Narrator Reference Screen — Son of Oak Game Studio
← GM ScreensEach player controls a Hero with four Themes, each containing Tags — short descriptors that define who the Hero is and what they can do. The story has a Narrator who plays all NPCs and drives the narrative.
Each theme also has a Quest — a personal goal the Hero pursues.
When the Narrator wants a dice-based answer:
| Total | Result |
|---|---|
| 10+ | Success — no Consequences |
| 7–9 | Success and Consequences |
| 6 or less | Failure + Consequences |
When the Narrator establishes that something dangerous is happening, it's a Threat. Ignoring a Threat invites Consequences even on a success. Threats signal: address this or pay for it later.
Each theme has a Quest — a goal the Hero is pursuing. When a Quest is fulfilled or abandoned, the theme evolves.
Reached when the Hero makes meaningful progress toward a Quest. Mark a Milestone to grow the theme — add a new tag or strengthen an existing one.
When a Hero gives up on a Quest (by choice or circumstance), mark an Abandon. The theme changes — old tags may be lost or replaced, reflecting how the Hero has changed.
Temporary Story Tags gained during play are tracked in the Backpack. These tags apply like any other tag — they can help or hinder future actions and expire when narratively appropriate.
Enter your Power (count helpful tags, subtract hindering tags), then roll.
Tip: Name the tags you're invoking before you roll. The Narrator should confirm which apply.
Generate a scene Threat for the Narrator to establish.
When a Hero fails or succeeds with consequences, generate an appropriate tag or event.
Notes are saved automatically to your browser.