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Situations and Mysteries

At the start of a Situation, the Referee should share relevant information about the locale and whatever has drawn the Wardens there. Generally there will be some kind of time pressure; err on the side of giving more information about time than less.

During a situation, players ask questions about the world or say what their Wardens do, and the Referee answers their questions or says what the world does in response. All other rules follow from this conversation. See Risks and Dice for resolving uncertainty.

Time

The day is divided into four six-hour watches: morning, afternoon, evening, and night. A watch is the basic unit of time for travel, investigation, and exploration. Some times of day may be more auspicious for certain actions.

Mysteries

When the Wardens arrive at a mystery or inexplicable phenomenon, the Referee will note it in their logbook. Publishing a solution to a mystery grants all Wardens 1 Renown. Usually, a Situation will start with a Mystery and one or two more will develop during the course of the Wardens’ investigation.

Investigation

Generally, as in Landmark, Hidden, Secret, some information doesn’t even require effort to learn. In other cases the Wardens have to put in elbow grease. There aren’t hard-and-fast rules for spending time investigating, but here are some guidelines for common situations:

At the Referee’s discretion, information gained may be substituted for 1 Insight (the Wardens can request Insight directly as well).