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Table of Contents


This is a narrative collaboration game for two or more players with a short list of rules to help guide the group to entertaining times and memorable stories. This game is aimed at driving a story with your friends while conflict is meant to be decisive, snappy, and strategic.

“Together, Ever Onward!” is played by two separate groups of players: The Actors and the Orators. The Actor(s) will create characters (PCs or player characters) to interact with the world in order to discover new secrets and adventures. The Orator(s) will be the main guide that controls world events and nonplayer characters (NPCs). There can be as many actors and orators as the players wish, so long as everyone has an equal chance to play the part they want. Part of the core gameplay design is that players never lose agency over their actions, lose turns, or feel like they don’t have a way to meaningfully contribute to what is happening.

It requires little in the way of supplies:

Note: Dice are often referred to as “d#” the d stands for die, and the number is how many sides the dice has. This document will reference dice in this manner as a form of shorthand! The materials list above is a great example of the long form and shorthand that will be used. Example - three four sided dice being referred to as 3d4.

Whenever something references “The Party” that means the Actor(s) and Orator(s) characters as a group working together.

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Getting Started


The most important rule, above all rules, is that everyone comes to an understanding that exploitive behaviors can ruin any story telling experience. Speak openly and earnestly with everyone about the scope of the game and the breadth of the story!

Once you’ve gathered the appropriate materials, the Orator(s) will need to have a story outline prepared. This outline can be as detailed as the Orator(s) have time and willingness to produce. It will need to have a point where the story starts, a goal, and an area to explore between the start and the goal. Any number of players may contribute to help the Orator(s) if the Orator(s) could use the help with extra inspiration. Improvisational prompts might be helpful for some groups.

Once the Orator(s) get their outline, the Actor(s) will make characters (or use pre-existing characters!) to play in the story. Character creation should be done as a group, with the characters having been acquainted to the extent that they are comfortable; some might be great friends while others might just know each other in passing. The Actor(s) will use the rules in the Gameplay Rules section to create their characters. The group can reimagine concepts included as they see fit to give their own flavor to their story or world.

EXAMPLE If someone likes the gameplay rules of the Technocrat but would rather theme the calling as a Beast Tamer with animal friends, that is absolutely alright if that reimagining belongs in the story being told by the group.

Once everyone has everything settled, it’s time to discuss what topics are available for the story to use as it is important that EVERYONE in the group is accounted for when conversing over things that may not be right for the table. Each player will take turns giving information about what they WANT to see and hope to experience. After, each player will take turns saying what they are not comfortable with. At all times, player agency and comfort are the most important aspects for maintaining a healthy game environment.

IMPORTANT Sometimes, people forget to mention something or they do not realize they are uncomfortable with a topic or description that pops up. This happens! The topic or description is immediately dropped, and the story progresses as if it did not happen.