Getting Started
Universalis is not a difficult game to play, but it can appear
rather daunting at first. If
you’re a veteran role player you’ll notice right away that most of the
familiar places to begin (like character creation or how to make a skill
roll) don’t exist in Universalis. If
you’ve never played a role playing game before you’ll notice that the
rules and game play aren’t very similar to the traditional card and
board games you may be most familiar with.
When it comes time to actually play the game for the first time and
introduce a bunch of friends to it, it can be hard to know where to start.
For this chapter I’ll describe the method I’ve used over the
last two years to introduce new players into the game.
My method is to break the game up into stages, describe the basic
core of each stage, but leave the more advanced or tangential parts for
later. I’ll structure this
chapter kind of like a script. It’s
the sort of things I say at the table when teaching the game.
Where
to begin? I start with what
the game is about.
“Universalis
is a game about creating stories. Every
story needs a setting, characters, and plot.
We’ll be developing those as we play. Each
of you count out 25 Coins from the Bank, there.
Coins are the resource that gives you control over the story.
Every character you create and everything you have those characters
do will cost Coins. setting
element or character you create, everything
you have those characters do, and every place you have them go will cost
Coins. The Coins are a way of
regulating how much of the story any one person can tell at a time.
Basically, every
statement you make that establishes some fact about the story will cost 1
Coin.
“When
you run low on Coins you’re actually running low on the ability to
influence the story, at least until you acquire more Coins.
Everyone will get a few additional Coins periodically during the
game but the best way to replenish a low supply is to introduce plot
conflicts, obstacles, and complications into the story (usually on another
player’s turn). We’ll get
into that later.”
Then I talk about the game preparation phase and facts.
“First
we need to decide what kind of story we’re going to be telling.
Is it going to be an action adventure story, a romance, a mystery,
a psychological thriller? Is
the mood going to be dark and gritty, a light comedy, outrageously absurd
humor? How strictly are we
expecting the other players to abide by the conventions of the genre
we’re playing in? What’s
the setting? Is it going to be
a science fiction story featuring space ships, or will it be set on an
alien planet, or is it a future version of earth?
Is it going to be fantasy, based in actual history, a
western…?” I go on like
this using examples of movies or TV shows until its apparent everyone gets
what we’re talking about. Usually
it just takes a couple.
“To do this we’re going to go around the table and
everyone is going to spend 1 Coin to add one element about the type of
story we’re going to tell. As
I mentioned, anytime you make a statement about something in the game it
costs 1 Coin. Once you spend a
Coin on something it becomes Fact. Facts
are important when there is a disagreement among players about a statement
someone made. Basically,
anything anyone says about anything related to the story is subject to
being challenged by one of the other players who doesn’t like it or
thinks they have a better idea. But
once something is established as Fact its more difficult to challenge it
later.
“When a disagreement arises you discuss what you don’t
like and offer suggestions. If
you can come to an agreement, great, play goes on.
If you can’t agree, then a full Challenge occurs where everybody
spends Coins voting for the outcome they prefer.
We’ll talk more about that if it ever comes up, for now just be
aware you can do that.” Often
this has been all I’ve ever said about Challenges for the whole game.
Players just worked it out amongst themselves with Negotiation and
never felt the need to call for the full bidding process.
“Ok, so, let’s start collecting the elements of our story.
I’ll start and we’ll go around clockwise how ever many times we
need to. Once everyone feels
they have a good idea what kind of story we’ll be telling we’ll move
to the next part of the game. As
we go along start thinking of a good opening scene, like the opening scene
of a movie, something that will get our attention and give the story
something to build on. Usually,
once you get an idea for a good opening scene you have enough to work with
and its time move on to actual play and get that scene started.
Ok, here’s my Coin, tonight we’ll play a game that
involves…”
Usually I try to keep my opening Tenets pretty basic for a first
game so that there is a familiar genre or story style for players to latch
on to. While Universalis can
be used to do a story like Memento or Pulp Fiction, such play is best left
for experienced players. For
first time play I stick to convention and cliché (although depending on
the group I may make a point to mention that this is for teaching purposes
only).
If play has gone around a few times and after a little prompting no
one seems like they’re really getting an opening scene idea I’ll grab
one (again relying on cliché or scenes stolen right out of a movie) and
bring this phase to a close. There
are 3 keys to keep in mind during this phase.
1)
If the other
players are struggling with it you need to kill the prep quickly and get
to the fun parts before they get discouraged and lose interest.
2)
If the other
players get into it full bore right away you want to try to avoid starting
to actually play scenes in the middle of prep.
If that’s happening, they’ve obviously got it, so kill the prep
and get right to the scene bidding.
3)
I really prefer
that one of the new players come up with the opening scene unless it just
gets obvious that isn’t going to happen.
The reason is that, if I do the opening scene, it can get players
thinking that I’m running the show and am in charge of how the story is
supposed to go. Its best is
when one of the players immediately grabs the opening scene and runs with
it…shattering that expectation right from the start.
Setting up the Scene
“Ok,
now we’re going to get into scene by scene play.
The whole game is played in scenes just like the scenes of a movie
or TV show. All scenes in the
game start by being framed, which just means establishing what’s
initially going on so the other players can visualize what’s happening. All
scenes have a beginning and end.
Before each new scene begins three things happen:
1) everyone gets 5 new Coins. 2)
We bid for the privilege of framing the new scene, and 3) the scene gets
framed. Ok everyone take 5
Coins.
“Bidding for the scene works like this.
Everyone, secretly take a number of Coins into your fist as your
bid. If you have a really
great idea for what to do with the next scene bid a lot of Coins. If you
don’t, bid few or none. Keep
in mind that a big part of the overall direction of the story will come
from what scenes are played so being the framer is a fairly influential
thing. Since this is your
first game I’d keep your bids to less than 8-10 Coins but I’ve seen
players bid more than that once they got the hang of things.
“Bids will be revealed simultaneously and whoever wins will
frame the first scene. Losers
will get to take their Coins back. Winners
will spend their Coins during the scene”
I don’t get into ties and all that stuff unless it happens.
Usually this part goes pretty easy and if you’re really lucky you
have 2 players both bidding high, which means at least 2 people have some
really good ideas for what to do and you can sit back and watch them go.
I always bid 0 or 1 at this point unless I’m convinced I’m with
a group that really requires additional hand holding before they’ll try
it themselves.
“Now that you’ve won the bid you have to frame the scene.
You’ll spend the Coins you just bid to do this (plus any others
you want). Your job as scene
framer is to set the stage for us. Tell
us where the action is taking place, when its taking place, and who’s
there. At this point,
assuming the player doesn’t require additional prompting, I generally
will let them riff for about a paragraph or so.
Then I’ll stop them and say, “Ok, hold up a second and let me
tell you how much all of that costs”
At that point I’ll pick up the pencil and summarize what the
player said, writing down statements he made that I can identify as
Components and Traits. I
indicate what specifically I’m writing down and the rough hierarchy
I’m placing them in to give a sense of how the game stats are organized.
“Congratulations, you just created your first game Components.
The location you just named and the characters you just introduced
are now officially part of the story.
They exist and can be used and manipulated by any of the other
players throughout the game. Those
descriptive phrases you added about each of the characters are now Traits
of those characters and cost 1 Coin apiece.
.
“Anything can be a Trait. Even
the character’s name (if they’re important enough to bother giving
them one) is a Trait. Think of
how you’d describe a person you know or a place you like to hang out to
another friend. Just about any
phrase you’d use can be treated like a Trait in the game.
For a person this can include how smart they are, what they look
like or even what their goals are, what the own, and who are their
friends. If a Trait is
supposed to be particularly important it can be purchased more than once.
“Any time one of these people, places, or things is brought into
the story from now on, all of their Traits come with them and are
considered Facts of the game. Note
that you don’t have to pay a Coin for every single detail.
If its just a minor descriptive feature that adds a bit of color
but isn’t really important its free.
But if you didn’t pay for it, it doesn’t get written down and
it isn’t considered a Fact.
“Ok, now go ahead and begin to describe what happens.
Give us a little bit about what’s going on and what the
characters are doing. When you
think you’ve done enough, pass your turn and the next player will
continue with the scene with those same characters.”
After another paragraph or so I’ll stop them and repeat the
pricing routine, this time referring to Events instead of Components.
Most players at this point are a little tentative and are fairly
quick to pass. If the player
seems like he’s heading down the road of trying to tell the whole story
in a single scene I’ll point out how many Coins he’s spending relative
to how few Coins he got at the beginning of the scene; and suggest he let
some of the other players help pay.
When it’s the second player’s turn to go, I introduce the
concept of Control. “Great,
before you get started let me tell you a little something about Control.
Right now, everything in the scene belongs to <player 1>, not
because he created them, but because he brought them into the scene.
It never matters who created what, only who introduced it into the
scene. You can’t do anything
with those Components, because you don’t Control them.
So here’s what you can do: you
can either introduce your own characters and other things into the scene
and have them do their own thing, or attempt to have them
do something to his characters…or you can pay 1 Coin and simply take
Control of one of his characters so it becomes yours.”
At this point one can bring in the Dialog rules or Complication rules as
needed. I will typically wait
until it seems like people are grasping the nature of Control and the
“paying Coins to do stuff” routine before bringing up the ability to
start interrupting each other…especially if it looks like there are 1 or
more shy or reserved players at the table.
I definitely want them to get at least 1 turn in before other more
vocal players start interrupting them.
Also, unless someone specifically asks, I don’t mention how to
bring a scene to an end until it gets back to the first player and
everyone’s taken a stab at scene one.
For my own
turn, the first time around I do one of two things.
I either take the lead and create some interesting characters who
have obvious sources of conflict (or create conflict for existing
characters); or, if it seems like the players are getting the hang of it
themselves, I try to hang back and let them go without much interference.
As I’m taking my turn I’ll take a handful of my own Coins and
drop one in the bank every time there’s something worth paying for.
This gets the players into the habit of counting out the Coins as
they’re talking rather than stopping the narrative to do accounting, and
also clues me in as recorder what they think is important enough to pay
for. Once they get in the
habit of that I’ll interject just enough to keep everybody at about the
same scale of what they’re getting for 1 Coin.
Other Stuff
From there
the game starts to take care of itself.
All of the other subsystems of the game are brought up only when a
player starts to do something for which those rules might apply, or if
they express puzzlement about how to “do” certain things.
The first one that usually arises is the Group Trait.
Another early one tends to be Importance, depending on how eager
the players are to start offing the characters.
Using Traits to represent negative features like “He’s been
shot” or giving the car a “Flat Tire” is often an epiphany moment
for many players. I’ll often
make a point to do this one myself as an illustration if no one else has
thought of it.
Once things get going and its clear that players are grasping the
basics I’ll start to introduce other elements, usually by doing them
myself as an illustration or pointing out when they’d be appropriate for
someone else. These include
things like Rules Gimmicks, Framing Scenes into the past or into the
future, Mini Scenes, Fines, Fading to Black, cutting back to a previous
scene. Any thing to highlight
the flexibility the players have and to get them thinking of how to use
the rules creatively.
More advanced techniques like Master and Sub Components or nesting
complications I usually save until later unless the players seem in the
mood to dive right into the deep end.
Universalis is actually pretty easy to play once the basics are grasped
and we tried to draw on familiar concepts like scenes and spending Coins
to make play pretty intuitive. This
chapter provides a few tips I’ve picked up over 2 years of running demo
games for new players. If you
use any of these successfully, or develop a few of your own, we’d love
to hear about it on our discussion forum at www.indie-rpgs.com.
----Ralph Mazza