Draw Down The Moon
Draw Down The Moon
1
Our planet, Monvaria, perishes beneath our feet.
For centuries, what stood strong as a source of righteousness, magic, and
prosperity among the galaxy is now becoming an empty husk.
The powers within have diminished to near nothingness, and those
centers where power can still be found behave violently and erratically.
With no hope left for Monvaria, the planet has turned to the stars.
More specifically, to its moon...
2
Draw
down
the
moon
by Adam Vass & Conor Murphy
Art: Seth Rodgers
Layout: Adam Vass
Playtesters: MV, Ty Pitre, Max Lander, John Geary
1
Draw Down The Moon is a storytelling/ • The Galaxy Chart The d12 is not rolled during the game,
roleplaying game inspired by and released The physical edition of this game comes instead it is used to count down from
alongside the album of the same name by with a 22” cotton fabric playmat called 12 to 0, which you can do with tokens or
Foxing. The Galaxy Chart. If playing remotely by simply writing down numbers if you
online, you can upload a graphic file prefer.
It is intended for a single 2-4 hour play to the shared virtual tabletop of your
session for 2-6 players. choice (roll20, Role, playingcards.io, or • A coin per player
many others) and use Discord, Facetime,
In this game, players abandon their fading Zoom, or other means of communicating • A bead, badge, or other small piece to move
home planet to explore and cultivate the remotely with your fellow players. You around the playmat. We will call this the
lands of a dangerous orbiting moon in a could also simply point a webcam at Token.
last ditch effort for their people to survive a your cloth Galaxy Chart and play as if
magical cataclysm. you were in the same room. • Writing utensils and notecards
The rules refer to notecards but you
To play, you need: • A six-sided die, and a twelve-sided die can use sticky notes, paper scraps, or
• 2+ players These can be commonly found in sets anything else that works for you. You’re
Unlike more traditional roleplaying of polyhedral dice available at your encouraged to use pencils over pens
games, there is no gamemaster here. friendly local game store or online. If as some of the things you write may
Everyone is on a level playing field, you don’t have any handy and don’t want change over the course of play. If playing
takes turns of equal power, and has to purchase some, you can use apps like remotely, create text boxes in your
equal say over the directions the story dice calculator, or even just google “roll shared space as you see fit.
takes. The game does however benefit dice.”
from a facilitator who knows the rules
well enough to guide play and answer In the rules text, dice are abbreviated as
questions that come up during the XdY, where X is the number of dice to
game. If you’re reading this, you’re likely roll and Y is the number of sides that die
going to be the facilitator for your group, should have. For example, rolling three
so welcome! six-sided dice and adding them up to a
single sum would be written as 3d6.
2
Safety Tools We’ll use these to keep all of our players happy
and safe during play.
Open Door Veils are things that players are comfortable X-Card
Players should feel free to quit play at including in the story but want to control Draw an X on a notecard or paper scrap and
any time if needed. A player’s obligation how overt they are. Metaphorically, these place it within reach of all players. Whenever
to do what’s right for themself outweighs events or topics are hidden behind a veil— a player would like to remove something
finishing the game. Be upfront with the rest they happen in the world of the story but said from the game, whether it be upsetting,
of the group if you need to leave and be aren’t described in detail. Veils are often offensive, simply outside your story’s
understanding if a player decides to do so. used to censor graphic content that serves established tone, or for any other reason,
some purpose in the story but does not need they can tap the X card to have it removed
Lines & Veils to be described explicitly. Using Lines & Veils
Before the game begins, players are with no questions asked. Online players can
allows players to make clear boundaries do this by typing X in the chat, saying “X” or
encouraged to voice anything they don’t about the content in the game, and respects
want included at all—these are Lines and “X-Card,” or making an X with their arms in
the emotional limitations of the people front of the camera. The X-Card was created
should not be crossed. Topics established involved while maintaining important
as Lines can still exist in the world of your by John Stavropoulos, http://tinyurl.com/x-
themes of the game in a healthy way. card-rpg.
story, but will not be explored or discussed at
all during play. Lines are often used to avoid To supplement Lines & Veils and focus on the
offensive content or subjects a player finds positive and exciting elements of the game,
upsetting or triggering. consider including Palettes—themes and
instances that you specifically do hope are
included in the setting and story. While some
may be reserved for later use and others will
immediately be included, Palettes further
allow players to manage their expectations
and make sure the game satisfies everyone
involved.
3
Setting
Our story is told from the surface of one of The Planet The Moon
many moons, a strange, exciting, dangerous Monvaria was, at one time, a balanced and While most of our exploration and definition
place that is our only hope of survival. While peaceful planet. Mountain ranges, vast, of The Moon is done during play, we need a
it may not be the most welcome host, we powerful oceans, great plains all stood as a place to get started. Our setting is pretense
will explore, cultivate, and learn what we can perfect canvas for magical flora and fauna to for our story—we use it to better establish
about this new realm in an effort to make it prosper. For millennia, it remained untouched conflicts, complications, and conquests
a home. and calm. But eventually, the dawn of during play, but we don’t need ornate maps,
humanoid intervention came. The planet’s explicit districts, or other definitions of the
We confront this moon in an exodus from magic and majesty was ravaged. Oceans minutiae of this place.
our home planet, a once-thriving land full of were drained, mountains were leveled,
magic, might, and wonder now fading away, magic bled dry by the greed and competition
bringing with it countless memories and Establishing Aspects
of mankind. The planet spiraled deeper and A moon is most broadly defined by the type
comforts of the way things once were. deeper until it was devoid of all magic and of magic it contains. This decision will flavor
beauty. It was now an ecumenopolis. With the obstacles, environments, and creatures
Before play, we need to establish a few no planet left to destroy, the Monvarians
important facets of both the planet we left you discover and establish during play. For
look towards each other to blame. There are instance, if you are exploring a Magma Moon,
behind and the moon where we now reside. now only twelve years left before the planet
This can be done quickly and collaboratively, you would expect vast pools of lava that
becomes completely uninhabitable. create difficult navigation, extreme heat
but if you’d like to skip customization and get
right into storytelling, there is a pre-made and ashy air, hardened creatures who could
Hope circles around Monvaria like a vulture. survive these harsh conditions, and rare food
setting briefed on page 22. Hope teases Monvarians each night while sources like fungi that grow between the
they sleep. Hope is its orbiting moon... cracks of hardened rock.
4
The facilitating player can roll a d6 and flip To eliminate problematic colonial themes, Pursuits are split into four categories:
a coin to randomly determine the magic of the Moon we explore in the game is never • Explore: Discover new things about The
The Moon, then allow each player clockwise inhabited by sentient beings, specifically Moon and how they may affect your
to add an important detail about the setting other people. Be mindful of what you ability to sustain life here.
informed by that magic (climate, animal establish and explore regarding animal and • Cast: Channel & utilize The Moon’s
and/or plant life, environmental dangers, plant populations to leave colonization out magical energies to forge new
anomalies, etc.). Feel free to come up with of your story. understandings about your hopeful home
your own flavors of magic or use the pre- and connect with it on a deeper level.
made Moon from page 22.
Pursuits • Adapt: Become familiar with your new
Pursuits are plans, causes, and responsibilities
established life, making considerations
our characters approach in their aim of forging
for how your old ways can carry over or
Heads Tails a new life on the moon. We decide on four
be translated to life on The Moon.
Pursuits to engage with to varied degrees
1 Ancient Swampy • Realize: Uncover truths about The
during play. In each scene, we approach one
Moon Drawn, whether they be realized
of the available Pursuit, making incremental
2 Radioactive Reflective progress towards accomplishing our
themself or brought out via confronting
strife, engaging with their comrades, or
3 Enflamed Sonic immediate goals as well as the greater goal
otherwise.
of surviving in this harsh environment.
4 Magnetic Demonic
Each begins with a Completion of 0 and can
5 Oceanic Frosted A Pursuit can be written as a literal task like
reach a maximum of 3. We will mark the
“to create a water source,” a personal goal
notecards to keep track of these numbers as
6 Starlit Necromantic like “to commune with the infernal aura,” an
they change throughout the story. Our goal
abstraction like “to see beyond the stars,” or
is to realize each Pursuit to the full value of
anything in between. Write down four Pursuits
3 before the impending Planet’s demise, but
on each of four notecards and place them on
more on that later.
the designated corners of the Galaxy Chart.
5
CHARACTERS
In this game, players collaborate to care The Moon Drawn
for the suite of characters, meaning no one The main character we take turns portraying
player has explicit control over any single
character. Instead, we work together to The Moon Drawn is not the hero of Monvaria, but rather the champion of the Monvarians’
establish, explore, and respect the traits exodus. The Moon Drawn found communion with the orbiting moon and its magical properties.
and behaviors established during play. Think Though once thought of as a liaison between Monvaria and its moon, the Moon Drawn now
of our cast as a collection of action figures must protect the majesty of the moon and those who should call it a new home. They must
we pass around, taking turns describing do everything in their power to stop the moon from suffering the same fate as the planet they
their thoughts, speech, and actions, offering once called home.
our unique perspectives as players while
retaining the established traits of the Chat as a group and choose or create answers to the following questions:
character. Our cast is composed of The Moon
Drawn, our main character and the lean • What are The Moon Drawn’s name and • What is the preferred method by which The
through which we view the galaxy, and the pronouns? Moon Drawn displays their magical prowess?
Supporting Cast, the other explorers on the
Rituals Spellbook
periphery that aid and accompany The Moon • The Moon Drawn travels with a magically-
Drawn on their lunar mission. sensitive animal companion. What form does Potions Device
it take? How do they communicate?
• What powerful doubt about a new lunar life
Dog Telepathy does The Moon Drawn hold?
Winged Beast Gestures The Prophecy says The Moon Drawn’s
Spectral Fish Feral Noises they won’t survive magic is unstable
Small Bug Speech They can’t stop Society will repeat
thinking about the mistakes that
those left behind ruined Monvaria
6
Supporting Cast There are five archetypes we will use to define our characters.
The important characters who accompany Each has two affiliated statements that help define their
The Moon Drawn on this journey personality and relationships to the setting and other
characters. They are left intentionally vague to give
Our Protagonist does not act alone in their you an understanding of how that character might
efforts to cultivate a new home. They are act while leaving room for your own interpretations
accompanied, for better or worse, by a and twists to make them unique. It is optional but
Supporting Cast—a collection of characters helpful to write down this information on notecards
with their own unique goals, fears, desires, for later reference. Finally, give each a name and
and relationships. While each surely has pronouns.
a story of their own to tell, we will view
them primarily as lenses through which
we experience the tale of The Moon Drawn.
These characters are symbols of societal
structures from the dying planet and the
prospects of the living future on the moon.
Each member of the Supporting Cast also The Elder - someone who can offer valuable
has a Highlight Space on the Galaxy Chart, guidance or wisdom at the right time
during which, players may enact special
scenes that more deeply explore the impacts “I believe The Moon Drawn is fulfilling an ancient
these characters have on The Moon Drawn. prophecy by bringing us here.”
Highlight Spaces are detailed on page 12.
“I was partly responsible for depleting the magic
of Monvaria.”
7
The Comedian - The Confidant -
someone who prefers someone with a close
to bring levity to personal relationship
situations over actual to The Moon Drawn
assistance
“The Moon Drawn
“I owe The Moon Drawn & I have an infallible
an immense debt for connection despite our
saving my life.” frequent fights.”
8
The Foil- someone who The Ghost - someone thought
selfishly causes conflict or gone whose power over The
otherwise challenges The Moon Drawn is impossible to
Moon Drawn ignore
9
A note on what characters can and can’t do.
Generally speaking, any character can do anything the players come up with within reason.
We are describing a world full of magic, so we don’t need to be restrained by logic and the
ways in which we solve problems in our real life. You are encouraged to come up with creative
solutions to abstract problems and you can often explain it away in the narrative as “magic!”
The methods of magic don’t always need to be explained and their mystery can be used as a
nice bandaid for things you otherwise might be unable to explain.
However, this game is one of storytelling, and stories work best with conflict. While you could
easily say “my character just uses magic to build a whole city at the point of their finger,” it
pretty obviously breaks the game and isn’t really much fun. Often, it might make the most
sense to have a character unable to perform a given task, like moving a massive boulder
or swimming infinitely without needing to breath. Those challenges are likely to be more
interesting in a character’s failure, describing the tension of the moment and the emotional
and physical reactions to those failures makes your character, setting, and overall story
much richer and more familiar to all players, humans who revel in our accomplishments and
lament our shortcomings in our everyday reality.
At all times, you’re encouraged to act in the best interest of everyone at your table, or what we
sometimes call the Spirit of Play. Your players are here to share an experience, to collaborate
and be creative, and to have fun. The game is designed to encourage that conversation,
including moments of strife or drama in the pursuit of making more interesting characters
in a more immersive world. If during the game things aren’t feeling quite right, double check
the Safety Tools section and see if this issue can be resolved amicably with the shared goal
of enjoying your time with your fellow players, even if that means bending a rule to suit what
you want to happen or even ending the game early.
10
PLAY
Playing this game consists primarily of • Roll 1d6 and move the Token the resulting number of Challenge spaces clockwise.
having a conversation with your friends. Your † If your Token passes The Apex, immediately reduce the Planet’s Force by one. If this results
group of players is telling a story together, in Force = 0, this will be the final scene of the game, see page 20.
offering one another questions, input, advice, • Choose an available Pursuit to focus on.
and other methods of collaborating in the † All Pursuits are available until they reach 3 Completion, at which point they are considered
shared best interest of everyone. You’ll take finished.
turns embodying the various characters and † You may then decide to move the Token an additional number of clockwise Challenge
describing the dramatic details of the magical spaces up to the current Completion value of your chosen Pursuit (0-3).
lunar surface. The game has some rules and • Perform a scene using your Challenge, Pursuit, and Resolution Roll.
randomizers to keep things interesting along • Adjust your Planet Force and Pursuit Completion values accordingly.
the way. † If all of your Pursuits have 3 Completion, follow the rules for A Bright Future.
† If your Planet Force level reaches 0, follow the rules for A Grim Cataclysm.
Turns † In the rare instance that both happen on the same turn, A Bright Future takes precedent.
Players take turns as the Active Player, with † If neither of the above are true, the next player clockwise becomes the Active Player and
the person who most recently stared into the repeats procedure until your group reaches either A Bright Future or A Grim Cataclysm.
stars beginning play (or the youngest player if When it is your turn:
you can’t remember the last time you gazed • Describe aspects of the setting, camera shots, environmental shifts or hazards, incoming
into the galaxy). threats, and other significant happenings.
• Ask for help or suggestions from your fellow players at any time, but have final say on
A turn consists of the Active Player taking the what happens.
following steps: • Roll dice when necessary and interpret the results.
• Decide when the scene and your turn are over.
Each Challenge is listed as a single word. Each member of the Supporting Cast has a unique optional entanglement corresponding to
They are intended to be subjective, giving their space. The Active Player can decide whether or not to engage with it. While these spaces
you a nudge towards an idea and making the may be engaged multiple times during play, you should interpret or approach them differently
game your own without being explicit and each time to make each scene feel unique while further exploring the relationships between
telling you exactly how to consider them. the characters and how their thoughts, feelings, and actions affect one another.
When integrating a Challenge into your
scene, interpret it as liberally or literally as • The Elder has seen many heroes rise and fall and is concerned about the group’s course of
you’d like, staying true to your story, setting, action. Recall history/make a grave warning/utter a prophecy/etc.
characters, and spirit of play. You can always
ask your fellow players for suggestions • The Confidant knows The Moon Drawn better than anyone and has to have a difficult
if you’re struggling to come up with an conversation. Raise concern/come clean/offer condolences/display brutal honesty/etc.
interpretation or if you just want someone to
offer you a bigger challenge on your turn. • The Ghost represents a stain on the history of The Moon Drawn and that tension boils over.
Offer a hard truth/make a deal/deman recompense/haunt a dream/etc.
ex: Debt as a challenge can be interpreted
in a variety of ways that each lead to very • The Comedian is normally along for the ride with a smile on their face but something gives
different scenes. A character may owe them pause. Instill doubt/get in the way/make light of something dark/etc.
gratitude to another play and wish to repay
them, a debt of a resource like fuel could • The Foil confronts The Moon Drawn for personal reasons that may affect the mission. Pick
bring an otherwise easy mission to a halt, a a fight/call them out/sabotage/lead down the wrong path/etc.
debt could be incurred when a player makes
and loses a bet, etc.
12
When engaging with the special • The Moon Drawn stays steadfast towards their Pursuit. They ignore advice, put up emotional
circumstances of Highlight Spaces, there barriers, double down, or otherwise neglect critical input from the other character.
will not be a Resolution Roll during the scene. † Gain +1 Completion on your Pursuit, -1 Force on the Planet, and take -1 to the next
Instead, engage with the scene as normal Resolution Roll.
and reach a decision point as you normally † The Active Player briefly describes how the highlighted character is negatively affected
would, at which time the Active Player asks by The Moon Drawn’s course of action.
each of the other players what they want to
happen next and uses those suggestions to • The Moon Drawn comes to an important realization in an act of humility. They change a
inform their choice: course of action, come clean with an emotional weight, forge or strengthen a bond with the
other character, or otherwise are positively influenced by their interaction.
† Take +1 to the next Resolution Roll. Move the Token one Challenge space clockwise.
Make no changes to Pursuit Completion or Planet Force this turn (unless you pass the
Apex by moving the Token one space).
† The Active Player briefly describes how the highlighted character grows closer to The
Moon Drawn and more able and/or willing to aid them in future pursuits.
13
Scenes
Staging Performing The Resolution Roll
Setting up a scene is as straightforward After the scene is staged, describe things During each scene, The Moon Drawn must
as it sounds. Considering the Pursuit you’ll and/or act it out. Describe details in 1st and/ face an obstacle that could impact their
approach and Challenge at hand, describe or 3rd person (“We see the scarce stone ability to make progress towards a Pursuit.
where The Moon Drawn is, what they are doing, face of the moon as we zoom in closer to This could be traversing fragile terrain,
and who is with them. Ask fellow players to see The Moon Drawn and their phantom confronting a violent beast, braving a powerful
portray The Moon Drawn and Supporting Cast feline companion at the edge of a massive storm, utilizing perilous magics, making a
as needed. You’re like a director framing your crater when The Elder approaches and has difficult confession, or any other difficult
shot the moment before calling “action.” something hidden in their hand.”). Allow the trial. Resolution Rolls offer us randomized
You don’t need to know where the scene is other players to speak for the characters answers to these dramatic moments of
headed or how the players might act, just and decide on their actions and reactions uncertainty and vary the circumstances by
give the narrative a little push. to one another. React to the conflicts and which our story progresses towards a more
questions the other players may offer during hopeful or desparate future.
the scene. Use vivid language, you want to
paint a picture in the minds of your fellow Any player can call for a Resolution Roll
players, so describe the sights, sounds, during a scene, but like most things, it is the
smells, and sensations of our characters and Active Player’s choice when a prospective
the moonscape surrounding them. action would require a roll. Resolution
Rolls cover conflicts where the outcome
At some point during the scene, the Active is interesting and impactful whether it
Player presents a conflict where the succeeds or fails. Ex: A blocked cave
consequence will impactfully affect the entrance might be an inconvenience that
characters. When these diverging paths of the characters can cleverly get past, which
tension arise, you will perform a Resolution would not qualify as impactful, or it could be
Roll to determine its outcome. a fragile hazard that risks crushing anyone
who dares to manipulate it, which would.
14
Upon rolling 1d6, the Active Player compares the result to the following ranges: Resolution Roll Results
• A result of 1 means the intended action fails • 4-5 means the action occurs as intended.
exceptionally. The consequence is even The Moon Drawn succeeds and makes next Active
1
worse than you thought. -1 Force. Describe noteworthy progress or discovers a reward. (Exceptional) -1 Force Player gets
the immediate fallout of the action, then Add +1 to the Completion value of the +1 Resolution
have the other players to explain how it’s current Pursuit. Despite this temporary
even worse. Place a coin on the Planet or victory, the Planet continues to deplete its
2
otherwise indicate visually that because magical energy, reduce the Force -1.
of this misstep, The Moon Drawn will find
it harder to make progress in the future • A result of 6 means your action succeeds
and the next Active Player adds +1 to their exceptionally. The result is even better Complication
3
Resolution Roll. than you hoped for. Add +1 to your Pursuit.
Describe your accomplishment as you
• 2-3 means the intended course of action would on a 4-5, but have the other players
fails or incurs an unforeseen consequence explain how it exceeds your expectations. +1 Pursuit
-1 Force
4
and the characters’ situation worsens. Then, move the Token an additional d6
Immediately reduce the Planet’s Force by spaces clockwise, updating the Planet
1 and briefly explain how the complications Force if you happen to pass the Apex. Success
incurred by this attempt cast a shadow over
5
the prospect of surviving off-planet. These
shortcomings remind The Moon Drawn (for
better or worse) of the life you were forced
to abandon. Describe a memory of their
time on Monvaria that resonates now in this move Token
lack of progress. Despite these setbacks,
you progress slowly towards your goal, add
+1 Pursuit.
6 (Exceptional) +1 Pursuit
d6 spaces
clockwise
15
A Resolution Roll occurs exactly once in Ending a Scene
each scene, no more and no less. Act out the Scenes can be as short or as long as you’d
scene until a pivotal moment arises with The like, but if you feel like you addressed the
Moon Drawn approaching the given Pursuit, a Challenge and Pursuit appropriately or the
moment where the task at hand is especially energy has started to fade from the scene,
difficult or when conflict and negative it’s a good idea to call “cut” earlier than later.
consequence have the potential to make the Once the Resolution Roll has been rolled (or
story more dynamic and interesting. in the case of Highlight Spaces, the outcome
The other players should quickly dictate chosen), the Active Player can end the scene
what is at stake, the positive and negative at any time. Ending a scene is always the
potential outcomes of The Moon Drawn’s Active Player’s choice, though other players
chosen course of action, then the Active can always ask for a cut if it feels like the
Player can make the Resolution Roll and right time.
use the result to briefly describe the fallout
before ending their turn.
16
17
MOVES Ways to engage when it isn’t your turn
In addition to attentively listening and • Heads means The Moon Drawn is prepared Ask For More
encouraging the Active Player in their and resilient against any oncoming When the Active Player mentions something
depiction of a scene, players are able to threats. Each coin showing Heads adds +1 that interests you, simply say “I want more”
use Moves influence the story and stay to the Resolution Roll this turn. to provoke them to describe things in further
impactfully involved even when it isn’t their • Tails means The Moon Drawn is caught off detail. Use this to encourage other players
turn. guard or otherwise at risk from the inbound when they’re doing something cool and to
danger. Each coin showing Tails gives -1 to gain further insight on things.
Each player may use these Moves as many the Resolution Roll this turn.
times as they’d like during a scene while
retaining the respect and attention to the Expose Danger
Coin results are cumulative, so if three Each player is responsible for maintaining the
Active Player’s control. The first time a player players perform Moves and flip coins yielding
uses one of these Moves during a scene, they tension, conflict, and drama that should be
two Heads and one Tails, the total is +1 to the naturally present to a story about exploring
flip a coin onto the Galaxy Chart. Resolution Roll. Coin values only affect the an unfamiliar place and abandoning the
Resolution Roll in the scene during which comforts of your home. While you should
they were flipped and can be immediately be describing these moments of friction
collected by the players once that roll occurs as the Active Player, the other players
or when the scene ends. can contribute more at any time during a
scene. To Expose Danger, describe in a vivid
These actions are intended to allow you influence and impact sentence or two what perils await The Moon
regardless of whose turn it is as Active Player, but they are not licenses Drawn. Other players can choose to add
to step on toes or tarnish other players’ ideas. Use these respectfully, details to further elaborate on the danger
waiting for idle moments to speak up or indicating to the other players at hand. The Active Player then continues
that you have something you’d like to do. If you have a really great idea their description of the scene, including
you can’t hold in, tell everyone and work it into your story together! If how The Moon Drawn is forced to react to
your idea is just alright, continue listening and instead wait for a really your suggestion (potentially incurring a
exciting idea that will make the story more rich. Resolution Roll).
18
Portray Supporting Cast Shift Ask Leading Questions
Our characters exist in a small exploratory A Majority of our story is told with the Asking questions is a great way to get clarity
society, and with so much work to be done figurative camera following The Moon Drawn, and definition in the scene, but the way in
and so few people around to do it, no one but there are many moving pieces of interest which you word your question can impact
is likely to be on the sideline for very long. involved in the narrative. Use Shift to briefly the story. Ask Leading Questions by implying
The Active Player will ask players to inhabit cut away and describe something happening truths while letting the other players define
the roles of particular characters when they somewhere else on the moon. This could and integrate them with their responses.
stage a scene, but any player can Portray be the other characters communicating in For example, “Why does The Moon Drawn
Supporting Cast to introduce otherwise a different location, a threat looming in the keep a tight grip on their sword as they walk
uninvolved characters to the scene (keeping darkness, a moment from the recent past or towards the lake” means that the character
in mind the limited roster of Supporting future that changes the context of a given is doing something with emotional intent
Cast as the Moons we explore are otherwise conflict, or any other moment that otherwise and allows the other players to assign that
uninhabited). Describe that character’s introduces dramatic irony to the story— emotion and carry on the scene with new
thoughts and actions, keeping in mind the information that we have as the audience of information. “How does the leviathan at the
scene’s focus on The Moon Drawn and the the story but that The Moon Drawn is not yet bottom of the lake react to seeing people at
current Challenge and Pursuit. Use this move aware of. the surface” establishes a hidden creature
to stay invested in scenes and keep all of our lurking and also prompts a future threat
characters in contact with one another in that could use a Resolution Roll. However,
interesting ways. exploratory questions that don’t imply new
information like “what is the weather like?”
or “how does that character feel about that
decision” are not leading questions. These
could be asked at any time by any player and
wouldn’t incur coin flips.
19
Ending the game
There are two ways the story comes to an end depending on your ability to
complete Pursuits and stave off the diminishing Planetary Force. Each
player will have an opportunity to add a brief 2-3 sentence epilogue
to an aspect of the story as we leave The Moon and its inhabitants
to their inevitable future. A Grim Cataclysm, a less optimistic
resolution, occurs when the Force reaches zero before all
Pursuits are completed.
20
A Bright Future
When we complete our four Pursuits before the Planetary Force reaches zero, our story comes to a hopeful conclusion, leaving our characters
and their new home in places that will offer assurance to the future refugees from Monvaria and their prospects on the Moon.
Each player flips their coin to determine the subject of their epilogue:
Heads = a known character (The Moon Drawn or a member of the Supporting Cast), Tails = a completed Pursuit.
Describe briefly a scene or vignette of your subject after the events of our story in a peaceful life. For characters, this could be a glimpse at
how life on the Moon fulfills them, how they repair relationships with others, how they are reunited with something they lost, or anything else.
For Pursuits, this could be a glimpse at how the accomplished task allows for fruitful circumstances for the characters or the new arrivals of
Monvaria, how its completion brings back a societal custom thought lost, or anything else.
A Grim Cataclysm
When the Planet Force reaches zero before we can complete all four Pursuits, our story comes to a bleak resolution, leaving our characters
and their new home in a place of turmoil and distress without a clear path towards peace and survival. The people of Monvaria are unable to
escape the further degradation of their planet and the explorers of The Moon are unable to complete the necessary tasks to save others or
themselves in the long term.
Each player flips their coin to determine the location of their epilogue:
Heads = The Moon, Tails = Monvaria
Describe briefly a scene or vignette taking place in your given location that takes place after the events of our story. Describe how, despite
everyone’s best efforts, magic rejects use or containment, spreading strife among the area and its inhabitants. This could include bleak
endings for our characters, dissolution of complete or incomplete Pursuits, malforming of the terrain of the area, depletion or eradication of
a necessary resource, or anything else.
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A pre-made moon
Paracola is a frigid behemoth, an ice-covered Beneath the massive plates of shifting ice lies Epic leviathans scour the surface of Paracola
body in slow orbit around Monvaria. Spending a dynamic core, a magic chemical in liquid for anomalies. Ancient beings with thick
months in the long shadow of the planet and state stabilized by the moon’s temperature. coarse skin to catch the falling galactic ichor
away from the warmth of nearby stars, night In rare breaches between the sheets of and allows them to carry on their long lives
lasts for weeks and the days bring little relief terrestrial ice, the liquid can evaporate, without the need to hunt for prey. Instead,
from the cold. The fleeting rays of varied suns eventually falling back to the moon’s surface these immense creatures protect the moon
are reflected off the icy surface, creating a as a soft blanket of breathing snow. The most from infestations: subterranean mites
glimmer in the sky for the people of Monvaria magically adept can use this fine powder that burrow and bury themselves between
to notice and dream of life in another realm. to enhance their frostbitten spells, but the cracks and destabilize the shifting plates
adverse effect would occur should they of ice, infections spread from fallen space
attempt casting spells of magical flavors debris that could disrupt the ecosystem, and
that don’t fall under the purview of frost. of course, planetary travelers whose hubris
brings them to the snowy surface in search
of survival.
Then, Eric decides to attempt the “Realize” C: “Also, the Moon Drawn is trying to remember J: “And we see the Moon Drawn looking down
Pursuit which the party has elected to name camping advice from their father. Under the at his blistered hands, remembering his
“Make My Father Proud.” Because this Pursuit pressure and with a group looking to him to father’s respect for hard work and love of the
has 1 Completion, Eric has the option to move make the decision, he’s desperately trying to outdoors. They look up into the sky, back at
the Token one space clockwise to land on remember mnemonic devices.” their dying home planet. If he could see the
“Home.” The option is to either engage and Moon Drawn now, he’d surely be proud. They
role play with The Ghost on the “Chaos” space [The three continue creating the challenge wipe a tear from their eye and get back to the
for a more controlled outcome or move a and conversing in-character, exploring the group.”
space clockwise and roll the dice. actions and emotions of the characters as
well as the scene itself] [Eric adds +1 to the Pursuit, so “Make My
Eric feels like he has a hot hand. He elects Father Proud” now has 2 completion. They
to move a space clockwise. Then Eric sets E: “So the Moon Drawn is making a pretty also deplete the Force by 1, resulting in 7. Play
up the scene: huge decision. Let’s do a Resolution Roll to continues clockwise with Jon taking the next
determine if basecamp holds up after hours of turn as Active Player.]
working on it. Since Conor rolled a 1 last time,
we have a +1 so that should help.”
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IdeaS Explore Realize Solutions
Record a map Uncover secrets Identify and face Make good on a Cast a perfect spell Alter the plan to suit
of the sprawling within The Glistening your greatest fear lover’s promise Work together Talk it out
coastline Caverns Lift a weight of Discover the truth Use an unexpected Build a simple
Find a source of Catalogue edible guilt from your about a pivotal ally machine
suitable drinking and poisonous plant shoulders moment in your past
water growth
Conflicts Consequences
Cast Magic manifests Attacked by Bruised ego Magic depletion
Summon a Commune with the unexpectedly unknown forces A tense argument Minor physical injury
spectral beast Moon’s true self Sudden Emotional conflict Something An opportunity
Restore energy Repurpose magic to environmental comes to a head important breaks closes
to your depleted traverse long lunar hazard
magical focus distances A friendly contest A race against
certain doom
Adapt
Bridge the molten Prepare for the Threats
lake inbound astral storm Overgrown plants Intense weather
Protect campsite Ferment the native Pack of animals Massive beast
from subterrestrial plant life to create Natural disaster Defense mechanism
devourers alcohol
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Rules Reference
Turn: Resolution Roll: Moves:
1. Move Token 1d6 Challenge Spaces 1: Exceptional Consequence. When it is not your turn as Active
clockwise. • -1 Force. Player, perform these Moves at will.
2. Choose an available Pursuit. • +1 to next player’s Resolution Roll. When you do, flip a coin.
3. Perform a scene using Challenge,
Pursuit, and Resolution Roll. 2-3: Complication. • Heads: +1 to Resolution Roll this
4. Adjust Force & Completion • -1 Force. turn.
accordingly. • +1 Pursuit. • Tails: -1 to Resolution Roll this turn.
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