Robbers_Kin.pdf

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R
obber’s
K
in
a game by lari assmuth
CC BY-NC-SA / by Lari Assmuth, Rocket Surgeon Games / Version 0.2
lari@rocketsurgeongames.com / @LariAssmuth on Twitter / Lari Assmuth on itch.io
This game is Powered by the Apocalypse
Typefaces: DK Northumbria, Minion Pro
Cover image: Lennart Forstén
Interior images:
p. 7 Lennart Forstén
p. 12 Magnus von Wright
All images from
Finland framställdt i teckningar,
via Zacharias Topelius skrifter/SLS,
CC BY 4.0
Robber’s Kin
The woods are full of wonder. They say there’s a golden treasure in the middle of the
swamp, if you can resist the song of the Unearthly ones.
The woods are full of dangers. If the Duke’s footsoldiers or those dirty robbers from Jörnulf’s
Keep don’t get you, there’s a good chance the murktrolls or wild harpies will.
The woods are full of opportunity. When those fat merchants come on through on their
way to the market, you know who’ll be lying in wait for them.
The woods are full of hardship. When Winter comes, and the stores run out, how will
you feed yourself and yours? Will you find it in your heart to be generous to strangers,
or will your heart grow callous?
The woods are full of friendship. When the ice breaks and the rivers run free, who will
you have standing by your side to greet the Spring?
What is Robber’s kin?
This game is based on Astrid Lindgren’s novel
Ronja Rövardotter
(Ronia,
the Robber’s
Daughter).
It’s about a band of robbers living out in the woods in a fantastical medieval
Scandinavia. Although it’s not really about that. It’s about family, and growing up, and
learning the emotional skills that are needed to maintain meaningful relationships to
people and nature. It’s also about gender roles and transgressing boundaries.
The aim of this game is not to re-create the story of Ronja and Birk in Mattis’ woods.
That story has already been told. The aim of
Robber’s Kin
is to enable you to play out sto-
ries that are about those same things, in your version of the Scandinavian fantasy world.
The game is based on Vincent and Meguey Baker’s
Apocalypse World
and a bunch of
other games that are Powered by the Apocalypse.
Monsterhearts
by Avery Alder,
Sagas of
the Icelanders
by Gregor Vuga and
The Warren
by Marshall Miller have provided great
inspiration, as have the games of John Harper, Andrew Gillis, Adam Koebel & Sage
LaTorra.
Why to play
We play to find out who our characters grow up to be. We play to find out what relation-
ships will shape them and how. We play to find out what they learn about the world and
their place in it.
How to play
In
Robber’s Kin,
every player except the game master (GM) begins play with two charac-
ters to play. They each start with a child character, as well as an adult robber who is the
parent or other significant person of one of the other players’ child characters. Not all
characters need to belong to the same band of robbers, but they need to all live in the
same woods and have some kind of relationship to each other, even if they are rivals.
Through play, these characters will age. Children will grow up and become adults, per-
haps parents to a new generation. Adults will age and become wizened elders, and even-
tually die, for such is the way of things.
flow of play
The game follows the seasons of a year. After you have gone through character creation
together, by following the playbooks, decide as a group which season you want to begin in.
During each season, the GM and players together frame a number of scenes around
key characters.
1) Who do you want to frame a scene around?
2) What do you reckon they will be attempting to do in the scene?
3) Are they alone or is somebody with them?
Even if many scenes may start out with just one player character in it, other characters
will often enter scenes to help or
It’s important that every player gets at least one scene that’s centered on one of their
characters per season. After every player has had one, the GM will ask if you all feel that
you are ready to move on to the next season. If yes, great! You can start framing scenes in
that season. Look to the seasons to figure out what kind of activities are common.
If any players think one of their characters still have unfinished business that would be
left hanging if you move on, that’s absolutely fine. Center that character and play out a
scene with them as the key character.
When four seasons have passed, skip ahead in time and age all characters one category
before starting a new year.
You will need:
some friends (the game is best when played with three or more players,
including the GM), a copy of this pamphlet, playbooks for each character and a Woods
and Keep map sheet. Some six-sided dice, two at the least, and pencils.
game concepts
These are the basic concepts and rules needed to play
Robber’s Kin.
Some will be familiar
to players familiar with Apocalypse World, others will be new or different.
rolling dice
The basic flow of the game is one of a conversation, where the GM usually will frame a
scene, present a situation for the characters in it, and ask what the characters will do about
it. The players will say what the characters do. Often, it will be clear how the characters’
actions affect the narrative. The GM says what happens, responds with a GM move and
play flows on. However, some actions trigger moves, and when they do, you follow the
rules for that move.
Often, it will involve rolling two six-sided dice (2D6) and adding the relevant stat number
to the result. A roll of 6 or less is a miss, and this means something bad may happen. Often
your character will need help to get out of these situations. A roll of 7 or more is a hit, and
you get what you want, essentially. In some cases, a roll of 7–9 is a limited hit or a success
with a cost or complication. For some moves, a roll of 10+ means you have pushed too hard
and your actions lead to unintended consequences because you took it too far.
stats
Characters in Robber’s Kin are defined by three stats: Brave, Hard and Compassionate.
Brave
characters can keep a cool head, even when they’re scared stiff.
Hard
characters are tough and strong, used to getting their way using shows of force.
Compassionate
characters are good listeners, good at calming down people and tak-
ing control of situations. Being compassionate in no way implies you are a push-over.
forward
Sometimes, a move will specify that a character gets +1 or -1 forward. That means that
they add or subtract that number from the next roll they make, or until a certain condi-
tion is met.
help
Often, a failed roll will mean that character needs help to get out of the situation they are
in. The player of the character that needs help can ask the player of another character if
they will come to their aid. If they do, both characters mark +1 bond to the other charac-
ter. If they don’t, check if another character will come to their aid.
The aiding character will usually need to take some action to help. Sometimes, this may
trigger a move, other times, it will not. Refer to the section
rolling dice,
above.
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