She is by far the most gorgeous cat I’ve ever lived around. She and her brother Moonrise are constant delights, and do a lot to help me get through bad times.@Autumnal Sunset is a beautiful cat. Love the name!
Why do we say you control the prize? Because you decide its fate. Control includes letting your opponent seize the prize. The winner controls narration about the prize; that means they may opt to relinquish it. Why would you elect not to gain the prize? Because you decide that the story becomes more interesting if you do not get the prize. Now, you still get your additional upshots to narrate, even if you cede the prize. This means you can choose to surrender the prize but use the upshots to move the story in a direction you want.
This technique is not for everyone. Some players are very uncomfortable with this narrative authority. Some GMs find it difficult to facilitate a game where player narration can pivot the story suddenly. Some GMs enjoy improvising, but others find it too pressurized. For this reason, we don’t make it part of the vanilla rules.
Ripley, the GM, discusses magic in the Ouvergend setting. Ripley explains ectosmithing is the ability used to craft clockwork devices powered by ghostlight batteries.
Kwame decides that their PC, Yakov, who is a con artist, could have become attracted to ectosmithing because the field is filled with inventors with big dreams and a poor record of delivery that attract foolish investors.
Kwame considers using an ability slot for the keyword Ectosmith on Yakov’s character sheet. Kwame decides to defer the decision; they want to find out in play if Yakov just cons people about his ectosmithing skills or whether there is something genuine there.
In pulp fiction and genre TV shows, characters are often two-dimensional. Once we become familiar with them, their reactions are predictable, the abilities they use to solve problems consistent, their catch-phrases well-worn. Don’t be afraid to embrace this when creating your character—in the roleplaying medium a character who goes all in on one concept is more memorable than one who mixes a range of concepts. This extends to using the same ability to meet with obstacles set by the GM—don’t be afraid to re-use the same ability to solve a problem—instead embrace using your favored approach. Over time, this will give your character a strong idiom—the swashbuckler, the gunfighter—and the GM should play into chances to let you reinforce that.
Your PC’s dominant flaws may arise more or less unconsciously from play—in the course of the story. When you are playing your character, you may naturally play them with a particular characteristic, such as cowardly, dominating, or reflexively dishonest. You might then want to add these as flaws. If you decide flaws for your character before play, but more spontaneously occur in play, the combined weight of these personality traits may make your character too unlikable to support the dramatic weight of an ongoing story. To avoid this, we recommend adding most flaws using the As-You-Go method. Let them emerge from how you play your character—and then add them to your character sheet.
A worse problem with flaws occurs when you use them to hog the spotlight and thereby exert control over the rest of the group. Many so-called flaws are in fact fun to play, in a very selfish sense. They can exert more of a disadvantage on other players, who have to work around your flaws more than you do. A common problem arises when you invoke a flaw to seize control of the story, which now centers on your flaw and its management, and not on the shared story the group was pursuing.
When invoking a flaw, remember the rule that you should build on what the GM and other players are creating. Invoking a flaw should enhance the story that is emerging in play, not be the story in play. Consider how writers use a flaw in a story. Flaws make existing obstacles harder for the protagonist because they have to overcome their own flaws first, they don’t provide the story obstacle. Use your flaws to add drama, rather than become the drama.
I could and would talk for days about this, and this going to be a long reply. I'm going use a spoiler block because ultimately this not directly related to QW and is at best tangentially on-topic to thread.Doing anything different for solo play? Using any supplemental oracles or anything? I’ll be doing solo play myself, so I’m very curious.
Not the poster you're responding to, but that's a great response. Thanks for that.I also have an oracle I've used for a long time, based on Freeform Universal RPG (listed in the QW appendix as an inspiration, which you may be aware of as a fellow QW enthusiast). It has the advantage of being fast, easy to use, and often giving cool results. The disadvantage is it's separate from most games' mechanics, so a bit of a contex switch. Roll a d6 straight up, or with one or more "advantage" or "disadvantage" dice depending the estimated likelihood. I waver on whether or not I want to use it with QW. It skews more towards "and" results rather than "but".
- No, and...
- No
- No, but...
- Yes, but...
- Yes
- Yes, and...
Thanks! I can't really take much credit for any of the cleverness, I'm just kind of adapting ideas from others.That’s some seriously clever stuff, @Duke_ Thanks!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.