Bookkeeping

You are the Book­keep­er.

  • Incunab­u­li is yours. Alter it to suit your table. Make rul­ings that fit your style and your play­ers. Your game need not 100% resem­ble the rules or lore as writ­ten, and that is good.
  • Teach it to your play­ers. The game is best when shared by you. You are the fil­ter between play­er inten­tion and what hap­pens in the game world. The rules exist to help you pro­duce believ­able out­comes to their actions. You teach how to use them.
  • Ask them ques­tions. Describe the world, make things hap­pen in it, and ask your play­ers how their cut­ters inter­act with it. Tell what their sens­es reveal. Ask what they think, feel, and do.

You make the game. Incunab­u­li is the toolset.

What should you run for your first game? Select a mod­ule. Inter­nal Growth is rec­om­mend­ed.

Vis­it the Incunab­u­li Dis­cord for Book­keep­ing sup­port.

Below are rec­om­mend­ed meth­ods of style for run­ning the game:

record keeping

As Book­keep­er, the it falls on you to note a few crit­i­cal items. Detailed ses­sion note-tak­ing should be left to the play­ers. Offer an incen­tive of +5 XP ses­sion notes tak­en and recount­ed at the start of the next ses­sion.

Track the pas­sage of time. Use the timescales—peace­time, dan­ger, per­il—and track them accu­rate­ly. The game’s resource man­age­ment aspect requires this to ful­ly work. Use this spread­sheet, if desired.

Record the cut­ters’ core skill lev­els and traits. This will pre­vent you for­get­ting who is most sub­tle, who has Unfor­tu­nate, etc. You will want this for deter­min­ing ini­tia­tive every fight.

Skills

Skills stand alone. Cut­ters should not add them togeth­er when mak­ing skill rolls.

There are no social skills. Only reac­tion rolls. Nev­er cre­ate a “diplo­ma­cy,” “per­sua­sion,” “intim­i­date,” or “insight” skill.

Rolling dice

You decide when rolls are made. Play­ers should not roll with­out prompt­ing. After all, why should they? Rolls car­ry a chance of fail­ure, and fail­ure is bad. It’s good not to roll, as a play­er. Addi­tion­al­ly, they should not roll until you’ve elu­ci­dat­ed the mod­i­fiers. You can tell them the mod­i­fi­er and let them decide whether to roll based on it, this is not cheat­ing. Con­verse­ly, if rolls are vol­un­teered when appropriate—when swing­ing an axe at a ragwretch—you need not be strict.

Roll dice in the open. Espe­cial­ly when stakes are high. This increas­es play­er trust and removed your temp­ta­tion to ignore die results. If you already deemed a roll was nec­es­sary, why ignore it? Final­ly, it is per­mis­si­ble that play­ers wit­ness your rolls and deduce prob­a­bil­i­ties and ene­my skill lev­els. Their cut­ters can weigh the odds, so why not they?

Abide by the Rule of 2. If you’re look­ing for a mod­i­fi­er, penal­ty, or bonus, use 2. Two actions per turn. Two units water in a can­teen. +2 to to hit per edge (a ~17% weight on a d12 roll.) The excep­tion is dam­age: Bonus­es to dam­age always come in incre­ments of +1.

running scenes

Keep up the pace. In per­il, empha­size the urgency of the life-or-death sit­u­a­tion. In dan­ger or peace­time, if the gang are con­sumed in argu­ing over a course of action, remind them that con­ver­sa­tion wastes in-game rounds. Insist that choic­es be made. Don’t allow the gang to get bogged down shop­ping. Though, do set the scene and allow char­ac­ters to be intro­duced. The first time the gang enter the local cut­ter bar, make a scene out of it. Intro­duce NPCs. But if they are dip­ping in for a hot oat­meal and glass of Far­thi­nesse cream for the 15th time that month, skip over it.

Describe com­bat effects. When your cut­ters stun a foe or cause it malus, tell it. They need to know when attacks have an effect. They also need to know when stuns occur in order to exploit them.

If things start to drag, move on. Sug­gest doing some­thing else. Make some­thing hap­pen. Roll a ran­dom encounter.

cities & Towns

Cre­ate cus­tom shops. Stock them your­self. Dis­al­low shop­ping from the entire rule­book. Even if a shop’s stock is “the entire food­stuffs list plus three items,” that’s bet­ter than unmit­i­gat­ed access to every­thing. That said, make sure there are mer­chants with gear rel­e­vant to the sce­nario, even if cut­ters have to look for them. Armor, espe­cial­ly, should not be unlim­it­ed in avail­abil­i­ty.

Down­time is game­play. Avoid gloss­ing over the search for food, drink, com­fort, and bedrest. Find­ing these things is game­play, espe­cial­ly in unex­plored areas. Cheap or reli­able access to them should be earned. Once it’s easy to get, or once it’s been described in detail before, you can skip over it. Eschew ran­dom “carous­ing,” too. Char­ac­ters met at a bar, dance hall, or coqueli­cot den may become allies, friends, lovers, con­tacts, or quest givers.

Cities are nei­ther safe nor cheap. Pre­pare a ran­dom encounter table per city. In one, trou­ble will find cut­ters even­tu­al­ly, and the gang should not want to spend too much time there rather than on a ven­ture. The only way to be safe in a city is to pay for it, and pric­ing for food, trans­porta­tion, rest, and secu­ri­ty should come at a pre­mi­um.

Towns are not con­ve­nient. The small­er the set­tle­ment, the poor­er the sup­plies. Prices may be fine, and local del­i­ca­cies plen­ti­ful, but cut­ter gear and ameni­ties lack­ing.

npc companions

Restrict hench­men. Few peo­ple are crazy, des­per­ate, or moti­vat­ed enough to be a cut­ter, let alone work for them. Nor­mal peo­ple sim­ply will not go where cut­ters dare. The play­er cut­ters rep­re­sent most of those will­ing to ven­ture in nor­mal pop­u­la­tions. In gold rush towns, fel­low cut­ters work for the bank. They will demand a full share of yield, per bank rules, if they are hired.

Make spe­cial­ists avail­able, but expen­sive. Trans­la­tors, demo­li­tion­ists, cooks, camp-min­ders, team­sters, and the like. Strict­ly non­com­bat. Hired under a fixed rate and an agree­ment that they be pro­tect­ed. Actu­al vio­lence-work­ers, such as assas­sins, work along sim­i­lar lines: Fixed fee, fixed goal.

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