Thoughts & Chattery

The Quick 'n Chatty RPG!

Thoughts & Chattery is a game system which allows you and your fellow players to experience a fantastical adventure through simple conversation, and a few rolls of a die.

Your objective is to make it through to the end of the story, while more importantly, having some fun discussions along the way. What is possible in this fantasy world is wholly up to your game master, and your debate skills.

With these rules you'll be able to go on countless adventures.

Join the community

Looking for a party, or interested in writing your own campaigns? Then you ought to join our community on Discord!

Campaigns

Click one of the campaigns below to start playing!

Manual

Let's talk about stetting up a game.

3-5 players from a party.
1 player takes the role of game master.

Each party member will have to pick a class. Each class will include a customization choice to be made.
A list of classes can be found in each campaigns addendum.

Meanwhile the game master should familiarize themself with the campaign.

Note that party members don't need any tool or device to play. They might want to look through a campaing's Overview page to read through the class list, but in practice, only the game master needs access to the campaign.

Once every party member has picked their class, they should each share it, and the choice, they made with the group.
Once that’s settled, the game master should read the story from the beginning to the party.

The story will eventually come to a challenge, one which the party will have to overcome.

Step 1: Challenge Report

First, the game master will read the challenge and its details to the party. This will include a question:
“How will you . . . ?”

Step 2: Open Discussion

Now, the party will have to discuss and figure out how they want to approach this challenge and solve its problem.

Step 3: Solution Report

Once the party has agreed upon a solution, one party member will be chosen to lead. They will have to relay the solution to the game master. They should highlight when a class or item is being applied.

Step 4: Review

If there’s something within the solution which the game master deems impossible, lacking in clarity, or not a helpful application of a class or item, they should make that known, or ask followup questions until it is cleared up.
How much a game master scrutinizes a solution is up to them, though they should keep in mind that their goal is to facilitate interesting and fun discussions first and foremost.

Step 5: Rolling

Once a consensus has been reached, the game master will count all the classes and items that they have deemed helpfully applied. This determines the number of dice the game master will roll.
A party member can only contribute 1 roll for their class and 1 roll for their item.
The maximum allotted rolls is 6.


Success: If the die shows a 5 or 6 within the allotted rolls, the solution will be deemed a success. The party will have completed the challenge and the game master should continue to read the story.

Item: If the die shows a 6, the party will receive an item. The game master will have to think of a sensible way the party might have gained the item in this moment. The solution will also be deemed a success.

Failure: If the die doesn’t show a 5 or 6 at least once, the solution will be deemed a failure.
The game master will have to think of a sensible way in which the plan has failed, including how the leading party member has been sidelined. The party will have to go back to step 2, keeping in mind any changes to the situation.

Sidelined Party Memebers

A sidelined party memeber can not act in a solution, thus they nor their item can count towards a roll.
Every sidelined party member will recover as soon as the challenge has been completed successfully.
If every party member has been sidelined, they will have lost the game. If they’d like to continue, they can return to the start of the chapter, keeping the items they are carrying.

Items are gained through excessive success, i.e. rolling a 6.

  • Every party member can only hold onto 1 item.
  • They can be freely traded, but not during a solution.
  • Newly presented items have to be accepted, thus a held item might need to be discarded.
  • The story might also include a mystery. The party will have to solve it to continue.

    Each party member gets to ask the game master a question, going from youngest to oldest. The game master can only answer with yes, no, or “irrelevant”.

    Instead of asking a question, a party member can also propose a solution to the mystery. If the game master deems it complete enough, they will share the full solution and continue reading the story.

    If incorrect or incomplete, the party should keep asking questions and proposing solutions until they have solved the mystery.

    Each mystery comes with 3 hints. The game master may give a hint in case the party seems stuck.
    At any point the party can choose to change a mystery challenge into a regular challenge. The game master will thus ask a different question:
    “How will the party discover this information?” /
    “How will you ensure the continuation of your quest?”
    The party can’t go back to tackling the challenge as a mystery.

    Occasionally, the story might offer a choice. This will impact how it progresses. The players should make this choice together. This will determine which page the game master will go to to continue the story.

    To make this game as light-weight as it is, each player is expected to keep a couple of things in their memory.
    For party members this is their character class, customizations, item and status.
    For the game master this is the current challenge, and the current state of that challenge.
    As an example:
    A party member would remember that your character is “a sword wielding knight, with a magic flute, who is currently sidelined”.
    The game master would remember that “they are currently tackling chapter 1, challenge 1” and that “the party's first attempt resulted in all the goblins becoming very upset, thanks to some terrible flute playing”.

    While playing, these things will likely stay in your mind, though feel free to write things down. If you plan to take a break and return to the game later, making a note will prove invaluable.

    Note that the specifics outlining classes, items and the challenges can always be retrieved from adendum. So don’t stress it too much!

    This game system was designed to be concise and portable enough for it to be played anywhere. Possibly outside in nature, or some inspiring location to compliment the narrative.

    Though, through this design goal, the game has also become fit for long distance play and other applications, which is a great bonus.

    Either way, we wish for your adventures to be grand and merry. And don't forget, the conversation itself is the fun part.