Tales System

The Tales of Forgotten

Introduction

Here is what is known about the Tavern at the Highest Level of Understanding...

    

The Tavern came into existence recently. It was a rather violent creation, caused by a long chain of planar changes within the Prime Materia. These changes, which were caused by three main events: The creation of Humans, The initial drying of the great wellspring, and then the sudden and violent reformation of the Wellspring. 

    

From there, the base pocket dimension was created. It was empty. Its location on the Prime Materia was in constant flux- the portal to it moving quite often and randomly.

 

The Tavern came about when a powerful magic being known as the ‘Watching Patron' put their gaze upon the pocket dimension. They couldn't stop the portals into the dimension from moving around as they did, so they decided to centralize their historical observation there. The purpose and reasoning behind this fascination notwithstanding, those who fell into this Portal would be unable to leave, and thus would be coerced into exploring history as the Watching Patron had/does.

 

The Watching Patron isn't a god, nor are they a dragon. They were once a normal being who somehow fell into the Wellspring, the main center of magical energy in the Prime Materia. Whatever came out of the Wellspring was potent enough to effectively meld into the background; They watched everything unfold for centuries. It was, until the formation of the pocket dimension, recording all of what it saw down into a set of massive tomes. 

 

Now, the Watching Patron sits in a sealed library, only opening the door to his quarters to send out another ‘Tale’ for his faithful soothsayers to recount to the Tavern-Goers.

 
 
 

Joining A Tale/Campaign

In order to be a part of a Forgotten Tale, the first step is to find a Google Form sign-up sheet. These for the most part are publicly displayed in both our main Discord, and Home Page. Campaigns are not required to be joined after having been whitelisted, however via completing them you ascertain extra in-game currency to expand at the Tavern’s Library Shop in order to get special tokens for your character as a show of prestige.

In some cases, it is possible that certain sign-ups can be secrets that are hidden behind interactions amongst the Tavern. ‘Sooth-Saying’ characters are the beings who recount Tales to the various personas of the tavern, so it is entirely possible for one sign-up sheet to be kept under wraps, though for the sake of ensuring our DMs don't show complete nepotism they must have at least 1 public ‘Tale’.

An example of one of these forms would look something like this. I would suggest reading through the form either alongside or after the rest of this section if you’re curious.


In a Tale, your Tavern character goes through the process of inhabiting the mind of an entity from the past via the magic of Soothe-Sayers, seeing through an olden figure’s eyes as this other being now goes through their own story. In most Tales, you’ll make a new character with each new campaign as you inhabit a new figure and new story.

Tale Character Creation

In a Tale, your Tavern character inhabits the mind of an entity from the past via the magic of Soothe-Sayers. In most Tales, you’ll make a new character with each new campaign as you inhabit a new figure and new story.

This character is created by you the player, from race to class to what items they had when you inhabited them. For more information about Tale Character Creation click the button below.

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Combat Procedure

Combat primarily consists of three major points: going through actions, rolling to complete those actions, and then following along with the turn-order. An explanation briefly of each portion will be down below.

Actions

As alluded to earlier, each character at base has 1 Move, 1 Action, and 4 Interrupts. Explanations on each go as follows:

 

A move is singularly an action for moving your character. You do not need to use a move every single turn, however you've the chance to do so. Upon expanding an action, you can double your movement speed in order to dash.

 

An action is anything which requires acting. An attack, using a passive, casting a spell, these are all involved in doing such. 

 

An interrupt is the act of either blocking, dodging, or parrying. It can also be thought of as a form of exhaustion for your character. Certain magics and specific treasures may require using an interrupt in order to activate their skills, however the point of interrupts is that they can be done anytime, even on an opponents turn.

 

Rolling

Rolling is rather simple. Anything involving any expending of an action involves the user to roll. 1-4 is considered a lesser roll and causes someone to miss or fail their cast. Anything above such hits. Some treasures and abilities may change the amount of dice or what counts as what, but this is generally how the game goes. There are only two special scenarios to look out for.

 

On a Nat20, your attack’s damage is doubled and you achieve a feat of grandiose wit and insane skill. Whereas rolling a 19 on an enemy would alot you the ability to slice them with the same damage as before, a 20 could do something as insane as having your character involve some chain reaction to flail a large portion of the enemies themselves.

 

On the flipside, a Nat1 is often considered an egregious disaster and will ALWAYS backfire on the party or user themselves. If there is ever a special case in which someone is rolling 2 dice at once and one comes up as a 20 and the other a 1, the 1 outweighs the 20 and it is considered a Failure.

 

Turn Order

The Tales have no solidified initiative. It simply goes: The Players’ Turn, Opponent’s Turn. In some unique scenarios there may be other waves or figures of NPC actions if a DM believes fit but this is generally how it works. Players can work together and meld their actions together if they wanted to do something in some insane combo to do a move of immense flair or intrigue, or they can play as normal. The point is to open up a wide list of options and play styles instead of locking people into pre-decided routines.

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If ever within your encounter your character would fall unconscious, a player character must then roll for death. The DC for this roll is dependent on the difficulty of the Tale. 

 

Easy, DC 1. 

Medium, DC 2. 

Hard, DC 3. 

Very Hard, DC 4. 

 

Each time a character falls unconscious, the DC for this save goes up by a rate static to the starting DC. (For example, upon going unconscious for the second time in an easy campaign, the DC is 2 [increases by 1 each time], while in a very hard campaign, the second time going unconscious would be a DC 8 [increases by 4 each time.]) Upon failing a Death Save, you receive a critical wound. When you receive 3/2/2/1 ((Easy, Medium, Hard, Very Hard)) critical wounds, depending on the difficulty, your character dies. Critical wounds can have differing effects at the DM’s discretion, however they are primarily crippling. Often applying a constrictive debuff to a character that they must permanently RP. After failing a Death Save, the DC for that roll is reset after the combat encounter is finished and your character may rest. 

 

Whether or not you fail or succeed a Death Save, assuming your character is alive after the roll you are immediately rended stunned. For the round you were thrown unconscious and the following round, you are unable to do any actions within that time. Afterwards your character  may pick themselves up with 50%/25% Health (( Easy-Medium, Hard-Very Hard )).

FAQ

“Why don’t you just run regular DnD 5e?”

We are aware the most popular choice would have been DnD, however, we didn’t pick such for two reasons. 1: TTRPG companies are infamous for trying to sue anyone. DnD specifically is quite caustic with such. 2: We wanted to pick a system that was not far off from just regular back and forth Minecraft roleplaying. The combat within such is designed to be similar to just regular emoting and acting so that the difference between roleplay and combat isn't insanely staggering.

“Why would I get any satisfaction out of making a character for one Tale, only to then have to make another one for a different Tale?”

Once you make a character in a Tale, it is helping to expand the universe of the pre-existing meta. With what we give people in character creation, it is entirely possible for people to go about and do absolutely insane feats to completely morph the storyline outside of The Tale. When you stop playing a character in a Tale, their story is not ‘finished’, they become a tool of storytelling for later Tales and may even be able to be played again. Your extremely successful Paladin character may go on to become the next Grand Exalted, or die a holy death within battle.

“Is it possible then to have a stable form of long-term character development?”

That is what the Tavern exists for. What you learn in a campaign becomes knowledge to the character you play in the Tavern. Strange happenings are experienced within, so it's entirely possible for you to undergo a story that will have a long-term effect given what you’ve experienced within a Tale. You never know whom you may meet after all.