0% found this document useful (0 votes)
46 views44 pages

Commonsense-1 3 0

Uploaded by

Atmo26
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
46 views44 pages

Commonsense-1 3 0

Uploaded by

Atmo26
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

Commonsense

A Role-Playing Game System


by Justin Lovinger
Commonsense*
A Role-Playing Game System

Justin Lovinger

1.3.0

Commonsense © 2021 by Justin Lovinger is licensed under Creative


* Commons Attribution 4.0 International. To view a copy of this license,
visit http://creativecommons.org/licenses/by/4.0/
Contents
1 Introduction 1

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

3 Common Questions & Situations 12


3.1 Multiple-Choice Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.1.1 Describing Locations . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.1.2 Describing NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.2 Binary Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2.1 Random Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.2.2 Declaring You Have Something . . . . . . . . . . . . . . . . . . . . 17
3.3 What Next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.3.1 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3.2 Dungeon Delving . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.3.3 Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.3.4 Traveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.4 PC-Ending Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.5 Buying & Selling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

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:

• Character-Creation provides advice for designing characters, with Life-Events provid-


ing a more detailed procedure.
• Scenarios provides a procedure for setting up and balancing a game, and Campaigns
provides advice for playing a series of Scenarios.
• Options provides a number of additional smaller options.

2
2 Questions

When uncertain, ask a Question:

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.

Question: Does she find them before it gets dark?

She finds the herbs It gets dark first


Vaeril knows druidic lore Healing herbs are rare
It’s Spring 1
3 6

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

2.1 Question Validity

Ethan’s rifle is well-crafted. It fires true and rarely jams.


...
The robotic walker has a forcefield. It’s advanced technology beyond human means,
nearly indestructible to humans.
...
Ethan takes aim at the robotic walker, calms his breath, and fires round after round.
Question: Does he stop its advance before it reaches us?

He stops its advance It reaches us first


Ethan’s rifle is well-crafted The robotic walker has a forcefield
2 4

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.

Question: Does Nick bypass the guard-post unseen?

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.

Question: Does Keri slay the goblins?

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?

Keri slays a few of the goblins They overrun her


Keri is an expert sword-fighter There are hundreds of goblins
Goblins are weak 5
1 1

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.

Question: What happens next?

Keri slays the dragon Tharroskrael hits her


Keri is an expert sword-fighter Dragons have tough scales
2 3

This Question has weak Reasons. As with numbers, larger or more powerful adversaries can
affect validity.

7
2 Questions

Question: What happens next?

Keri cuts the dragon’s leg Tharroskrael devours her


Keri is an expert sword-fighter Dragons have tough scales
Ancient dragons are massive Ancient dragons are mighty
6 Ancient dragons are massive
5 4

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.

Question: Does her sword hit its mark?


His chest will be hard to reach, so his size is not an advantage this time.

Her stab succeeds Tharroskrael devours her


Keri is an expert sword-fighter Dragons have tough scales
Tharroskrael’s leg is hurt Ancient dragons are mighty
3 Ancient dragons are massive
3 1

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.

Question: Does Tharroskrael succumb to his wound?

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.

2.2 Pausing Questions

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

I’m not sure if Spring is a good time for soporific herbs.

Question: Is it the right time for these herbs?

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

2.3 Layered Questions

As we ride into Kalimos, we notice a commotion. There appears to be a festival.

Question: What’s the festival about?

A historic event Something religious A harvest-festival


2 1 1

Question: What kind of historic event?

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

2.4 Counting Reasons

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

3.1 Multiple-Choice Questions

A because X. B because Y. C because Z.

Multiple-choice Questions are common and versatile.


Question: Where’s the relic?

A sunken temple in the swamp The city-catacombs A ruin in the desert


5 6 3

Question: Why are they here?

To rescue someone To shut down the factory To retrieve something


3 6 4

Multiple-choice Questions with no Reasons can be useful for establishing early details of a
setting or story.

12
3 Common Questions & Situations

3.1.1 Describing Locations

The house was eerily abandoned. Nobody knows why.


...
The town has cult-activity. They are secretive, but not overtly hostile.
...
The door opens with an echoing creeek.

Question: What do we see?

A ghost Just a bunch of dusty furniture


The house was eerily abandoned Ghosts are good at hiding...
The town has cult-activity 1
4 2

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

3.1.2 Describing NPCs

Khronos Squad is a superhero-group. They deal with powered criminals.


...
Khronos Squad is militaristic. They have a rigid hierarchy and tend to be serious.
...
Khronos Squad tracks down covert villains. They specialize in dealing with villains in
hiding or with abilities allowing them to deceive.
...
Kairos Kael leads Khronos Squad. She is the head of their hierarchy and makes most
overarching decisions.
...
Kairos Kael is tactical. She prefers to plan for situations and execute those plans with
coordination.
...
After weeks of odd-jobs, Rheia finally impressed Khronos Squad and can meet Kairos.

Question: What’s Kairos Kael like?

Fiery and passionate Cold and calculating Suspicious


Khronos Squad is militaristic Kairos Kael is tactical Khronos Squad tracks down covert villains
1 5 3

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

3.2 Binary Questions

A because X. Not A because Y.

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.

Question: Does she know about Paths?


An ancestor of hers, or she herself, must have followed a Path to get off Earth.

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

3.2.1 Random Events

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.

Question: Does the floor collapse under us?

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

3.2.2 Declaring You Have Something

The tunnel dims as Milton continues.


Question: Does Milton have a flashlight?

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

3.3 What Next?

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.

Question: What happens next?

They notice him They run into trouble


The tactical team are trained soldiers Milton is experienced at sneaking

Question: Is there a lot of trouble?

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?

They notice him They run into trouble


The tactical team are trained soldiers Milton is experienced at sneaking
6 The factory is teeming with trouble
5 4

18
3 Common Questions & Situations

Milton follows through winding corridors. Echoes of boots on metal reverberate. He


tries to keep his distance, but the sound quickly gives him away. Guns turn to point.
“Show yourself”, the leader shouts. Milton walks out with his hands up.

Question: How do they respond to him?

They open fire They question him


He has no visible weapons

“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?

• May environmental factors make characters change goals or actions?


• May a character making progress towards their goal make other 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

Question: What happens next?

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.

Question: Was he injured?

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

3.3.2 Dungeon Delving

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.

Question: What happens first?


He finds the relic He runs into a trap He is ambushed by fish-people He finds all routes are blocked

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 and Melissa are professional investigators.


Melissa is good with people. She can get them talking, get them to like her, and get them
telling her what she needs to know.
...
We were warned off. If we continue our investigation, people will be coming for us.
...
Raul spends his time at the library looking into the history of the supposedly haunted
house, old newspaper clippings and the like. Meanwhile, Melissa asks around to find
survivors connected with the incident.
Question: What happens first?
Raul finds something Melissa finds something Raul gets jumped Melissa gets jumped We hit the deadline

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

Question: How hard is the information to find?

Hard Easy
Nobody found anything useful before

Question Continued: What happens first?


Raul finds something Melissa finds something Raul gets jumped Melissa gets jumped We hit the deadline

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

People disappeared on the road to Caelfall. We heard a rumor in a tavern. Nobody


knows why, but several caravans have been found empty along the road.
...
Our wagon bumps along the packed-dirt road as we head to Caelfall.

Question: What next?

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:

Exhausted from our ordeal, but steadfast, we continue to Caelfall.


Question: How close are we?
The swamp we passed is near Caelfall, so we are close.

What next?

We are attacked by bandits We arrive


We look wealthy We are close
We lack obvious weapons 3
6 4

24
3 Common Questions & Situations

3.4 PC-Ending Questions

Ethan is tough as nails. He can fight through pain and stress.


...
Ethan has a bullet-wound in his stomach> The wound is untreated and bleeding badly.
...
Ethan was bitten in the leg. The wound is jagged and likely to become infected.
...
Ethan grits his teeth and tries to fight through his pain and get another shot off.

Question: Does Ethan succumb to his wounds?

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

3.5 Buying & Selling

Huebald buys the healing potion with a pouch of coins.

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.

Question: How much do they want?

A small pouch of coins A medium pouch of coins A large pouch of coins


Huebald is charismatic This is the normal price This is a small town without much competition
This is a small town without many customers 4 6
5 4 2

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.

A starting spy in a modern setting may be:

Riven is trained in espionage. The organization trained him well.


Riven is good with disguises. He was an actor in his youth, and the organization only
honed those talents.
Riven skilled at hand-to-hand combat. He developed a passion for the craft and practiced
often.

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.

Don’t be afraid to give characters detriments. Detriments can be balanced by establishing


additional benefits.
Being blind, Matt is unaffected by the mesmerizing light.

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.

Principles can be detriments because they limit options.

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.

Question: Is the market safe?

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.

Difficulty Expected Win-Rate


Trivial 100%
Easy 75%
Moderate 50%
Hard 25%
Impossible 0%

Trivial Scenarios may have no failure-conditions.


Feel free to develop your own terms for difficulty.

“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.

Question: What do we see?

Normal rats Rodents of unusual size


He said “rats” The Scenario is easy, and actual rats sound trivial
1 3

31
5 Scenarios

As we make our way into the cave, we see small fungal creatures shuffling about.

Question: Do the fungoids attack on sight?

Yes No

Question: Are fungoids territorial?

Yes No
The Scenario is moderate, and fighting every fungoid will make it too hard

Question Continued: Do the fungoids attack on sight?

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.

Question: Does this planet have crushers?

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.

Question: Can the forcefield be penetrated by human firearms?

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.

Question: Does Roshan time his attack right?

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.

Question: Does the guard attack us?

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.

33
5 Scenarios

5.2 Campaigns

A series of Scenarios following the same player-characters can form a Campaign.

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.

Question: How hard is this Scenario?

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

If uncertain, a Multiple-Choice Question can determine difficulty.

5.2.1 Rewards As Goals

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.

34
6 Options

6.1 Game Master

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

6.3 Opposing Reasons

Taking the form of a griffon, Vaeril can carry us over the woods.

Question: Does anything attack us while we’re flying?


A Roc attacks (R) because they hunt over great distances (+R). A small dragon attacks
(D) because we found kobolds in the area, which often work for dragons (+D). Also,
there are caves suitable for dragons in the area (+D). A giant bird-eating spider
jumps up (S) because we are flying low over the woods (+S). Nothing attacks (N)
because we aren’t flying for long (+N). A major city is nearby, so a large flying Roc or
dragon would probably be noticed (-R, -D). R: 1,3; D: 2; S: 4; N: 5.

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?

Alice Bob Carol


Alice is faster than Carol Bob is closer than Alice Carol is closer than Alice
Alice is faster than Bob Bob is closer than Carol Carol is faster than Bob
6 4 4

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

6.4 Meta Reasons

Question: Where should we start our session?

An undead-filled fort A sunken temple


I like bashing undead This would be the third undead-bashing in a row
6 3

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

Question: What appears?

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

6.5 Alternative Character-Sheets & Material

As Huebald steps into the hall, he hears an ominous “click”. Suddenly, arrows fire all
around him.
Question: What next?

Huebald avoids the arrow-trap It hits him


He has high Dexterity It caught him off guard
He has studded-leather armor 6
4 5

Keri swings at the goblin as it snarls and brandishes its club.

Question: What next?

Keri cuts down the goblin It hits her


She has higher Strength It has higher Dexterity
She has better equipment 2
3 4

Alternative character-sheets can establish certainty, just as the Story can.


Use material from your favorite game-setting or dust off an old character-sheet and breath
new life with Commonsense. Mix and match. As long as it inspires Answers and can be used
as Reasons for Questions, it can be used with Commonsense.

39
6 Options

6.6 With Another Game-System (GM Emulator)

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.

40

You might also like