Freeform Universal
Freeform Universal
Freeform Universal
FREEFO
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CL ASSIC
NATHAN RUSSELL
This game was completed as part of National Game Design Month, 2010
Find out more at https://nagademon.org
Talk before play! funky scenes. This way everyone gets a The Insta-Genre-Generator
Have a conversation about the type clear picture of what the game is going For quick pick-up games, get everyone
of game you will play, so everyone to be about. to write two genres or settings on bits of
starts in the same “space”. Establish This discussion will also clue the paper. Stick them all in a hat and pick
tone, theme and/or expectations. It is Narrator in on what players want (or out two. Now you have “Apocalypse
important to know whether you will need) out of the game. It establishes Suburbia”, “Medieval Super-heroes”,
be cheered or jeered for outrageous whether players want to feel like epic “Kung-Fu High School” or whatever,
overacting, or bloody acts of violence. heroes, down-trodden underdogs, or have a discussion about tone, theme,
tragic anti-heroes. possible plots and characters. Now play!
Throw around ideas on setting,
imagery, set-pieces, cool clichés and
Choosing Gear Like Descriptors, the description of Gear is not innately “good” or “bad”.
Items should be “iconic” to your your Gear should be clear - you don’t What you do with it and the situations
character. Think Batman’s Sinister want to be guessing at the purpose or you find yourself in will dictate whether
Batsuit, the Ghostbuster’s Unstable main feature of an item. having an item is useful or not.
Proton-packs, James Bond’s Reliable One adjective only Good Gear / Bad Gear
Berretta, or Zorro’s Flashing Blade.
The description of your gear should You can, if you want, dictate that
Each piece of Gear should add have a single adjective - no less and no one piece of Gear must have a “good”
something to your character’s more. A Sharp Sabre is okay, as is a adjective, and the other a “bad” one.
background, personality or goals. It Magic Sword, but a Sharp Magic Sabre You might have a Warm Jacket and an
should make a statement about who the is not allowed. Old Gun; or a Fast Motorcycle and a
character is or what they do. Maxed-out Credit Card.
Specific nouns
Gear is equipment Choose specific, descriptive nouns; Stuff that isn’t Gear
Gear is never innate - it can be Sabre is better than Sword, Baseball Any objects, items or equipment
dropped, lost, broken and stolen. A Cap is better than Hat. You can use that are not listed as Gear are props.
Cybernetic Arm is not Gear, but an more than one noun, but keep the Props have no effect on a character’s
Armoured Power Glove is. description to as few words as possible. chance of success at an action - they are
merely window-dressing. However, you
Describing Gear Talk about your Gear
can swap, steal and pick-up another
When describing gear make the Discuss your Gear. Everyone needs character’s Gear and use that!
adjective tell us something useful and/ to be clear on what you are describing;
or interesting about it. A Long Dagger is what the Gear will be useful for, and
okay, a Broken Dagger is better! when it might be a hindrance.
It’s all about roleplaying now Long or short term goals? together to decide on a relationship,
Your Description, Drives and When choosing your Drive you are or you can have separate, unrelated or
Relationships all help develop your free to pick long or short term goals. If “opposed” relationships (for example;
character and put them into the “world” you are only playing a one-off game, “In love with”/“Repulsed by”).
of your stories and adventures. The then it is a better idea to pick something Don’t be antagonistic
Narrator might occasionally give you that will have an immediate impact on
Don’t create Drives or Relationships
a bonus to dice rolls because of the the plot. If you are planning a series of
that will have characters constantly at
information you reveal here, but that is games, then by all means come up with
each others throats. It is okay to have
by no means required. a longer-term goal for your character.
characters that don’t see eye-to-eye
Use your Drives and Relationships How many Relationships? (in fact, that can be fun!), but don’t
to inform the way you roleplay your Two Relationships is a good number have them hate each other. You want
character, the way they interact with the to start. Pick two different characters the characters to function together in
other player’s characters and the world and decide how they know each other. order to defeat the antagonist, solve the
around them. You and another player can work mystery or complete the mission!
DESCRIPTORS
Identify the four most important or interesting features of your character,
one each for Body, Mind, Edge and Flaw.
Each Descriptor should be short, punchy, clear, innate and finite.
GEAR
What cool, iconic stuff does your character carry?
Choose two items of gear, describing each with an adjective and noun
(e.g. Sharp Sabre; Fast Motorcycle).
DESCRIPTION
What does your character look like? What is their name? Where are they
from? What makes them interesting and unique?
DRIVES
What does your character want? What is stopping them? What will they do
to get it?
RELATIONSHIPS
How do the characters know each other? What connections do they have?
Who “sets” the scene? When describing the scene draw on Do scenes have to be in order?
Players might suggest scenes they all the senses; point out interesting or You can use all the techniques
would like to see or be involved in, but important details of the location; and of stories, novels and movies, which
most of the time the Narrator decides all the characters involved. Consider the means flashbacks and flash forwards,
what scenes occur and in what order objective of the scene as you create it. parallel story lines and even montages
they happen. Discussion might occur What is an objective? can be played out in scenes. While most
about the order events occur in, what of the time your scenes will occur in a
An objective can be anything that
is happening, where it is happening and chronological order, you do not have to
a player or character wants. Character
who is involved before the Narrator be restricted by this.
objectives might include finding a piece
makes a final call on all these matters.
of information, defeating an enemy, Do I have to use turns?
Some groups like to give everyone talking to someone, travelling a small Turns are an optional measurement
a turn at setting a scene, and that is or great distance, preparing for battle, of time, useful for when a variety of stuff
totally cool, too. conning a mark, or stealing an object. is being attempted by several characters.
Player objectives could include seeing Use them to organise the action as
How do you “set a scene”?
their character in a cool fight, solving needed. Some scenes will naturally fall
Setting a scene is a matter of defining the mystery, revealing a secret about into turns, while others will be resolved
where and when the action takes their character, or interacting with without ever considering them.
place, who is there, and what has just a specific character or player. Often,
happened or what is about to happen. player and character goals overlap.
Location, Characters, Event, or Where,
When, Who & What.
Examples of Success & Failure Who chooses Conditions & catch up with you, but have the tired
Going back to an earlier example, Details? Condition. Applying Conditions in this
let’s see what might have happened Anyone can suggest a Condition or way will likely give player characters an
when we apply each possible answer to Detail that they feel is appropriate to advantage later in the scene.
the question the action taken and result achieved. When should I use Details?
Usually the player that rolled the dice
“Does Sir Camden leap the hedge?” Apply Details when the action is
and the Narrator will work together to
likely to change the scene or environment
Yes, and he catches up with Lord come up with a suitably dramatic effect.
in some way. This might be a change in
Kane. This is a Detail that changes the But really, anyone at the table should
the power dynamic of the scene (“Yes,
scene. throw in whatever cool idea they have.
he leaps the hedge and he catches up
Yes, he leaps the hedge. There is no The Narrator always has final say with Lord Kane.”); or a change in the
and/but qualifier so no Condition or over what Condition or Detail is applied physical environment (“No, but he spots
Detail is added. to a result. a gap in the hedge.”).
Yes, but Sir Camden is disoriented When should I use Conditions? Details are often applied when the
and momentarily confused. This is a Like all qualifiers, it depends on acting character gains some advantage
Condition applied to the character. situation. In the examples above, (Yes, and / No, but). They can be used to
No, but he spots a gap in the hedge Conditions are applied to the acting great effect, however, to make situations
further along. This Detail gives the player when things don’t quite go right more exciting;
character another way to continue the for them (Yes, but / No, and). The “Do you swing across the room on
chase. Conditions make life a bit more difficult the chandelier? Yes, but candles fall
for the character because of the minimal loose and set fire to the tavern.”
No, the horse shies away from the
success or outright failure.
jump. There is no and/but qualifier so Details can provide instant or
no Condition or Detail is added. You can also apply Conditions to on-going effects, depending on the
the target of an action, when things are circumstances. A gap in the hedge can
No, and his horse rears up, throwing
going right for your character. If you be used immediately to continue the
him to the ground, causing an injury.
are debating with a bureaucrat and chase; a burning tavern will continue to
This is a Condition.
get a Yes, and result you might apply be a hazard until someone puts the fire
the confused Condition to the target. out!
If you attempt to outrun an enemy
and get the No, but result they might
Example of Modifiers roll too. Is the opponent weak? You get Option: Matching Dice
Captain Vance hurtles along in the a bonus die. Is the opponent a world Rolling doubles, triples or quadruples
jeep, when a guard tries to drag him champion arm wrestler? You factor in a can make a success much better or a
out through the window. “Will Vance penalty die. And so on, until everything failure far worse. If your result die has
shake the guard off?” It is hard (+) to is factored in. When you know how a match the effects will be much more
drag Vance out the window, but he is many bonus and/or penalty dice dramatic. You may add one “and...”
wounded (-) and surprised (-), and the you have, roll. If the result is an even statement for each matching die. If the
attacker is very strong (-). In total you number, you win the contest; if the final action is failed this statement should
must roll 2 penalty dice. You roll 3d6 result is an odd number, your opponent make the situation worse. If the action
scoring a 2, 4 and 3, and must take the has the advantage. is a success the additional statement(s)
worst result, the 3. The guard wrestles Dialing in on Your action should make the situation even better.
Vance out of the jeep.
Sword fights, political debates, space For example, Sir Camden faces Lord
Other types of rolls? races, international wars, arguments Kane’s henchmen. “Will Sir Camden
FU has no such thing as ‘opposed and gun battles are all resolved using defeat the henchmen?” He is injured
rolls’ or ‘contested actions’, ‘damage the beat the odds roll. The key is to dial and outnumbered so you will roll 2
rolls’ and ‘rolling to hit’. The beat the in or out of the action through the kind penalty dice. You roll and score 3, 3,
odds roll is the only kind of roll used of questions you attempt to resolve. You and 2. You must take the worst result -
in FU, whether you are trying to drive can fight a dramatic sword fight and the double 3! Normally this would be a
a car through a crowded mall, arm exchange a series of blows by asking “Do “No...” result, but the matching 3 turns
wrestle a giant, or shrug off the damage I hit the Count De Montief?”. But you it into a “No, and...”. If you had rolled
caused by a stray bullet. could also resolve the entire fight with triple 3 the result would have been “No,
a single roll by asking “Do I defeat the and..., and...”!
How do “opposed” actions work?
Count De Montief in a duel?”. Or, take
For a start, only players ever roll it to the next level and ask “Do my men-
dice. You begin by factoring in all the at-arms storm the Count De Montief ’s
bonuses (+) and penalties (-) that apply castle?” Adjust the dial as necessary!
to your character. Then you take stock
of all the factors that would apply to
the opponent, and apply those into your
Starting FU Points? lose out to The Man. Decide if these are Flip a Pip
The number of FU Points you begin the only ways to earn FU, or if they are Spend a FU Point to adjust a
a game with should be discussed before in addition to the normal roleplaying single die up or down by one pip.
play begins. The more FU Points players rewards. This decision will also have a Spend multiple FU points to adjust a
begin with, the more easily they will dramatic effect on the tone of play. See die multiple pips. This option is more
achieve successes. If playing games of what you can do with it. reliable than a re-roll as you will always
high adventure or over-the-top action, Other ways to use FU be able to turn a “no” into a “yes”. If you
it would be reasonable to begin with 2 used this variant the normal re-roll rule
Play around with FU Points.
FU Points. Super-powered heroes might should not be used.
Experiment, or adjust the ways you use
begin with as many as 3 FU Points. For
them to suit your gaming group or the Use a Prop
grittier games each player might only
type of story you are playing. Here are Spend a FU point to turn a prop into
begin with 1 FU Point, or even none.
some suggestions; an item of Gear for the duration of the
Can I give / share FU Points? scene.
FU as Health
That is up to you and your group.
Rather than having a varying and Stunts and Powers
The default is “no”, but...
changeable number of FU points, every Give characters special abilities,
Do Narrators get FU points? character begins with 3. They can be skills or powers that can only be used
Usually, no, but they might allow a spent as normal, but can also be lost by spending a FU Point. These should
powerful villain or monster to have one, when the character suffers physical or be more powerful than Descriptors
two or three. mental stress (injuries, fatigue, fear, - make them break the rules or give a
etc). FU in this instance can be refreshed superhuman knack, like the ability to fly
Other ways to earn FU (brought back up to 3) by roleplaying out or read minds, teleport, or whatever.
You might like to change the way a (non-dice rolling) scene with another
you earn FU Points. You might earn character that reveals something about Taking a Hit
them for dealing the killing blow to your relationship. Instead of rolling, declare you are
monsters, achieving your character’s “taking a hit”. All the dice you should
Re-Roll Everything
goal, or rolling multiple 1’s or 6’s. have rolled are treated as if they rolled
Spend a FU point to re-roll all your 1’s (yes, if you are holding 5 dice, they
This is a really good way to change dice. This is an all-or-nothing thing, so count as five 1’s!). In return for your
the tone or style of the game. Want to you can’t keep a couple of good results suffering you earn a FU Point.
play a dungeon crawl? Reward FU for and roll the rest. Use this variant instead
killing monsters. A gritty dystopian of the normal re-roll rule.
game? Reward FU when the characters
ACT
Roleplay your character and describe what is going on. Push toward the
objective.
ASK A QUESTION
When you need to resolve a conflict or complete an action ask a closed
question (e.g. “Do I succeed?”)
FACTOR IN MODIFIERS
+1 bonus die for every Descriptor, item of Gear, Detail, Condition or other
feature that makes the action easier.
+1 penalty die for every Descriptor, item of Gear, Detail, Condition or other
feature that makes the action harder.
ROLL
Roll all your dice. The result is the single best die (if rolling bonus dice) or
single worst die (if rolling penalty dice).
DESCRIBE RESULT
Use the die result to describe how the conflict or action turned out. Apply
Conditions or Details as necessary.
3 Questions to frame your game How do players want to feel? the characters in order to achieve the
When you begin a game talk with Do the players want to feel like above? Do you need to ensure every
the players about their expectations. Try they are changing the world? Like their challenge is accompanied by a generous
to answer the following three questions; character is gaining in wealth, prestige reward? Are you going to make every
or power? Or do they want to feel like fight hard but fair? Will you be relentless
What will characters do? in the pursuit of the antagonist’s goals?
their backs are against the wall and
Do players want to kick in doors, their lives constantly at risk? Answer these questions and everyone
kill monsters and take home piles of
What is the Narrator’s role? at the table will be clear on their role in
treasure? Do they want to feel like epic
the coming adventure.
heroes? Or the underdogs, struggling What kinds of challenges, encounters
against ridiculous odds? and situations are you going to present
The Bowl character just participated in. Gear What do I share with players?
One technique for rewarding FU can be changed between sessions at the Some groups play open, making no
Points is to place a bowl of beads, chits Narrator’s discretion. secret of the Descriptors and details
or tokens in the centre of the table. Each Goals might also change from game of creatures and monsters. Other
bead is a FU Point. The Narrator can session to game session. Give players groups (and/or Narrators) keep this
tell players to “take one from the bowl”, time to consider their goals at the start information hidden from players. Both
and other players can reach in when of each session and let them adjust or options provide for different styles of
it is appropriate to reward a player, change them as necessary. play.
by passing a bead from the bowl. This
Tracking obstacles Playing an open table means
requires trust between players and
everyone is clear about what is going on,
Narrator, but makes the running of Use sticky-notes or index cards to
what opportunities exist for cool scenes
the game very smooth as no-one has to record details about your characters,
and actions. Players can see what Gear,
stop and ask; “Does that deserve a FU monsters and obstacles. Write down
Conditions and Descriptors are “in
Point?” Descriptors, Gear and other info. As
play” and incorporate them into scenes.
they suffer Conditions, record those on
Advancement
the card. Keeping the details of villains, traps
FU is not a game about “levelling and other obstacles from the players will
up”. While characters might have a Use index cards to record important
push them to test their enemies, explore
variety of experiences and learn from terrain features, too. Write down any
the environment, and try different
them, the real advancement comes from Descriptor(s) pertaining to the feature
things. They can manoeuvre themselves
the changing story and/or world. so players can take them into account
and situations in directions they think
as they plan their actions.
If appropriate, players can change will be advantageous. It is always
one Descriptor between game sessions. satisfying to be rewarded with bonus
This alteration should relate in some dice for accurately guessing an enemy’s
way to the experiences and story their Descriptors.
Notes:
Notes:
Notes:
Notes:
BODY DESCRIPTION
MIND
EDGE
FLAW DRIVES
WHAT DO YOU WANT?
RELATIONSHIPS
Angry Trapped Dazed
CONDITIONS
NOTES
ROLL RESULT
6 Yes, and...
FU POINTS
THE ODDS
4 Yes...
2 Yes, but...
5 No, but...
3 No...
1 No, and...
I also want to send a huge “Thank you!” to everyone who has written to offer feedback, been involved
in the community, created “Fan Made FU” supplements or worked to translate the game and share it
with international communities. Your enthusiasm and encouragement have been hugely appreciated
over the last decade. I never imagined that I would still be writing about FU or talking to keen fans ten
years after I bashed it out as part of National Game Design Month. It blows my mind!
Those of you who have been following along know that this weird little game has been a continual
work in progress and I have been promising more. For those of you new (or returning) to FU, there
are a bunch of articles, clarifications and new ideas to be found at www.FreeformUniversal.com, and
a thriving community of fans on facebook (link below). There is a beta-version of a second edition
currently available and very soon I will be releasing a revised version of Freeform Universal, which
takes the rules in this document and updates them a little to improve clarity and speed of play. Below
are a bunch of links to get you hooked into the FU community and my other games and projects.
Once again, thank you so much for your continuing support and enthusiasm.