While one person takes on the role of the Games Master, other players take on the role of a main character. Follow the steps below to create a character.
It is said that a good name should be a memorable but unusual name...
Describe your profession in one word. Remember short and sweet for a simple game!
Here are some examples:
-To build a clockwork robot
-To drive a steam powered something or rather
-To discover something new to science
-To charm the ladies
-To solve a mystery
Select a number between 2 and 5; this is your character's rating. Higher the number, the more witty your character is. Lower the number, the more charming your character is.
The Games Master (GM) roles a 6-sided dice to determine the mystery for player characters to solve. This concerns what the antagonist wants to achieve.
1. A Lady of High Society
2. A Misguided Professor
3. The Station Master
4. The Mystery Man
5. The Governor
6. A Leading Industrialist
2. Blow up/Vanquish
3. Steal from
1. The Bank
2. The Lovable Tank Engine
3. The Factories
4. Clockwork robots
5. Smoot Sweets Ltd.
6. The Fairground
Planning by Games Master
Once players have created their characters and the GM has secretly determined the plot, you are nearly ready to role play. The GM will also need to decide the setting for the rendez-vous for player charatcers in the beginning. See bottom of page for examples of how the story may start.
The GM would also need to plan how the plot may thicken and how this may be resolved by player characters in the end game. The GM may also consider that player characters have objectives which may well play a part in the role play session.
During the role play session, the GM may set challenges for player characters when they attempt a task where the outcome is uncertain. These challenges may well be key for solving the mystery. Players will need to work together to solve these.
The GM should determine whether the challenge can be overcome by wit or charm. If the challenge demands wit, then any character attempting this needs to roll lower than their rating on a 6-sided dice - that means characters with a higher rating are better at wit challenges. If the challenge demands charm, then any character attempting this needs to roll higher than their rating on a 6-sided dice - that means characters with a lower rating are better at charm challenges. Now you may have noticed that wit needs a result below the character's rating, and charm above, so what about if you roll the dice and get your character's rating? See the following section.
Achieving Witty Charm
People can be both witty and charming. Player characters can achieve 'Witty Charm' for challenges if they are lucky and roll their rating for wit or charm.
Witty Charm describes the situation where a player character has performed exceptionally well with a challenge. The GM may choose to award this, for example by dropping more hints or clues for the story and mystery to progress and unfold.
Ideally, player characters need to be in a position where they have an idea of who the key antagonsist is and what they intend to do. They may confront and foil the plan of the antgaonist before time truly runs out! However, players must be warned that such pursuits demand Witty Charm.
Just for fun, the GM may go over whether player characters were successful with achieving their objectives as the credits roll.
Commonalties and Differences with Lasers and Feelings
- The way that the GM roles dice for the storyline and the way player charcters have a rating and role for wit and charm is similar to that used in the Lasers and Feelings RPG
- 'Witty Charm' is the Clockwork Pace version of 'Laser Feelings' which is used in the Lasers and Feelings RPG