Player's Handbook · Chapter 1

How to Play

StoryRig starts with what your character does. Say what you want and how you go about it. The Game Master describes what is obvious, what resists you, and what changes. Most actions need no roll; if competence settles the outcome and failure carries no real cost, the action succeeds.

Roll when the outcome is uncertain and failure would matter. Roll 2d6 + one rating.

The default StoryRig Core uses four ratings:

  • Force — power, endurance, direct action, holding ground.
  • Finesse — precision, speed, stealth, controlled physical execution.
  • Insight — observation, analysis, intuition, investigation.
  • Presence — influence, empathy, command, deception.

Your world may rename or replace all four. The rating follows the approach, not merely the goal: two characters can pursue the same objective with different ratings because their methods differ.

The basic conversation

  1. The GM presents a situation with visible people, pressures, and useful details.
  2. You say what you want and how you act.
  3. If the action is safe and straightforward, the GM resolves it directly.
  4. If uncertainty matters, the GM clarifies the stakes and, when useful, the action's Position and Effect.
  5. Roll 2d6 + the relevant rating.
  6. The result establishes a new situation. Play continues from there.

Moves are reusable procedures for recurring situations, not a menu of permitted actions. You can attempt anything the established situation allows.

Who controls what

You control your character's decisions, dialogue, thoughts, motives, consent, and emotional interpretation. The GM controls the world, NPC decisions, uncertain outcomes, and consequences. A roll can change what happens to your character; it does not give the GM permission to decide what your character secretly wanted or felt about it.

A setback should leave a new decision: a changed position, cost, new pressure, or closed opportunity. Do not repeat the same unchanged check.

Manual updated Aug 14, 2026.