The World of Ryne: Gameplay

For really in-depth information and worldbuilding, it's worth getting the Ryne playbook! This page is intended more as a listening aid with reminders of how various elements of the world work.

## GM principles

* Show the world's wild growth
* Address yourself to the characters, not the players
* Make your move but misdirect
* Make your move but never speak its name
* Give them the sun; make them fight for the moon
* Make the weird human and the human weird
* Give things space to breathe
* Ask provocative questions, build on the answers
* Sow seeds in the darkness too
* Sometimes disclaim decision-making
* Be a fan of the PCs
* Let things die

## Mechanics: Tiding S1

Ryne is an original game written by the cast. Its mechanics are inspired by those of the games Apocalypse World, The Veil, Monsterhearts, and Sagas of the Icelanders.
Players each have a 'playbook' for their character, which describes the ways a character archetype interacts with the world. Some playbooks allow the use of magic, or let one play as a ghost or envoy; each playbook has some special moves unique to the character archetype. Different kinds of characters interact with the world through different degrees of physical, spiritual, or emotional engagement.

Players' moves are guided by how the character is feeling at the time: Sad, Joyful, Mad (angry), Peaceful, Scared, or Powerful. Characters have scores between -3 and +3 for each emotion depending on their ability to function in that emotional space.
To make a move from their playbook, a player rolls two 6-sided dice and adds the result. They then add the emotion score. 2-6 is a failure (but a gain of one XP), 7-9 is a success with a complication, and 10+ is a good success.

If a character uses a particular emotion for a move, it is marked and the character experiences an emotional spike. When a character uses an emotion repeatedly and gains 5 spikes, this can cause the emotion to 'spike out', at which point their ability to act is mechanically affected.

If a character's Humanity would mechanically affect a move, they might automatically succeed or fail.

A Bond represents relationships and debts between characters. Every playbook has a different bond move, but the general idea is that a character gains a bond on someone if they help them out and vice versa. Bonds can be spent to achieve outcomes with that same character later in the story, representing how the relationship becomes more even again when favours are called in or goodwill is stretched.

### Standard Moves

#### Demand Action

When you demand action from someone you have a Bond with, erase one Bond for each thing asked.

#### Lead People through a Dangerous Situation

When you lead people through a dangerous situation- yourself or others- roll. On a 10+ pick 3, 7-9 pick 2.

* *You don't suffer harm*
* *Nothing is left behind*
* *You don't end up in another dangerous situation*

#### Manipulate

When you want to try and convince an NPC to do something you want, roll. On a hit, they will do it. 10+ pick one, 7-9 choose two:

* *You owe them tribute*
* *You are going to need to give them something upfront*
* *You need to do a favour first*
* *You need to give a piece of your self, body, or spirit*

#### Offer Tribute

When you offer a worthy tribute in exchange for a promise, boon, or something of value, roll. On a 10+ your tribute is accepted and you get what you ask for. 7-9 it comes with demands,a compromise, or the conditions are changed.

#### Pay Attention to the World Around You

When you spend a moment to pay attention to the world around you, roll. On a 10+ ask 3 questions, on a 7-9 ask 2. If you act on any answers given, take +1 forward on your next roll.

* *What is my best way out/in/past?*
* *How is --- vulnerable to me?*
* *Which enemy is the biggest threat?*
* *What, if anything, appears out of place?*
* *What's my enemy's true position?*
* *Is this going to get worse before is gets better?*
* *What is the history of ---?*
* *What superstitions exist about ---?*

#### Read Person

When you read a person, On a 10+ hold three, on a 7-9 hold one. Spend holds one for one to ask:

* *Are they telling the truth?*
* *What are they feeling right now?*
* *What are their intentions?*
* *What do they want from me?*
* *What tribute could I offer to get them to ----- ?*

#### Show Of Strength

When you make a show of strength to get what you want, roll. On a 10+ they make you carry out your threat or back down (their choice); on a 7-9, they pick one:

* *Remove themselves as a threat*
* *Fortify themselves*
* *Give you something they think you want*

#### Stand Firm

When you stand firm by refusing a character's demand of action, make a promise to them and roll, adding the number of bonds they have on you. 10+ they get an additional two bonds on you and need a concrete assurance right now to back up the promise; 7-9 they get an additional bond on you and it's up to you whether you keep the promise later. On a miss, you manage to weasel out of their request.

#### Steel Yourself

When you steel yourself against grave injury, duress, or horrors, choose an action you hope not to do and roll. On a 10+ nothing happens. On a 7-9 the MC picks one that you didn't choose; on a miss it's the one that you chose.

* *Suffer more trauma or harm*
* *Freeze up/panic/collapse/rage*
* *Run away*
* *Unravel*

#### Tempt Fate

For actions that are risky, foolhardy, impulsive, or enacted without much prior planning. 10+: Full success. 7-9: You succeed, but there is a cost. The MC can offer a worse outcome, a hard bargain, or an ugly choice.

#### Use Force

On a 10+ pick #, on 7-9 pick one.

* *You suffer little harm*
* *You inflict great harm*
* You drive back, seize hold of something, or create an opportunity