temple is swarming with fish-people   The temple is swarming with fish-people
        2                                                 1                       6                                         2
Exploring environments with Questions about what occurs next allows for fast play and easy
improvisation.
                                                                                   22
                                                  3 Common Questions & Situations
3.3.3 Investigation
    Raul is a professional investigator   Melissa is a professional investigator   We were warned off   We were warned off                 We have 2 days left
                                          Melissa is good with people                                   Mellisa is wandering around town
         Hard                                                                           Easy
         Nobody found anything useful before
    Raul is a professional investigator   Melissa is a professional investigator   We were warned off   We were warned off                 We have 2 days left
    3                                     Melissa is good with people              2                    Mellisa is wandering around town   The information is hard to find
    2                                     6                                        5                    5                                  1
Since time is a critical factor in this investigation, depending on the Answer, you may want
to ask a followup Question:
    Question: How much time do we have left?
    1 day                                                             2 days
    The information is hard to find                                   Melissa is a professional investigator
    3                                                                 1
                                                                                   23
                                          3 Common Questions & Situations
3.3.4 Traveling
        We are lured by will-o’-wisps                We are attacked by bandits   We see a travelling merchant          We arrive
        We will pass a swamp                         We look wealthy              The road is between two major towns
        People disappeared on the road to Caelfall   We lack obvious weapons      1
        2                                            1                            4
Consider the length of a journey when traveling. If you already encountered an event on a
particular trip, consider how much time is left after previous events:
What next?
                                                                24
                              3 Common Questions & Situations
        Yes                                             No
        Ethan has a bullet-wound in his stomach       Ethan is tough as nails
        Ethan was bitten in the leg                   2
        Ethan has been bleeding profusely for minutes 6
        6                                             3
A PC-ending Question is any Question that may remove a player-character from the game.
This may mean death, lost hope, succumbing to madness, or any event that takes a player-
character out of the game or out of the control of their player.
Remember the importance of genre when asking PC-ending Questions. In a heroic game,
your character may be less likely to fail fatally. In a gritty horror-game, PC-death may be
common and expected.
You may choose to play a game where player-characters cannot be taken out. In this case,
do not ask PC-ending Questions, unless their player chooses to allow it.
                                             25
                                         3 Common Questions & Situations
Some sales may be certain. In the above situation, Huebald loses his pouch of coins, or a
larger pouch of coins becomes smaller, because he traded it for a healing potion.
  Huebald is charismatic. He is good at getting people to like him and do what he wants.
  ...
  Huebald gestures to buy the healing potion and offers a small pouch of coins.
If an item doesn’t have an established price, or if you want to haggle, a sale may be uncer-
tain.
                                                                26
4 Character-Creation
Characters can be quickly created by Narrating about them. This Narration can be flowery
and detailed or terse and to the point.
A typical starting warrior in a fantasy setting may be:
  Eira is a practiced warrior. She honed her skills in anticipation of one day being an
  adventurer.
  Eira wields a magically sharp longsword. It has been passed down in her family for
  generations. More than a tool for battle, it’s a symbol of her heritage and a reminder of
  the legacy she seeks to uphold.
  Eira wields a fine steel shield. She used her last funds to purchase it before heading off
  to adventure.
                                              27
                                    4 Character-Creation
4.1 Life-Events
  Alice was born in a poor neighborhood. She spent her youth learning to sneak and steal
  to survive the streets.
  Without many honorable prospects, she later joined a mercenary band. Her skulduggery
  made her a natural fit to train as an assassin for the band.
  To improve her effectiveness, a mage in the band taught her a few illusion spells, allowing
  her to make silent images and project sounds.
More intricate and balanced characters can be created by simulating life-events. Each life-
event expands the Story about the character. A typical starting character has 3 life-events.
A sequence of life-events should make sense. If someone spent all their time studying magic,
they probably aren’t fit for intense martial training. Some life-events only make sense at a
certain age, and abilities may be mutually exclusive. If in doubt, ask a Question.
                                              28
                                    4 Character-Creation
4.2 Detriments
  An accident left Matt blind. However, through diligent training, he learned to navigate
  by sonar and detect lies by listening to heartbeats.
Whether a detail is beneficial or detrimental depends on the situation. Scenarios can create
balanced gameplay for characters with detriments.
4.2.1 Principles
  Bruce is unwilling to kill. He’ll go out of his way to incapacitate instead. He’ll be greatly
  distressed if he accidentally kills.
                                              29
5 Scenarios
When Narrating without a starting-point, you may feel tempted to avoid reasons for failure,
or you may accidentally introduce an element more difficult than expected. For a more
challenging or balanced experience:
    • Define a player-goal.
    • Define failure-conditions.
    • Select a difficulty.
You may seek to defeat an adversary, uncover a conspiracy, clear a dungeon, cross a danger-
ous location, etc.
Character-death is an obvious failure-condition. However, any circumstance that makes the
goal unachievable or greatly diminished may also be a failure-condition, the evil overlord
completing their ritual, the zombie-hoard overrunning the town, becoming lost in the woods
and ending up where you started. Time-limits can provide failure-conditions. You may need
a relic from the dungeon to cure a magical disease before it’s too late.
Scenarios involve characters, locations, etc. that oppose players. Locations, organizations,
etc. can be created like characters. Characters can have forces at their disposal. A lich may
lead an army of undead. A secure compound may have automated defenses.
When Narrating, consider how opposing characters may affect situations and frequently
ask Multiple-Choice Questions. Opposing characters should have goals in contrast to the
player-goal. A secure compound may try to eliminate intruders. A lich may search for the
next ancient relic to complete their ritual of ascension.
For one-shot Scenarios, consider outlining a goal, failure-conditions, and opposition before
creating player-characters to overcome the challenge.
                                             30
                                           5 Scenarios
5.1 Difficulty
  Keri makes her way through the market looking for potions. She passes a stand with
  bottles of glistening liquid, exactly what she is looking for.
     Yes                      No
     The scenario is trivial The town has a bad reputation
     6                       5
If uncertain about a detail of the Scenario itself, ask a Question and use the difficulty of the
Scenario as a Reason. How will each Answer affect the Scenario? If an Answer being true will
make the Scenario too easy or hard, don’t use the difficulty as a Reason. Otherwise, do.
  “The cellar is swarming with rats”, says the gruff innkeeper. “Do something about it, and
  you can stay the week free of charge”. We are broke, so we descend the stairs.
                                               31
                                       5 Scenarios
As we make our way into the cave, we see small fungal creatures shuffling about.
Yes No
    Yes    No
           The Scenario is moderate, and fighting every fungoid will make it too hard
  Yes No
        Fungoids are not territorial
Our squad charges down the hill, capes billowing heroically. We take aim and unleash
devastation upon the insectoid monstrosities. Scores of bullets fly as wave after wave
of scuttlers disintegrate before our firepower. However, sensing the deaths of their
comrades, a stray bug releases a spray of pheromones, calling for backup.
  Yes                                                No
  The scenario is hard, and scuttlers are too easy   The report never mentioned them
  5                                                  3
                                           32
                                                      5 Scenarios
  The glimmering forcefield of the robotic walker crests over the distant ridge. Ethan
  calms his breath and prepares to take it down.
     Yes No
             The scenario is impossible
  Roshan carefully studies the Minotaur as time seems to slow. The creature’s axe is deadly,
  but its swing is slow. Roshan has practiced this maneuver before. Just as the Minotaur’s
  hit should land, he will dip into his extra-reality pocket. Meanwhile, he will prepare his
  own swing to land as he re-emerges.
     Yes                                              No, the Minotaur hits him   No, he dodges but misses the counter
     Roshan was raised to fight                       The maneuver is difficult   The maneuver is difficult
     The Minotaur is slow                             2                           The Minotaur is slow
     The Scenario is easy, so Roshan should succeed   4                           4
     2                                                6                           3
  Hoping to gather information, we approach the guard at the compound. With him
  stationed outside, we should be able to talk without technically trespassing. He appears
  bored but professional.
     Yes                             No
     The scenario is hard We have not shown hostility
     1                    5
Only use difficulty as a Reason when asking a Question about the Scenario itself, such as a
characteristic of an adversary, a detail of a location, or an ability of an ally. The outcome of
an action or choice of a character should not be influenced by difficulty.
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                                            5 Scenarios
5.2 Campaigns
  Jei has divine magic. They can easily perform minor miracles, like healing minor wounds
  and creating light. They can dissuade unholy creatures, like undead.
  Jei is an experienced fighter. They know how to use their mace well and can outmaneu-
  ver inexperienced combatants.
  ...
  In pursuit of the next relic, Jei tries to take a shortcut through the haunted woods.
    Easy                                           Medium
    Jei has divine magic, to protect from undead   The woods have a reputation for being dangerous
    Jei is an experienced fighter                  4
    6                                              1
A character may want to expand their Story, a spaceship to call their own, knowledge of
peculiar magic, an experimental cyber-augment. Establishing such a detail can be the goal
of a Scenario.
There may be many ways to achieve a goal. To learn a peculiar magic, a character may:
    • Seek a fabled recluse.
    • Buy an exclusive spellbook.
    • Dedicate themselves to grueling hours of research.
How characters approach their goal determines the Scenario:
    • Stealing a spaceship may involve contesting with local authorities.
    • Buying a spaceship may require mercantile machinations.
    • Earning a spaceship may include political maneuvering.
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6 Options
Commonsense doesn’t need a GM. Every player can Narrate, ask Questions, propose Answers,
and suggest Reasons. However, if you want to be a GM, or if you want to play a more structured
story with a GM, you can.
A GM can:
    •   Narrate, ask Questions, propose Answers, and suggest Reasons, like any other player.
    •   Arbitrate the validity of Reasons.
    •   Use “word of god” to guarantee an NPC does something or a situation occurs.
    •   Ask secret Questions, or include secret Answers and Reasons in Questions.
6.2 Diceless
Instead of rolling to resolve a Question, the Answer with the most Reasons is true. When
Answers tie for most Reasons, players pick an Answer among ties.
                                             35
                                          6 Options
Taking the form of a griffon, Vaeril can carry us over the woods.
Reasons an Answer should not be true can reduce effective Reasons for that Answer. In the
above Question, R has 0 effective Reasons and D has 1 effective Reason. The Answer with
the most Reasons has 1 Reason, so you would roll 1 additional d6 for R and 0 additional d6
for D.
With opposing Reasons, an Answer can have zero or negative effective Reasons. However,
an Answer must have at least 1 supporting Reason.
    Question: Who gets to the door first?
Opposing Reasons can be rephrased as supporting Reasons for other Answers. When using
opposing Reasons, take care not to leave an Answer with zero supporting reasons when it
could be supported by a rephrased opposing Reason.
                                              36
                                       6 Options
Reasons don’t have to come from in-game. Meta Reasons can establish the setting for a new
game or add a fresh element to a game when no in-game Reasons exist. Meta Reasons can
implement the “rule of cool” or genre-specific tropes.
    Question: Does the lich gives Dozi their magic staff?
    Yes              No
    I want them to They have no reason to help Dozi
    2              5
Use meta Reasons sparingly, and consider the relative weights of Reasons.
                                           37
                                      6 Options
6.4.1 Random-Tables
    A unicorn                  A zombie-unicorn
    The random-table said so   This place is filled with necromantic energy
    2                          4
Random-tables can provide meta Reasons and Answers to mix with those from in game.
                                          38
                                         6 Options
  As Huebald steps into the hall, he hears an ominous “click”. Suddenly, arrows fire all
  around him.
     Question: What next?
                                             39
                                       6 Options
If you want to play another game, you can add Commonsense to play solo, play without a
GM, or to help make decisions as a GM. Use the other game-system when possible, such as
combat and other mechanical situations. Use Commonsense to fill in gaps, such as inventing
narrative details and deciding actions for NPCs.
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