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BEN DUTTER
WHAT IS THIS?
PERSEVERANT is a collaborative storytelling game that
focuses on a group of survivors traveling through an
inhospitable wilderness. We need two to five people to
play, and each game takes around three hours.
THE NECESSITIES
PERSEVERANT needs no prep and only a few materials:
1
GETTING STARTED
At least one of us should read the rules before we
start, but if we’re all eager to play right away, we can
review the Quick Start rules and follow along as we go.
2
Some of the most common topics to build a consensus
upon are:
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THE WILDERNESS
4
Our game is set in the Wilderness, an inhospitable
landscape full of dangerous obstacles. We’ll reach our
goal if we can get through this rugged place, making
our struggle worth the pain. The Wilderness is made
up of many different locations and challenges, each of
which relates to our journey.
5
DEFINE ITS NATURE
What is the simplest manifestation or description of
our Wilderness? What is its core structure, and what
makes it evocative, distinct, and dangerous? The
Wilderness’ nature can be something obvious and
physical, like a mountain range; or it can be something
warped that was once benign, like an abandoned city.
EXAMPLE NATURES
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PICK OUR ERA
The era that our group exists within, and where our
story takes place, is crucial for helping us define
appropriate and evocative scenes and obstacles. The
era doesn’t need to be specific - a brief description or
word that defines the type of technology, training, and
ideologies our characters possess is sufficient.
EXAMPLE ERAS
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DEFINE OUR GOAL
What are we trying to achieve as a group? Bear in
mind that our goal is separate from any of our
characters’ personal motivations or drives - the goal is
the reason for the group forming in the first place.
Survival is likely to be a common goal for an easy entry
point, but an evocative goal can make for a unique
story or set of challenges.
EXAMPLE GOALS
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CREATE LOCATIONS
Now that we’ve got a good grip on our Wilderness and
themes, we’ll separately (or collaboratively, if we
prefer) create evocative locations. A location is a
noteworthy set-piece that fits with our Wilderness.
EXAMPLE LOCATIONS
9
OURCES
CREATE CHALLENGE S
Our Wilderness is dangerous. Its purpose in our story
is to put pressure on our characters, to force us to act
and to make desperate decisions. C hallenges embody
this danger, representing both the literal and figurative
things we must overcome as a group.
10
EXAMPLE CHALLENGE SO
URCES
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CHARACTERS
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At the core of our story is a cast of characters, the
protagonists (and maybe antagonists) that shape the
narrative, embody the minds and actions of the
players, and serve as the lens with which we engage
with one another. They’re our avatar within this
shared fictional space, and grant us the ability to
imagine, act, and react off of each other organically.
13
MAP OUR RELATIONSHIPS
Every character has two relationships: specific
connections, bonds, or histories with two other
characters in our group. Relationships don’t need to be
positive, and should be more detailed and interesting
than something like Spouse or Sister.
14
GIVE PSEUDONYMS
Since characters don’t have names or traits yet, give
each of them a letter or number to keep track. These
temporary pseudonyms have no impact on the game
or story, they’re just there to allow us to appropriately
target our relationships. Something like “I’m secretly in
love with A” is easier than “I admire ____.”
CREATE RELATIONSHIPS
Each of us defines two relationships, writing each on
its own index card. These relationships should align
with the agreed upon tone of the game and the nature
of our Wilderness, but don’t necessarily need to
conform to it.
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After we’ve determined the final stack of relationship
cards, each of us takes two cards that we find
interesting for our potential character.
The final relationships are kept with their respective
characters, and will be added with that character’s
other cards as we go through the character creation
process individually.
EXAMPLE RELATIONSHIPS
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DEFINE OUR TRAITS
Each of us works together to pick a character whose
relationships we enjoy or find interesting. Once all of
us have one character, we name them and work on
defining and detailing our character’s specific traits:
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EXAMPLES OF HISTORY
Architect, Sailor, Hunter, Former Convict, Former
Slave, Grizzled Veteran, Priest, Farmer, Politician
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OUR STORY
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Now that we’ve created our Wilderness and
characters, we can begin telling our story. We’ll play as
our characters as we make our way through the
devastating landscape - facing difficult challenges,
exploring interesting locations, and trying to remain
cohesive as a group with a unifying goal.
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FREEFORM DESCRIPTION
Our story often begins with us talking about our
characters - what they look like, who they know, how
they got to be a part of this group - as well as their
actions leading up to the first significant challenge.
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INTRODUCE THE CHALLENGE SCENE
Once one of us has pulled the location, they take a few
moments to describe and detail it to the group
(making it evocative or in-character is encouraged).
This is the setting for our challenge scene.
1. An unexpected attack
2. A previous choice haunts you
3. Something breaks
4. An environmental threat
5. An internal threat
6. An unsettling development
22
For example, our group of four players rolls a 4,
making our severity 8 (4+4). We roll again for a
different scene, with a result of 5. Our new severity is
5, as it is greater than the number of players we have
(four). The severity should be somewhere visible and
easy to change for any of us around the table - using a
couple of summed d6 (with their results face up) is
perfect.
23
TAKING A TURN
Each of us gets one turn in a challenge scene, although
we can pass if we so choose. When it is our turn, we
need to conceptualize how our character is involved in
the scene, what traits or relationships we have that
can possibly affect the challenge, and what actions we
can take that are both interesting narratively and a
logical path to success.
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We’ll take a moment to interpret your results. L ower
the challenge’s severity by one for each success that
you rolled during your turn (flipping the die to show
the new severity) - a portion of the challenge has been
overcome by your character’s actions, and the rest of
us have to finish it (or suffer ramifications).
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END THE CHALLENGE SCENE
The challenge scene ends once every character has
had a turn (or chosen to pass), or its severity has been
reduced to zero or less. The player who initially
framed the scene narrates its conclusion - and each
player describes their character’s final thoughts and
actions to conclude the scene.
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EXAMPLE CHALLENGE SC
ENE
Ben, Jessica, Tina, and Karl are stranded in an
Alpine Forest (their Wilderness). After they’ve each
had a few minutes of conversation and freeform
description, Tina’s grown bored and pulls a
location card: Hidden Frozen Lake.
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Ben rolls and gets one success, flipping the severity
dice from a face value of 5 to one of 4. He finishes
describing how he shoves Jessica out of the water,
who rolls away and lays flat on the ice.
Since Jessica has helped Ben she can’t act, but she
can still add color to the other player’s
descriptions. She starts screaming in character,
reaching out to pull her sister from the freezing
water.
28
FRAME A SOCIAL SCENE
After the conclusion of any challenge scene, we have
the option of creating a social scene. Social scenes are
the primary way we return cards to our hands. Each of
us has the opportunity to initiate a social scene with
another character, but we can pass if we wish.
29
To prevent social scenes from devolving into bland or
perfunctory experiences to return cards to your hand,
you can roll on the below social scene framing tables:
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END THE SOCIAL SCENE
Once the social scene’s initiator thinks it has reached a
satisfying conclusion, they simply announce that the
scene has ended. Scenes can end even in the middle of
tense arguments - think of the camera cutting away to
another part of the story. This is an effective way to
create a sense of mystery or intrigue around the
characters’ future interactions.
31
SETBACKS
Whenever a character rolls zero successes against a
challenge, they acquire a setback. Setbacks are
unfortunate complications, injuries, or other negative
impediments. We’re encouraged to create meaningful,
interesting, and genre-appropriate setbacks for our
characters as they arise.
EXAMPLE SETBACKS
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CONSEQUENCES
We, as a group, suffer consequences if we fail to
overcome a challenge scene after each of us has taken
a turn. Consequences are major narrative
developments that hamper us as a group, making it
more difficult for us to overcome future challenges.
33
INTERNAL CONFLICT
One or more of us can create internal conflict at any
time. You can choose to attack a character on your
turn. This attack can be verbal, social, or physical, each
with a different impact.
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a new relationship card denoting the conflict.
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HELP OR HINDER
Ultimately our fates are intertwined, and it benefits
the group if we help each other. It’s easier to
overcome challenges when we work together - both in
the rules and in the story. And, likewise, we might wish
for some of our allies to fail, and go so far as to hinder
them.
37
EXAMPLE HELP
Ben is attempting to climb up a slick wall of ice.
Jessica, his wife, decides to help. Ben keys his
relevant traits and relationships, rolling four dice.
Since he and Jessica share three relationships,
Jessica can choose up to three dice for Ben to
reroll.
EXAMPLE HINDER
During an Internal Conflict between Tina and
Jessica, Karl wants to break up the fight. He sees
that Tina is about to hit her sister, and tries to
hinder her from doing so.
38
BETRAYAL
Many of us will be driven to terrible deeds in order to
survive, including the possibility of betrayal. Hope and
brutal pragmatism are strange but common bedfellows
in the Wilderness.
39
EXAMPLE BETRAYAL
Ben is sick of Karl’s constant squabbling, second
guessing, and overall undermining of his
authority. Ben frames a social scene with Karl and
the rest of the group, denoting his relationship
card I know Karl’s secret.
40
SELF SACRIFICE
Rather than see the entire group perish to the cold
winds of the Wilderness, one of us may choose to
commit self sacrifice during a challenge scene.
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DEATH AND DEFEAT
Many of us will likely succumb to the brutal nature of
our Wilderness. If a character acquires a s etback (or
the group suffers a consequence) and has no more
keyable cards, that character is d
ead or defeated.
42
EXAMPLE DEATH AND DEFEAT
The group has reached a broad open plain, and the
starving wolves that stalk us finally surround we
weary travelers. Jessica has three setbacks
blocking a relationship and two traits, and the
other two are still face up on the table from the last
challenge.
43
NON-PLAYER CHARACTERS
Our story focuses on the main characters we created,
but sometimes it makes sense to feature n on-player
characters: the people who contribute less
prominently to the story than our protagonists, but
are still important to the plot, tie its themes together,
or showcase our characters’ behavior.
44
EXAMPLE NON-PLAYER CHARACTERS
Our group is traveling through the cold tundra,
and comes across an indigenous tribe. Their
village built of yurts is this scene’s location, while
the members of the tribe are non-player
characters.
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WHEN IT ISN’T YOUR TURN
While you’re waiting for your turn, there are several
things you should do to make the game a better
experience:
● Listen attentively
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The point of these behaviors is never to interrupt or
stymie a player’s descriptions or their character’s
actions, but to bolster the intensity of our story and
better connect our shared vision. If some of us are
uncomfortable with any of these behaviors, we can
also veto or disregard these suggestions.
47
FINISHING OUR STORY
If we persevere, if we survive, we will make our way
through the terrible Wilderness and conclude our
story, one way or another.
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GAMEPLAY TIPS
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VETOES
Vetoes are an important and integral part of gameplay,
but they represent a very real possibility of creative
stagnation, slow pacing, and an overall negative
experience. While maintaining the ability to veto is
important to PE
RSEVERANT, it should be used
thoughtfully and carefully to ensure we can continue
telling a meaningful story.
50
CONNECTED ELEMENTS
A common tendency in groups new to collaborative
storytelling is to describe and narrate things in
isolated, disconnected silos. Each scene unfolds in an
episodic nature, and doesn’t pay attention to the
previous scenes, or the character’s actions don’t flow
from what has already occurred.
51
THE FACILITATOR
Generally the player with the most knowledge and
experience with the game will serve as its facilitator,
and help guide the rest of us through creating
characters and scenes, and actually playing the game.
It can be daunting and more mentally exhausting than
the other roles - but it becomes easier through
practice.
52
DESCRIPTIONS
Verbal description is the bulk of gameplay, and really
what makes or breaks our story. First of all, only ever
act in ways that you’re comfortable with as a player - if
you’re unwilling to go into descriptive depth, that’s
perfectly okay.
53
USING SCENE ELEMENTS
When you first frame a scene and begin randomly
determining its elements - the location, trouble,
challenge sources, etc - you might have a kneejerk
reaction to discard what you pulled or rolled. Try to
squash that reflex, at least initially.
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RUNNING OUT OF TIME
We’ve been playing for the past couple of hours and
suddenly realize that we’re dangerously close to our
session’s time limit, but there’s still challenge sources
left in the stack!
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IGNORING TROUBLE
Some scenes are so obvious, with such well connected
locations and challenge sources, that using the trouble
mechanic seems to add a layer of friction or
unnecessary complication.
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REJECTING OUTCOMES
All of us have an innate understanding of what makes a
good story. The mechanics in Perseverant are
designed to emulate that process, to create those
narratives and that fiction that we all enjoy. And, while
it does a pretty good job of accomplishing that aim, it
isn’t always perfect.
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REJECTING RULES
All of the rules in Perseverant are designed to work
well together to create a coherent theme and
experience. They encourage dramatic tension (both
among the party and against our environment), but
they can sometimes sit asynchronously with our
agreed upon experience for our group.
59
DELAYED RULES INCORPORATION
The facilitator’s main purpose is to do just that -
facilitate a smooth and enjoyable game experience.
One of the most common hurdles, especially for newer
groups, is that the game can feel a bit frontloaded with
information, options, and considerations.
60
TWO PLAYER GAMES
Using the rules as written can produce a perfectly
adequate game for just two players. However, that
being said, some of the game’s subsystems feel a little
strained or off-kilter with fewer than three.
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OPTIONAL RULES
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RESOURCE STACK
If we enjoy the concept of overcoming our Wilderness
through diligent management of resources a s much as
by way of will and grit, we can choose to make a stack
of resource cards at the beginning of our game.
EXAMPLE R
ESOURCE
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CHARACTER ADVANCEMENT
We may want to continue our story for more than a
single session, or witness our characters’ growth
throughout the story. Sometimes it is fitting to have an
entire campaign built around our narrative that lasts
many sessions. As characters develop narratively, they
can gain new mechanical benefits (or detriments).
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CHALLENGE MODIFIERS
Some stories demand grueling, horrific, or punishing
challenges. In these stories, we can elect to add
challenge modifiers to any scene.
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EXAMPLE M
ODIFIER
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STARTING SCENARIOS
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SILK ROAD
We are merchants, explorers, or missionaries taking the
long journey from the Mediterranean to China
NATURE
Central Asia: desolate Iranian Plateau, snowy Pamir
Mountains, and the frigid Mongolian steppe.
ERA
Mid to Late 13th Century: we possess no compass,
only hand drawn maps, and clothes we made
ourselves.
GOAL
Reach Xinjiang: some for commerce, some for God.
LOCATIONS
Cliffside Trail, Craggy Coastline, Desolate Plateau,
Freezing Desert, Jagged Canyon, Mirrored Lake,
Mountain Reservoir, Raging River, Rugged Peaks,
Windswept Steppe
CHALLENGE SOURCES
Blizzard, Bloody coughs, Golden Horde Patrol, Icy
wind, Local herders, Mounted bandits, Obscure trail,
Our camels, Snow leopard, Starvation
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JADID SECTOR
We are the first humans to attempt to colonize this new,
exciting, and dangerous region of space
NATURE
Alien Space: Bizarre planets, inexplicable phenomena,
and sentient cultures hostile to humanity.
ERA
2483 CE: Science has advanced to interstellar levels.
GOAL
Establish a foothold: We’re the tip of humanity’s spear.
LOCATIONS
Asteroid Archipelago, Floating Coral Reef, Forest of
Echoes, Interstellar Gate, Low Gravity Moon, Magma
Fields, Our Ship’s Bridge, Outside Our Hull, The
Neugian Pulsar, Xereson IV
CHALLENGE SOURCES
Disappearing supplies, Engine failure, Erratic gravity,
Jadid Doppelganger, Low fuel, Our atmosuits, Pirates,
Pressure leak, Radiation, Xereson Civil War
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WEEPING SUN
The sun weeps liquid light onto our realm, drowning us
in a sea of heavenly energy that warps our world
NATURE
Ocean of light: The sun drains its liquid light, growing
darker in the sky, covering the land in bright hot
water.
ERA
Bronze Age Fantasy: Dozens of Great Empires fall
beneath the constant downpour.
GOAL
Escape the deluge: The only chance for survival is to
go deep underground and escape the Sunwater.
LOCATIONS
Archipelago of Night, Black cave, Blindingly bright
river, Drowned city, Glimmering swamp, Glowing
Tunnels, Primordial Forest, Sunwater fall, Sunset Sea,
Twilight Mountains
CHALLENGE SOURCES
Boiling rain, Carnivorous trees, Constant rot,
Desperate survivors, Engorged monsters,
Ground-level lightning, Lack of sleep, Saturation,
Sea-leviathan surprise, Sunwater flood
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