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1. The Roles at the Table:

 Players

  • Each player creates one character (a hero, scoundrel, wizard, cyborg, etc.).
     

  • You decide what your character says and does.
     

  • You role-play their personality, goals, and reactions.
     

Game Master (GM)

  • Describes the world, locations, people, and dangers.
     

  • Plays all non-player characters (NPCs).
     

  • Decides when dice rolls are needed and what happens as a result.
     

 

2. Create a Character

You usually choose:

  • Concept – Who are you? (gunslinger, knight, hacker, alien…)
     

  • Stats – Strength, dexterity, education.
     

  • Skills - sneak, attack, influence

  •  

  • Talents - Silver Tongue, Ferocious Attack, Aim
     

  • Gear – Weapons, armor, tools.
     

Your character sheet is your reference during play.

 

3. The Core Loop of Play

Most RPGs follow this rhythm:

  1. GM describes the situation
     

    • “You enter a dusty frontier town at sunset…”
       

  2. Heroes say what they do
     

    • “I scan the street for trouble.”
       

    • “I head into the saloon.”
       

  3. Dice decide uncertain outcomes
     

    • Roll d20 + skill + stat = Basiuc Roll
       

    • High roll = success, low roll = failure or complication.
       

  4. GM narrates the result
     

    • “You spot armed men watching the door.”
       

  5. Repeat
     

This loop continues for exploration, social scenes, and combat.

 

4. Dice & Rules

  • Dice add chance and tension.
     

  • Rules keep things fair and consistent.
     

  • You don’t need to memorize everything—the GM helps.

  •  

  • The Guild uses d4, d6, d8, d10, d20
     

Think of rules as guidelines, not restrictions on creativity.

 

5. Combat (When Things Get Dangerous)

Combat is usually more structured:

  • Everyone takes turns.
     

  • You can move, attack, use abilities, or help allies.
     

  • Dice determine hits, damage, and special effects.
     

The goal isn’t just to win fights—it’s to make the story exciting.

 

6. Role-Playing (The “Acting” Part)

You can role-play as much or as little as you like:

  • In character: “I don’t trust this deal.”
     

  • Out of character: “My character is suspicious.”
     

There’s no wrong way - comfort level matters.

 

7. Progression & Rewards

Over time, characters usually gain:

  • Experience points (XP) are gained at a rate of 3 per session. Every 10 XP leads to a new level and further benefits.
     

  • New Talents that you gain at certain levels.

  • Reputation in the world
     

Your character changes because of the story.

 

8. The Most Important Rule

 Have fun telling a story together.

You’re not competing against the GM or other Heroes.
You’re collaborating to create memorable moments.

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