Seashore

Seashore is a toy RPG I'm testing.
Seashore-Setting

Generation

Choose a color. Take 3 in it.
If you want, choose a sub color - move 1 from your main into it.

Read the definition of your chosen color and edit it till it's about your view of it. That's how that color works in this game. If multiple people choose the same color, agree.

You'll state a lesson for each point you have in it. Lessons are true. Discuss them with the GM and the other players.

Colors

Red

Red is the color of enthusiasm, energy, passion, motivation, and risk. Red is the color of having something to hope for and to lose.

When you spend red on a roll, it counts double towards success.
When you succeed a roll in red:
- get all scraped up,
- surprise bystanders,
- break a sweat,
- walk out of a haze of smoke
- or something like that.

A red lesson is a statement about what matters: "You've gotta __."

Blue

Blue is the color of fun, laughter, relaxation. It's the color of keeping your cool.

When you spend stones to ignore a consequence, 1 Blue is always enough.
When you succeed a roll in blue:
- crack a joke,
- catch a lucky break,
- do some slapstick,
- make a fool of someone,
- or something like that.

A blue lesson is a statement about what's good in life: "___ rules!"

Purple

Purple is the color of wisdom, skill, and magic. It's the color of mastery, genius, and mentorship.

When you spend purple stones to succeed a roll, you get to realize a new skill.
When you succeed a roll in purple:
- Use magic,
- disappear mysteriously soon after,
- treat the powerful as an equal,
- hint at ineffable workings,
- or something like that.

Purple lessons are statements about how the world works - a big truth, like "Robots obey the three laws." or "Using magic to do harm will always backfire."

Green

Green is the color of empathy, kindess, sincerity, and love. It's the color of friendship, connection and care.

When you give a friend a green stone, they get to recover a stone too.
When you succeed a roll in green:
- give someone else the credit,
- make sure someone is okay,
- do it to teach a lesson,
- You tried asking nicely first,
- or something like that.

Green lessons are statements about what's good about other people: "I love __ because ___." They can be PCs or NPCs - this let's you define NPCs at chargen, too!

Arguing

When you want to convince a friend to do something, put a stone down. Or more! If they agree, they take the stone and go along. If they counterargue, they put some stones down. Then you can either agree with them (taking their stones and keeping yours), compromise (both take eachother's) or both walk away angry (both keep their stones.)

Rolling

When you do something, and the GM calls for a roll, they put some stones down. Then you roll 1d6 and put some stones down. If the sum of your roll is three higher than the number of stones they put down, you succeed. If one color dominates, you succeeded in that color: that's the mood of how you succeeded.

If you were rolling to help or oppose a friend, give them the stones you spent. If you weren't, put the stones in the pot. If you're fighting, you can spend them on damage first.

The stones the GM spent go in the pot. If you were rolling in a dangerous situation, the GM can spend those stones on damage again first.

Skills

When you succeed a roll by spending purple stones, you can realize a skill. Skills represent a mastery, a magic trick, or a secret - some realization that'll make it possible for you to succeed just as well on similar tasks every time.

Write down what you've realized and give the skill a number equal to the number of purple stones you've spent - call that your power in that skill.

When the skill is useful for a roll, you can use the skill power instead of what you roll, just take whatever is higher.

Whenever you spend more purple stones doing that, increase the power.

No limit!

Damage

When something bad happens, the GM can spend stones on damage to a PC.

You can reject damage by throwing the same number of stones in the pot - or just one blue stone. If you do that, you get to describe what happens to you, which might be nothing!

If you don't reject the damage, the GM declares you some trouble, like:
- you're kidnapped!
- you're put on academic probation!
- you're too beaten up to fight!

If you're fighting, you can inflict damage, too! If the target doesn't spend to reject it…
Well, if you're both players, you should agree on what good trouble is.
If you're damaging an NPC, just go on and end the fight however you feel appropriate!

Recovery

When you have stones of a color less than the number of your lessons in that color, you can get more stones by recovery.

You can recover by spending a scene on it, or whenever you're given a green stone. Take a stone from the pot.

A recovery scene is:

Red - Dealing with Consequences
Blue - Trying to Relax
Green - Being Kind
Purple - Foreshadowing Doom

You can share your recovery scene with another PC.

The GM

The GM starts the first scene with one colorless stone, and the clock at 0. They should introduce a problem in that scene.

The clock advances after every PC has been in a scene - then the GM takes a number of stones equal to the time it's showing. It's not like, a real time. It's a metaphor.

When the problem is resolved, held at bay, or comes to fruition, or the PCs retreat from it, that's a stopping point. the clock returns to 0, the GM discards all stones, the and the PCs can choose to learn one lesson each, in any color suits their actions this session. Either way, they discard all their stones then fully recover. This is a good time to end the session!

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