School Daze Near-Final Document
I think that I’ve gotten the revisions done that I need to to see School Daze in something close to its final form. There two things that needs to happen to make sure of that:
1. An editing pass (or more than one) needs to be done so I can make sure that the text makes sense to someone besides me.
2. More playtesting to make sure that I don’t need to re-write entire sections of the text.
Both of these things are going to get handled on short order, so I’m not worried about seeing those taken care of. I feel like I’m entering the homestretch as far as the text of the document goes. Of course, that might mean that I’m completely in the weeds, but if that’s the case, I’ll find out soon enough. In the meantime, I figured that I could make things a bit easier on folks who don’t like downloading PDFs, and make the full text of the game available in this post. That comes next, right after the link to the PDF containing the selfsame text.
I’m getting really excited about this, guys. This is going to happen.
SCHOOL DAZE REV 4 PLAYTEST PDF
School Daze Playtest Information
High School sucked, and it sucked for everyone. We all came out of those years with scars. School Daze isn’t about revisiting those things. School Daze is about using High School to tell awesome stories. It’s about Buffy: The Vampire Slayer, Brick, The Breakfast Club, American Pie, Glee, and any other expression of the interesting times that happen between the ages of 14 and 18. So, don’t be scared. This game is wicked fun, but each group should be a safe place in which you can tell your character’s story.
Be awesome.
Mechanics
Conflicts are resolved using the roll of a single d6. 5-6 is a success. 1-4 is a failure.
Characters
All players take the part of Students that attend Trowbridge High. The Administrator plays the parts of all the other high schoolers, as well as the teachers, parents, and various other people the Students will interact with.
All characters have the following on their Permanent Record:
Name
Favorite Subject (+2 to rolls within that subject)
Ranks (+1 to rolls for the Good, and -1 to rolls for the Bad)
Motivation (What makes the character get out of bed and come to school every morning. This usually changes with each scenario.)
Relationships: Pick three relationships to character that are not other players at the table. This gives each character some ties to people in the game world, and gives the Administrator an idea of who they have to work with.
Note: Teachers, parents, or any other adults don’t have Ranks in anything. They’ve (usually) outgrown what defined them in High School. They do still have a Favorite Subject.
Gameplay
School Daze is a narrative game designed to see interesting stories told in a high school setting. In each scenario, the Administrator has plot seeds to work with, but will need the characters’ relationships and motivations to drive the game forward.
Narrative control is shared between the players and the Administrator throughout the game session. The Administrator needs to make sure that each players is getting equal time to explore their own character’s story, as the individual narratives may only be linked in a loose manner.
The players need to feel free to add to or embellish on the game world. If a player asks the Administrator is something exists in the world (a person, an object, etc), the Administrator’s response should prompt the player to answer that question for themselves. If what the player desires is outlandish or beyond the score of what the Administrator believes could be easily obtained by the character, the Administrator should call for a roll of the dice to see what the outcome will be. (See: The Core Mechanic below).
Permanent Record – Trowbridge High
Name: ________________________________________
Favorite Subject: _________________________________
Ranks In: ____________________
Motivation: ______________________________________
Relationships
_______________________________________
_______________________________________
_______________________________________
Gold Stars
[] [] []
Favorite Subjects
Every student has a favorite subject. If a student is making a check that involves their Favorite Subject, they get a +2 to their roll.
Subjects
English
Foreign Langage (Any)
Choose one foreign language. Languages offered at Trowbridge are: Spanish, French, Mandarin, German, and Latin.
Math
History
Science (Any)
Choose a specific discipline of science. Choices at Trowbridge are: Chemistry, Physics, Biology, and Anatomy.
Arts (Any)
Choose a specific form of the arts. Trowbridge offers: Art, Choir, Band, and Theater.
Phys Ed
Shop (Any)
Trowbridge offers both of the following. Choose one: woodshop, or auto-body.
Technology
Ranks
If a student has Ranks in something, then they have a physical, social, or mental characteristic that can both help and hinder them. There are no numeric values associated with Ranks. Stating that a character has “Ranks in ____” means that the character has the positive and negative aspects associated with that thing.
If a student’s Ranks in ____ would help them in a situation, they get +1 to their roll in that situation. If their Ranks would hinder them, they get -1 to their roll.
Bank
Good: Student can afford nearly anything they desire.
Bad: Student is spoiled, and demands instant gratification.
Blank
Good: When you don’t want to be noticed, you’re invisible.
Bad: When you want to be noticed, nobody cares.
Clank
Good: Student excels with electronic and mechanical devices.
Bad: Student over-focuses on minutiae.
Crank
Good: Student can get their hands on drugs easily.
Bad: Reputation as a druggie.
Dank
Good: Comfortable in small, cold and dark spaces or situations.
Bad: Creeps people out with strange obsessions.
Drank
Good: Student is the life of every party.
Bad: Student is often hungover.
Flank
Good: An excellent wingman/friend.
Bad: Knows too much, and will tell embarrassing stories about others.
Frank
Good: Will always tell it straight, never beats around the bush.
Bad: Honesty without tact.
Gank
Good: Can always get what’s needed.
Bad: Compulsive thief.
Jank
Good: Can be stylish with few monetary resources.
Bad: Can easily come off as cheap.
Lank
Good: Tall, slender, can reach high, run fast.
Bad: Clumsy, and awkward.
Plank
Good: Always up on the latest online memes.
Bad: Limited real-world knowledge.
Pranks
Good: Can always come up with a distraction.
Bad: Can’t resist an opportunity to humiliate someone.
Rank
Good: Excels in competitions.
Bad: Overly competitive.
Shank
Good: You are the king of unexpected attacks.
Bad: You telegraph your blows like Alexander Bell.
Shawshank
Good: Student knows a lot about movies/film.
Bad: Student is often regarded as a flaky thespian.
Skank
Good: Physical Charms get student what they want.
Bad: Reputation as player or slut.
Spank
Good: Student is great at embarrassing others.
Bad: Student is useless when actually confronted.
Stank
Good: When you want people to go away, they do.
Bad: You’re the Smelly Kid in Class.
Swank
Good: You are excellent in your interactions with members of the opposite sex.
Bad: You can’t resist flirting, even when it’s detrimental to you.
Tank
Good: Student is big, either physically imposing or strong.
Bad: Everyone assumes student is dumb.
Thanks
Good: You’re known as being nice.
Bad: You’re a kiss-ass.
Wank
Good: Student knows a lot about a lot.
Bad: Student is a pedantic know-it-all.
Yank
Good: Can diffuse situations with humor.
Bad: Often cracks jokes at inappropriate times.
Conflicts and Consequences
Not everything goes smoothly in High School. In fact, little does. Here is how you handle the inevitable conflicts that will arise.
The Core Mechanic
Any time a character wishes to achieve something and there’s a chance they will fail, the character must roll to see what happens. They roll a d6, adding bonuses or penalties from their Favorite Subject, and/or their Ranks. Any result of 5 or higher means the character gets to narrate the effects of their success. Any result of a 4 or lower means that the character doesn’t get exactly what they want. Maybe it’s outright failure, or maybe it’s a sub-optimal choice. In this event, the Administrator narrates the outcome.
Keeping Failure Interesting
School Daze works the best when the players are willing to see their character be as imperfect as real high school students. This means embracing failure if it happens. The key to this concept is that the Administrator must work to make failure interesting. Simply telling the character that they fail is boring. However, telling the character that they succeed, but with a twist, now that’s fun.
Example: Richard is trying to find out more about the girl he is taking to the prom, in hopes of discovering what will make his prom night “special.” He misses his roll, getting a 4, even though his Favorite Subject is Drama, and he has Ranks in Swank.
Bad failure narration: “She doesn’t answer your question.”
Great failure narration: “You find out that she’s ultra-conservative, and is saving herself for marriage.”
The great failure narration provides a roadblock for Richard, but doesn’t prevent him from continuing to pursue his goal. The twist to him finding out the information he wants keeps the narrative moving.
Conflicts
If characters are in conflict, the conflict is resolved with a single roll of a d6 on the part of all characters involved in the conflict.
If the character rolls a 1-4, then they fail to attain the results they want from the conflict.
If the character rolls a 5-6, they achieve the results they want from the conflict, usually in the form of imposing a consequence on one other character in the conflict. You can attempt to impose a consequence on more than one character in the conflict, but you take a cumulative -1 penalty to your roll for each person you try to give a consequence to.
Note: All sides of a conflict could roll successes. If this happens, all parties get to impose consequences, meaning things didn’t go quite the way anyone had anticipated.
Example: Bob challenges Fred to a fight. They both roll. Bob rolls a 5, and Fred rolls a 3. Bob gets to impose a consequence on Fred. If Fred had also rolled a five, he would get to impose a consequence on Bob, as well.
Conflicts in High School rarely remain isolated between two characters. If a large group of people is involved in a conflict, roll one d6 for the entire group, just as you would for a character.
Example: Bob gets jumped by a group of jocks from the football team. Rather than rolling for each jock individually, roll once for the whole group to see if they are able to beat the tar out of Bob.
Consequences
Consequences come in three categories: Physical, Social, and Mental. Each time a consequence is imposed as a result of someone being successful against you in a conflict, the character with the success chooses the type of consequence they will impose. Consequences fade after a day or so of in-game time, or can be removed by using a Gold Star (see below).
Consequences are tracked by the Administrator. When a character is in a situation where their consequence would cause them trouble, the Administrator applies a penalty of anywhere from -1 to -3 to the character’s roll in the conflict. The penalty is described in a way that makes it clear why their consequence is affecting their roll.
Example: Cynthia got into a fight during lunch, and lost a heated verbal altercation. Her opponent chose to embarrass Cynthia, giving her a Social consequence. If Cynthia is in a situation later in the day where her consequence would affect her, the Administrator describes why, and applies a penalty to her roll.
Gold Stars
Everyone loves gold stars. They’re a mark of prestigious achievement, and even though you’re in high school now, you still get a thrill from getting one.
Gold stars are given out by the Administrator for actions that drive along the narrative, especially those that involve succeeding, or failing in an interesting way. The most gold stars that one character can have is three.
Gold stars can be spent by the players to aid them in their goals. This may mean a player gets to establish something out of the ordinary without having to roll, give a bonus of no more than +2 to their roll in a test or conflict, or other benefits that are similar in narrative scope to the previous examples. Gold stars can also be used to remove a consequence. A narrative explanation must be given for how the consequence is removed.
Gold stars are designed to be used if a given play group is not as comfortable with embracing failure. Gold star allow the characters to succeed more often, but since they are only given out for actions that drive the story forward, they still reinforce the idea of crafting a good narrative together.
Character Advancement
School Daze is designed for one-shot games, or an ongoing campaign. For an ongoing campaign, the character advancement is primarily story-driven. Characters will grow and change over the course of their time in high school. If a given campaign group would like mechanical change to occur, the suggested route is to allow characters to change their Favorite Subject, Motivation, and/or what they have Ranks in after major story milestones, or character development milestones.
For example, in the movie 16 Candles, the characters change over the course of the movie, but by and large, they remain within the confines of how high school defines them. Their Ranks may change, but they haven’t grown much.
In The Breakfast Club, all of the characters experience major growth and development, even though the movie only takes place over the course of one day. Those characters effectively grow out of their ranks, and move toward being adults. This kind of change would be the kind a group could experience at the end of a multi-session campaign, or after a particularly deep single session.
If your group needs more direct guidelines, every school year, from Freshman to Senior, the characters may change their Ranks, their Favorite Subject, and/or their Motivation to reflect how they’ve changed from one school year to the next.
Scenarios
Scenarios in School Daze take place over a set period of time. Many take a single week (five school days), some take a as long as a month, and others happen in the course of a single day. Each scenario contains a Class Roster with a description of the major NPCs in the scenario, along with their motivations, and a Syllabus that details the overarching plot of the scenario.
The scenarios in School Daze are designed to be largely improvisational. Take the plot hooks and characters, and run with them.
Creating Your Own Scenarios for School Daze
Creating a scenario for School Daze is a simple process. The steps are as follows:
- Choose a theme. Homecoming, Spring Break, a zombie outbreak, etc.
- Choose NPCs. Make up some students, teachers, parents, or friends who will be part of the scenario. Adults get one Favorite Subject and one Motivation. Students get one Favorite Subject, Ranks in one area, and one Motivation.
- Set a time frame. The scenario will come to its natural conclusion in a day, a week, a month, a grading period. You decide.
- Play it!
Running School Daze Scenario
Scenarios in the School Daze are highly improvisational on the part of the Administrator. With the shared narrative control that exists in SchoolDaze, it is possible for character to do things that the Administrator did not anticipate at all, including the addition of people, things, or locations that were introduced by the player.
Because of the need for the Administrator to be able to think on their feet, a good feel for the themes of a high school game is vital. Think of your favorite movies or books that are set in a school. Saved By the Bell, Ferris Beuller’s Day Off, The Breakfast Club, Sixteen Candles, Brick, and Buffy the Vampire Slayer are all examples of stories that played out using high school as the frame. Think of the relationships that play out, the friendships, romances, and rivalries.
If you find yourself stuck, just grab the Trowbridge High Student Roster, or go to the tables for random scenario generation at the back of the book. (NOT PRESENT IN THIS PLAYTEST DRAFT).
Scenes in School Daze should move along quickly, never lingering on one character for too long, especially if a given character’s plot line doesn’t intersect with the plot lines of the other characters.
The scenarios are also designed to last a specific amount of time. If the characters have all achieved major goals, and it feels narratively appropriate, fast-forward the timeline to the climactic moment of the scenario. In the included scenario, if the players have gotten everything done they want to before the event, move right on to prom night.
Prom Night – A School Daze Scenario
It’s Prom week. Hopes and hormones are both high as the students navigate the social waters surrounding this hallowed event. What kind of night will it be for you? You’ll always remember it, but how fondly?
Timeframe: One week
Class Roster
Mrs. Morp, Harried Senior Prom Advisor
Mrs. Morp just wants Prom done and over with. She doesn’t care about the crepe paper, the lights, or how many pounds of glitter that the cannons need. She just wants this nightmare to end.
Favorite Subject: Engish
Lance A. Lot, Teenage Hearthrob, Extrodinaire
No one knows if Lance is straight, gay, bi, or other, and no one really cares. All anyone knows is that Lance is gorgeous. Lance’s one true desire is for someone to see past his face to the person he really is inside. Sadly, Lance’s insides aren’t as great as he thinks they are, but he still wants someone to see them.
Favorite Subject: Foreign Language (French)
Ranks in Bank
Motivation: To find the perfect date to the Senior Prom
Morgan L. Fey, Like, The Most Popular Girl in School
It’s a complete scandal that Lance hasn’t asked Morgan to the Senior Prom yet. At least, Morgan thinks it is. She’ll stop at nothing to get her claws into Lance.
Favorite Subject: Arts (Choir)
Ranks in Skank
Motivation: To go to the Senior Prom with Lance, no matter what
Syllabus
It’s five days before the Senior Prom, and everyone who doesn’t have a date (any a few who do) want to go to the Prom with Lance. Some kids want something even more simple: to see Morgan crash and burn. She’s the meanest girl in Trowbridge, and she’s got no end of people who wish she’d basically die in a fire.
Then there’s Mrs. Morp. She just wants this nightmare to be over. In fact, her Math classes are pretty sure that the quadratic equation doesn’t include the word glitter. She needs prom to be planned, done, and finished.
At the beginning of the week, things will be mild enough, with students leaving notes, texts, and wall posts trying to get Lance to go to the Prom with them. As the days go on, and Prom gets closer the students, especially Morgan, do more and more desperate things to try and be seen with Lance on their respective arm come Saturday night.
Possible Character Motivations: To see the mighty fall, to ruin Morgan, Lance, or both, to help Mrs. Morp, to have a perfect Senior Prom, to mess Prom up for everyone else
Tags: full document, playtest, school daze, updates
