Below is a rough draft of some of the introductory material for Becoming. I got inspired and wrote this tonight, and I thought I’d share.
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What Is This Thing?
Becoming starts with a question: what does it mean to be a hero? A hero is someone who saves lives, protects others, and fights those who would do them harm. A hero stands up for what she believes in, suffers through great hardship, and wins the day no matter the cost. But what is the cost?
Being a hero is not easy. It requires pain and sacrifice; it comes at a steep cost. The hero often has to give up the things she holds most dear, the very things she is fighting to protect. When the hero comes back from her quest, she comes back changed. She has faced hardship and torment that her friends and family cannot imagine, and she is no longer the same person she once was. She is more, but also less. She is an outcast, and she cannot truly go home again.
That’s what Becoming is: it’s the story of the hero facing adversity and overcoming it at a steep cost. Sometimes it’s a story of triumph over impossible odds. Sometimes it’s the story of a fall from grace. It can be an exciting adventure or a heartbreaking tragedy; often it’s a little of both.
But Becoming is also a game. It’s a framework of rules that helps you tell these stories, your stories. It’s meant to be exciting and tragic, but it’s also meant to be fun. You may see the hero lose everything she has, but you’ll have a good time doing it.
It’s a special kind of game: a story game. During play you’ll each contribute to a shared narrative, building the characters and the world in turns, showing each other your own vision of the story and meeting in the middle to create something that is more than the sum of its parts.
Be not afraid, hero.
What Do I Need?
To play a game of Becoming, you’ll need a few things. First, you’ll need this book. This book contains all of the rules you need to play the game, as well as the Quests that you’ll use to help you tell the story.
You’ll need several six-sided dice in four different colors. You’ll need nine of one color (for the Hero) and five of each of three other, different colors (for the Chorus).
You’ll need tokens for the Chorus in three different colors. Each member of the Chorus needs twenty tokens in a single color. Poker chips work well for this purpose, as do glass beads. In a pinch, you could even use three different denominations of pocket change.
You’ll need some index cards, probably about ten or fifteen of them. If you don’t have any, you can use scraps of paper. You have paper, right?
You’ll need friends, three of them to be precise. Becoming is a game for four players exactly. If you don’t have friends you might find some at your local gaming store, supermarket, or homeless shelter.
Finally, you’ll need some pencils or other writing implements.
What Do All These Crazy Words Mean?
Becoming uses some mechanics that you may find unfamiliar, and certainly some of the terminology is unusual. Luckily, I’ve decided to provide a list of terms and their in-game definitions. Some of the words are weird, but it’s really not a hard game to learn to play.
The Hero: the protagonist of the story. The Hero is the one who goes on a journey, defeats evil, protects his loved ones, and saves the day. He’s also the one who has to sacrifice everything important to him in order to succeed.
Words of Virtue: a list of nine words, specific to the Quest being played, that provide inspiration for coming up with the Hero’s Virtues.
Virtues: a Hero starts with three Virtues. These are things that are important to the Hero, things he draws strength from. They are used to overcome challenges, but they can also be sacrificed or lost.
Flaws: when the Hero loses challenges, Flaws are introduced. Flaws represent the Hero’s weaknesses, his vices, or direct manifestations of Fear, Pain, or Doubt.
Quest: a collection of scenes to be played out in order, creating a cohesive story in which the Hero is the main character.
The Chorus: these three players provide opposition and temptation for the Hero. They frame scenes, present challenges, and offer bargains. There are three members of the Chorus: Fear, Pain, and Doubt.
The Choregus: first among equals, the Choregus is the active member of the Chorus. It is her job to frame the current scene, present the challenge, and decide upon its difficulty. The Choregus is a rotating position; each member of the Chorus will get a chance to play this role. Three, in fact.
The Stasimonos: the members who are not the current Choregus are known as the Stasimonos. While they do not provide direct opposition to the Hero, it is their job to tempt the Hero by offering bargains, aid for a cost. They can also threaten the Hero.
Act: the game is played in three acts, each containing three scenes. Things are relatively easy on the Hero in the first act, but the stakes get higher with each subsequent act.
Scene: there are nine scenes in the game. During a scene, the Choregus uses theme words to help frame the scene, setting it up and describing the situation. Each scene also has a challenge, presented by the Choregus.
Challenge: a conflict of some sort where the outcome is in doubt. The conflict grows out of the framed scene and is informed by it. It need not be a physical conflict; Fear and Doubt are motivators just as powerful as Pain.
Theme Words: a collection of nine words specific to a scene, used as inspiration for the Choregus while framing the current scene.
Challenge Tokens: chips or other small markers that the Choregus uses to indicate how difficult a challenge is to overcome. They can be wagered, lost, and bartered throughout the course of the game.
Bargain: the heart of the challenge mechanic, the Stasimonos offer the Hero aid in exchange for things the Hero holds dear. Nothing is free in Becoming, and all bargains are binding.