Ralstaan Directors Resources

A Director can't plan every little detail of an episode, and indeed who'd want to? Spontaneity and the unexpected are often the most enjoyable and memorable aspect of any RPG. But sometimes when you're put on the spot it's hard to keep the right feel and still keep the story running, so below are a few resources for the Director who wants to keep a game running and still make a decision that fits the tone and scale of his game. In addition each setting needs its own specific rules that make it distinct from other settings, most commonly in the form of profession and equipment lists specific to each setting. So included here are those vital rule aspects for playing in Ralstaa, in addition to a few resources that let a Director keep things running and interesting without always having to rely on his initiative.

The setting-specific Professions, Prices, Equipment and Amenities lists for the Knives are all open to both Players and Directors.

For the benefit of Directors you will also find some sample Series Loglines for Directors finding it tough to come up with a new idea for a series. A list of Random Encounters for when you want to spice up otherwise boring travel from place to place. A Supporting Cast Generator for when you need a Supporting Character who's more real and interesting than just another peasant. And a Small Settlement Generator because you can't plan for every place a player will want to go, and sometimes you just can't be bothered.

There are also seven sample Ralstaan characters whom players may adopt, or Directors can use as Auxiliary Characters, complete with descriptions and statistics premade. These are questing knight Howl Uth-Baruk, his reeve Warn of Korastholm, minstrel Kardun the Fortunate and squire Kadellan. The wandering magician Rener the Fellhand. And the Tohler street roughs Ragan and Tyne.

Of course it should go without saying that these Director's tools are assets, not rules, and no Director should feel bound by them at all. Use them as inspiration, try not to repeat things unrealistically, and above all make the rules tools of your story, not rulers of the game. Story always trumps rules, and rules only exist to maintain consistency and risk.