March questions
After you’ve created the Prime and the Companion, continue with the March questions. Each role gets their own domain, but anyone may collaborate if inspiration strikes.
A March is often about a mysterious and dangerous duty with more questions than answers. The reason for the March matters as much as Doom itself. The Prime faces a problem. Conflicts and complications will then drive them toward a solution.
The March questions, all concerned with the dramatic conditions of your game. Pressure and denial, faults, and constraints are drawn out through them. The answers will contain sensory detail, political landscape, belief systems, and technology level, but will also indicate what makes this world difficult to be a hero in.
Prime: What do you want in the world? Think of a wound that drives you. This creates a desire, tension, or personal conflict. It informs the ambition the fable will fulfill.
Guide: How does the world oppose that? Think of how the March denies the Prime. This sets up circumstances to deal with. It informs how the fable begins.
Harbinger: Who governs the world? Think of a force that makes the world untenable. This sets up the villain or the threat to reckon with. It informs how the fable ends.
Companion: Why do things need to change? Think of the unbearable suffering in the world. This sets up the broader stakes. It informs the conflict the fable will resolve.
The Scale
When play begins, Doom is either 10 or 11, the Companion’s choice. The March setup questions you answer together help decide.
Set it to 10 if the world is structured and strict.
Set it to 11 if it’s haywire and liberal.
When prompted, roll the die, and compare the result with the current Doom.
If rolled under: increase Doom by 1.
If rolled over: decrease Doom by 1.
Equal: your choice which way, but it must move by 1.
A roll never determines success or failure, only shows what kind of fable you’re telling. Besides shifting Doom every time you roll, you get a relevant answer from it as well. Only roll once for an action: decide which one is most important or relevant, and hold back the rest.
The Scale shifts when consciously modified or if triggered by a roll. When it reaches 1 or 20, the Prime meets their Doom with a final choice:
1: descend to a simple life or ascend as guardian spirit.
20: fade in misery or depart in a blaze.