High/Low

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Last modified on Thursday, 15 August 2024 at 11:38am EDT

“In like 3 years we’ll roll a non high-low die for the last time and won’t even know it.”
-David

Contents

 

1: Introduction

High/Low is a collaborative storytelling game. When playing, you and your friends work together to tell an interactive story. You decide what challenges and obstacles the characters face, how they respond, what they say, and what happens to them. A small set of mechanics centered around standard six-sided dice (d6’s) serves to add some uncertainty and drama into the story.

Most players control a single “player character” (PC), each of whom is a major protagonist in the story. One player, the “game manager” (GM), is responsible for the world that the PCs inhabit; they set up and describe situations that affect the PCs, and they are responsible for adjudicating the rules and determining the outcomes of the PCs’ actions.

The flow of the game is that of a conversation. It typically begins with the GM presenting a scenario or obstacle for the PCs. The other players then decide how their characters will respond, and the GM describes the results of those actions (often using dice to help decide how things go). In this way, piece by piece, the group works together to tell a dramatic, exciting story.

1.1: Aspects

Everything in the game world (characters, inanimate objects, places, etc.) is described by Aspects, brief phrases describing something unique or noteworthy about whatever they describe. Aspects play at least three critically-important roles: they tell you what is important about the game; they help you understand, imagine, and remember people and places; and they tell you when to use the mechanics.

For example:

Aspects are truths about the story. They grant narrative permission for characters to take certain actions or attempt certain tasks, and they affect the likelihood of success of those attempts (see High/Low Rolls).

2: Starting a Game

There are many ways to start building a game or a story, but they generally involve coming up with a brief description, and maybe some Aspects describing the location, society, and situation in which the characters’ story begins.

There are many ways to go about this, and the world-building process can involve any amount of collaboration you see fit (the GM can build the world and share it with the players, or a session 0 can involve creating the world as a collaborative exercise). It is important to be able to get people to mostly agree on the following:

A typical game will start small, in the sense that the setting, issues, and NPCs will be fairly local to the characters, usually both geographically and contextually. Over time, the world will grow, and new issues and characters will be revealed. It is totally fine to build your game this way; or, by contrast, it is totally fine to start by filling in lots of details of the world at large before determining the player characters’ respective places in that world.

3: Making Characters

3.1: Character Aspects

Each PC starts with four descriptive Aspects:

Work alone or with your group to determine your character’s Aspects, and write them down somewhere. Note that Aspects work best:

You should also feel free to wait to decide on some of your Aspects. You can always fill them in as the game progresses and you discover more about the character, or as situations that come up in the game make you think of new Aspects; and you can always change or refine them as you play.

3.2: Description

At this point, write down a brief but more detailed description, including your character’s appearance, personality, past, goals, friends, enemies, and/or anything else you think is important or interesting.

As part of this exercise, it can be useful to define an overarching Drive for your character by answering the following questions:

There is no required structure to a Drive; just see where the prompts take you (and feel free to workshop with the GM and the other players). Feel free to invent details of the world as part of this exercise; but also feel free to leave some things ambiguous.

For example, Cam wants to provide the best life possible for his little sister Sal, but life on the streets is rough. He’ll dirty his hands, bloody his nose, and do any legally- or morally-ambiguous things necessary to take care of her. At least that’s what he tells himself. Secretly, he finds these things exhilarating, and he revels in exerting whatever power he can over others. But he will go to great lengths to avoid Sal finding out about this side of his character.

3.3: Gear

Every character also starts with one notable piece of Gear. This might be a weapon (“Heirloom Sword” or “Big Freaking Gun”) or a piece of clothing (“Slinky Red Dress” or “Intimidating Platemail”) or any other equipment (“Fancy Sports Car” or “Daddy’s Credit Card”).

There is no restriction on this other than good judgement and what makes sense given the story/setting; but as with your character’s Aspects, this may work best if it can cut both ways. For example, a character might have a “Reliable Old Station Wagon” or a “Water-damaged Pistol.”

Mundane items are not Gear, and they are generally are not tracked. If your character would reasonably have something with them, they do; if it’s unreasonable for them to have it, they don’t. If it’s uncertain, make a high/low roll (see High/Low Rolls).

4: High/Low Rolls

When your character takes an action where the outcome is meaningful but uncertain, start by describing what they are hoping to accomplish (“I want to hide my discomfort when biting into this hot burrito,” or “I want to disarm my opponent,” or “I want to find the self-destruct button.”).

The GM will then decide whether you are trying to roll “high” or “low” to determine what kind of numbers you’re hoping for, based on the vibes of the specific action you’re taking (sneaking stealthily might call for a “low” roll, whereas jumping the chasm might call for a “high” roll).

Then roll a d6: 1-3 are low and 4-6 are high. If your roll matches what you were trying to roll, you succeed; if not, you fail. Once you know the outcome of the roll, you and the GM work together to interpret that result in terms of the story. If you want to interpret things on a more granular level than just “success” or “failure,” you might consider using the following table as a guideline:

“High”
Roll
“Low”
Roll
Success? Details
6 1 “Yes, and...” You succeed, and something good happens in addition.
5 2 “Yes.” You succeed.
4 3 “Yes, but...” You succeed but only partially, or an additional complication arises.
3 4 “No, but...” You fail but make progress, or another opportunity arises.
2 5 “No.” You fail.
1 6 “No, and...” You fail, and things get worse somehow.

High/low rolls are intended for unsure situations that move the story forward regardless of the outcome. They are not required in the case where a character, narratively, is all but guaranteed to succeed, and they should not be allowed if your character is all but guaranteed to fail (or if the result has no impact on the story). Those results should simply be narrated by the GM without a roll. In short: if the outcome is uncertain and both success and failure are interesting, you should roll; otherwise, don’t.

Rolls can be as specific or as general as the narrative demands. For example, you might roll to “Shoot the third guy from the left in the leg, just below the knee,” or you might roll to “Rout the enemy legions;” and the associated action might take seconds, minutes, hours, days, or months in-game. It all depends on what the story calls for, and what keeps things interesting and dramatic. Sometimes it’s fun and interesting to dive into the details, and sometimes it makes sense to zoom out and make a single roll to resolve even a large-scale or long-term action. Progress clocks can be a great tool for managing tension on larger tasks where a single roll might feel anticlimactic.

A variant of this process can also be used by the GM to disclaim decision-making responsibility. If a player asks a story question the GM doesn’t know the answer to, the GM can ask the player to “call it” high or low, and the GM can then roll a d6; if the result matches what the player called, they get the more favorable answer.

4.1: Adjusting Difficulty

Circumstances in the story often affect how likely it is that a given action succeeds, and high/low rolls should be modified to account for that:

You may use any Aspect, piece of Gear, or Condition to provide these bonuses/penalties, not just those that describe your character. For example, if you are sneaking around, you should feel free to use both your “Soft-soled Shoes” Gear and the enemy guard’s “Bored After a Long Day” Condition to benefit your sneaking. And the GM should feel free to use the environment’s “Creaky Floors” Aspect and the building’s “Cutting-edge Security System” Aspect to hinder it.

4.2: Consequences and Conditions

Consequences from rolls may be purely narrative, or they may progress or regress a clock (see Progress Clocks), or they may take the form of Conditions on yourself, other characters, or the environment. Conditions are temporary Aspects that impact the way your character attempts actions or the results of those attempts. Conditions might be “On Fire”, “Broken Window”, “Smitten”, “Angry”, “Lost in Thought”, “In The Zone”, “Ice-cream Headache”, “Broken Rib”, “Bloody Nose”, “Social Pariah”, or anything else narratively important. Like regular Aspects, Conditions are true and so will generally impact the story even outside of high/low rolls.

How long a Condition lasts is up to the players and the GM. A Condition of “Slick With Rainwater” might last for the duration of a scene, whereas a Condition of “Broken Arm” might take longer to resolve (and it might turn into “Arm in a Sling” on the way to being removed completely).

The best consequences and Conditions are those that move the story forward in interesting ways. Players should feel free to suggest consequences and Conditions, but the decision ultimately rests with the GM.

5: Progress Clocks

Oftentimes, players want to take on complex or long-lived tasks; you can track these tasks using progress clocks. A progress clock can be drawn any number of ways, but the most common is a circle divided into segments (see examples below). Draw a progress clock when you need to track ongoing effort against an obstacle or the approach of impending trouble.

image

The characters are sneaking into the watch tower? Make a progress clock to track the alertness of the patrolling guards; when the characters suffer consequences from partial successes or missed rolls, fill in segments on the clock; when it is full, the alarm is raised.

Generally, more complex problems should use progress clocks with more segments. A complex obstacle might use a 4-segment clock. An even more complicated obstacle might use a 6-segment clock, and a daunting obstacle might use an 8-segment clock.

When you create a clock, mark it with a description about the associated obstacle. This description should not imply a method, just the obstacle; for example, the clocks for an infiltration should be “Interior Patrols” and “The Tower,” not “Sneak Past the Guards” or “Climb the Tower.” The patrols and the tower are the obstacles; the characters can attempt to overcome them in a variety of ways.

It is up to the GM how much information is revealed to the players. They might choose to make the whole clock visible, or only its name, or nothing at all. As a general rule, though, as characters become aware of threats, the players should have at least some visibility into the associated clocks.

Complex enemy threats can be broken into several layers, each with its own progress clock. For example, the megacorporation’s central office might have a “Perimeter Security” clock, an “Interior Guards” clock, and an “Office Security” clock. The crew would have to make their way through all three layers to reach the company boss’s personal safe and valuables within.

Not every situation or obstacle requires a clock. Use clocks when a situation is complex or layered and you need to track something over time; otherwise, resolve the result of an action with a single roll.

Progress clocks are a really flexible tool for tracking progress toward any abstract goal. You can use progress clocks in several different ways, for example:

6: Edge Tokens

This is a game that encourages players to take an active role in shaping the story being told by the group. Players can always make suggestions (and the GM is encouraged to listen to them!), but there is also a mechanism that players can use to exert control over the story more directly: Edge Tokens.

6.1: Spending Edge Tokens

Each player starts each play session with two Edge Tokens, and each Edge Token can be spent to take one of the following actions:

6.2: Earning Edge Tokens

You’re not limited to just those two Edge Tokens, though; you can earn additional Edge Tokens by taking one of the following actions:

7: Advancement

In High/Low, characters grow and evolve by gaining new Aspects or Gear, by modifying existing Aspects or Gear, and/or by having general narrative effects on the world and its inhabitants. There is no notion of experience points or “level.” Rather, as in a good storybook or movie, characters simply gain new abilities, gear, connections, and specialties when it’s appropriate given the flow of the story.

8: Conflicts

While the rules presented so far can be used to cover a wide variety of situations, you may wish to use additional rules for conflicts: situations where characters are actively trying to harm one another. It could be a fist fight, a sword duel, a shootout, a chase, a tense interrogation, or anything similar. As long as the characters involved have the intent and the means to harm one another, and multiple characters are acting simultaneously, the rules presented here may be helpful.

Conflicts usually follow the following flow:

8.1: Setting the Scene

The GM kicks things off by setting the scene. There are numerous pieces involved here, but narratively we’re striving to answer these questions:

Start by describing these in broad strokes, but as you’re setting the scene, keep an eye out for fun-sounding features of the environment to turn into Conditions during the fight. Don’t overdo it, but if you can find 3-5 evocative things about the environment and/or the combatants and turn those into Conditions, it can make the conflict more dynamic, both by providing additional flavor and by providing opportunities to apply game mechanics creatively. Good options include:

You should also use this time to set up any necessary progress clocks for enemies or environmental hazards or time limits. You might have an “eruption” clock for a fight in a volcano, a “reinforcements” clock after the alarm goes off, a “heavy armor” clock on a beefy enemy, or anything like that.

If the conflict takes place over a large or diverse physical area, this is also the time to set up Zones (see below).

Beyond the physical layout, there may be additional elements of the scene that are important to set out: character motivations and goals, stakes, and the like.

8.1.1: Zones

Zones are abstract representations of physical space. In general, a Zone is an area where it’s close enough that you can interact directly with anyone in the same Zone in a few seconds (attack them, help them, etc.).

Generally speaking, a conflict should rarely involve more than a handful of zones. Zones should give a tactile sense of the environment, but they shouldn’t be too complicated; this isn’t a miniatures board game. Here are some good rules of thumb:

8.2: Taking Turns

During a conflict, several characters are often acting at the same time. To simulate characters acting simultaneously, each character involved in a conflict takes turns specifying small actions to be taken and resolving rolls as necessary. The GM always decides who gets to go first based on what makes sense narratively (though players can make arguments if they feel the wrong decision is being made). Once the first player has gone, they decide who acts next. As a general rule, no character may act again until every other character has acted. This pattern continues until the situation is resolved.

8.2.1: Player Actions

There are several actions a character can take on their turn. While it is possible to take any actions you see fit (in order to advance a clock, for example), there are several common things you may wish to do during a conflict, including:

In addition to taking an action, a character can usually move from one Zone to another adjacent Zone unless there are Aspects making movement into or out of those Zones difficult (in which case it may take an entire turn or more to move between them).

8.2.2: Enemy Actions

Generally, players are the only ones who roll dice, but if enemies take actions that could make things worse for a player character, that character will generally have an opportunity to make a roll to try to avoid or mitigate the negative effects of those enemy actions.

Enemy actions can have a variety of effects, including advancing or regressing a progress clock, or adding (or worsening) a Condition to a character or the environment.

8.3: Getting Taken Out

When a character has accrued enough negative Conditions, or a single Condition becomes severe enough, they may be Taken Out. Being Taken Out is bad; it means not only that the character can’t fight anymore, but the player whose character was responsible gets to decide what their loss looks like and what happens to them after the conflict.

This means that there is a real risk of character death when you are Taken Out; and, to be fair, if you’re talking about a physical conflict where people have knives or guns, death is a realistic possibility. That said, though, instant death of a protagonist can be frustrating for a player, and it’s also often quite boring from a narrative perspective compared to putting that character through hell and exploring their response. So try to look for other narratively-interesting things that could happen as a result of being Taken Out. Maybe the character’s “Family Heirloom” Gear is shattered; or they now have a “Missing Left Leg” Aspect; or their “Always Looks on the Bright Side” Aspect morphs into “Tinges of Cynicism;” or maybe they don’t die, but just before they pass out they see the death of a friendly NPC, which they are powerless to prevent. All of these choices allow the story to continue in interesting ways that an instant death doesn’t.

That doesn’t mean there’s no room for character death in the game, however; you should probably just save that possibility for conflicts that are extremely pivotal, dramatic, and meaningful for the character (in other words, conflicts in which that character would knowingly and willingly risk dying in order to win). And it’s generally always a good idea to make sure that players know that death is on the table heading into a conflict, even if their character doesn’t.

8.4: Conceding

When all else fails, when you’re worried that you can’t absorb a hit or that continuing to fight just isn’t worth the punishment, you can decide to stop. Once the dice hit the table, what happens happens; but, whatever the reason, you can interrupt any action at any time before the roll is made to declare that you concede the conflict.

Concession gives the other person what they wanted from you, or in the case of more than two combatants, removes you as a concern for the opposing side. You’re out of the conflict, period.

But there are benefits to conceding, too. Firstly, concession lets you avoid the worst parts of your fate. You still lost, and that needs to be reflected in the story; but things should generally be at least a little bit better than if you had continued to try and been Taken Out instead. For example, conceding might mean that your character is accidentally left for dead on the battlefield, as opposed to being captured and dragged to the enemy’s headquarters.

Beyond narrative effects, conceding always awards an Edge Token, which opens the possibility of coming back stronger later on.

8.5: Ending a Conflict

Under most circumstances, when all of the members of one side have either conceded the conflict or have been Taken Out, the conflict is over.

But there are other things that may end a conflict as well. A notable example might be that a progress clock related to an environmental factor or other external threat is filled; in this situation, the conflict might come to an abrupt and catastrophic end, or everyone’s attention might be drawn elsewhere. In these cases, the game might transition to another conflict (possibly with different participants and/or stakes), or the new situation might be resolved with a single roll or a progress clock.

You may also occasionally find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another because of some change in the circumstances, in which case it may make sense to transition away from the turn-based conflict rules.

One final reason that you may wish to end a conflict voluntarily is if the pace of play is starting to drag. The point at which this happens will be different for every group and every game, but don’t be afraid to wrap things up with some quick high/low rolls to resolve things quickly if you feel like the game is getting too bogged down in the minutiae of combat.

9: Advice

Games and campaigns can take many forms, but there are some common elements that the best games have. This section contains some general advice for playing the game, both for players and for GM’s.

9.1: Advice for Players

9.2: Advice for GM’s

 

License and Acknowledgements

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You are free to use, distribute, share, copy, remix, and/or sell this document (or modified versions thereof) under the terms of the Creative Commons Attribution-ShareAlike 4.0 International License (https://creativecommons.org/licenses/by-sa/4.0/). The original form of this document is LaTeX source code. The code, along with instructions for compiling it to produce PDF and/or HTML documents, is available at https://highlowrpg.org.

This work is based on the Freeform Universal RPG (found at https://www.perilplanet.com/freeform-universal/) by Nathan Russell, licensed for our use under the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0).

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/), product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

This work is based on Tricube Tales by Richard Woolcock (found at https://www.drivethrurpg.com/product/294202/Tricube-Tales), licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

This document was created using only Free/Libre Software (see https://www.fsf.org/about/what-is-free-software), including but not limited to the LaTeX document preparation system (https://www.latex-project.org/) and several associated packages, the Pandoc markup format converter (https://pandoc.org/), the Python programming language (https://www.python.org/), the GNU Make build automation tool (https://www.gnu.org/software/make/), the Vim text editor (https://www.vim.org/), the Inkscape vector graphics editor (https://inkscape.org/), the GNU Image Manipulation Program (https://www.gimp.org/), the Git Version Control System (https://git-scm.com/), and the Debian GNU/Linux operating system (https://www.debian.org/).

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