TEXT: The COnflicted Right-Fighter
  Choose an Array for your stats below:
  Moral Beacon: Instinct 0, Personality 0, Morality 2
  Charismatic Do-Gooder: Instinct -1, Personality 1, Morality 2
  Zealot: Instinct 1, Personality -1, Morality 2
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  Christopher Grey, http://www.christopher.world
  MOTIVATION
  Basic
  To Right Wrongs
  Desire
  To Be Good
  Fear
  To Be Corrupted
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  PERSONALITY
  Key Trait
  Choose One
   m Rational
   m Ethical
   m Idealistic 
   m Purposeful
   m Principled
  When Rising
  Choose One
   m Wise
   m Discerning
   m Conscientious 
   m Fair
   m Inspiring
  When Falling
  Choose One
   m Dogmatic
   m Intolerant
   m Self-Righteous
   m Judgmental
   m Condeming
  ARC
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  RELATIONSHIPS
  BackstOry
  • Occupation: community leader, legal, political, faith leader, 
  military, teacher, other
  • Source of your ethical compass: religion, philosophy, political 
  ideals, code of honor or ethics, other
  • Your place of self-reflection: place of worship, place of work, 
  home, place in nature, social place, other
  • How were you wronged: betrayal, miscarriage of justice, 
  violence, thievery, prejudice, other
  • Who do you fight for: loved ones, disenfranchised people, 
  anyone that is deserving, anyone, only one, other
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  “I wanted you to see what real courage is, instead of getting the 
  idea that courage is a man with a gun in his hand. It’s when you 
  know you’re licked before you begin but you begin anyway and 
  you see it through no matter what. You rarely win, but sometimes 
  you do.”
       —Atticus Finch, To Kill A Mockingbird by Harper Lee
  
  The COURAGEOUS YOUTH
  Choose an Array for your stats below:
  Rapscallion: Instinct 1, Personality 2, Morality -1
  Lovely Child: Instinct 0, Personality 2, Morality 0
  Trusty Sidekick: Instinct 1, Personality 1, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Trusting
   m Observant
   m Committed
   m Vigilant
   m Sincere
  When Rising
  Choose One
   m Independent
   m Brave
   m Affectionate 
   m Reliable
   m Inspirational
  When Falling
  Choose One
   m Volatile
   m Defenseless
   m Irrational
   m Fearful
   m Manipulative
  ARC
  BackstOry
  • Home life: idyllic, troubled, moved out, under the care of 
  others, caring for others, other
  • Why adults need your help: they are uninspired, they have no 
  hope, they don’t know what I do, they’ve forgotten, they are 
  too busy, other
  • Your guardians: two loving guardians, one loving guardian, 
  indifferent guardians, no one, other
  • Why you persevere: I don’t know how to do anything else, 
  other people need me, I need to prove my worth, I’m driven 
  to do what is right, I’m driven to change things, other
  INSTINCT
  PERSONALITY
  MORALITY
  -1
  When
  Falling
  +1
  When
  Rising
  MOTIVATION
  Basic
  To Prove Worth
  Desire
  To Be Accepted
  Fear
  To Be Ignored
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL A Roleplaying Game
  “Look at everything always as though you were seeing it either for 
  the first or last time: Thus is your time on earth filled with glory.”
       —Francie, A Tree Grows in Brooklyn by Betty Smith
  
  The CUNNING RASCAL
  Choose an Array for your stats below:
  Devil May Care: Instinct 2, Personality 0, Morality 0
  Trickster: Instinct 1, Personality 1, Morality 0
  Loveable Ruffian: Instinct 1, Personality 2, Morality -1
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Unpredictable
   m Charming
   m Scrappy
   m Energetic
   m Care-Free
  When Rising
  Choose One
   m Uplifting
   m Loyal
   m Endearing 
   m Inspiring
   m Trusting
  When Falling
  Choose One
   m Reckless
   m Malicious
   m Hurtful
   m Disconnected
   m Maniacal
  ARC
  BackstOry
  • Your hideout: rural, urban, wilderness, in a public place, is 
  impossible to find, other
  • What freedom means: living without society, no rules, my 
  rules, opportunity, having no cares, other
  • Who’s trying to stop you: religious group, relatives, the 
  authorities, friends, enemies, other
  • What is fun: chaos, being on the road, surprising others, 
  experiencing life, living in the moment, other
  • Who keeps you under control: a relative, a partner or spouse, 
  a friend, a mentor, an enemy, other
  INSTINCT
  PERSONALITY
  MORALITY
  -1
  When
  Falling
  +1
  When
  Rising
  MOTIVATION
  Basic
  To Be Excited
  Desire
  To Be Free
  Fear
  To Be Trapped
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “I think it pisses God off if you walk by the color purple in a field 
  somewhere and don’t notice it.”
       —Shug, The Color Purple by Alice Walker
  
  The HONORABLE GUARDIAN
  Choose an Array for your stats below:
  Moral Champion: Instinct 1, Personality -1, Morality 2
  Helpful Protector: Instinct 0, Personality 1, Morality 1
  Stoic Knight: Instinct 1, Personality 0, Morality 1
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Stable
   m Committed
   m Vigilant 
   m Secure
   m Observant
  When Rising
  Choose One
   m Brave
   m Leading
   m Affectionate 
   m Trusting
   m Honorable
  When Falling
  Choose One
   m Volatile
   m Divisive
   m Judgmental
   m Angry
   m Violent
  ARC
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  BackstOry
  • Occupation: teacher, law enforcement, faith leader, military, 
  political, activist, other
  • Who you protect: a relative or friend, a partner or spouse, 
  anyone that needs protection, a particular group, an ideal, 
  other
  • What keeps you strong: religion or spirituality, a loved one, a 
  memory, an ideal or philosophy, training, other
  • Who is a threat: anyone, a particular group of people, an 
  individual, those against my ideal, those that seek to harm, 
  other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Protect
  Desire
  To Have Purpose
  Fear
  To Be in Danger
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “The world is in this room. This here’s all there is and all there 
  needs to be.”
       —Sethe, Beloved, by Toni Morrison
  
  The LOYAL LIEUTENANT
  Choose an Array for your stats below:
  Whacky Sidekick: Instinct 0, Personality 2, Morality 0
  Beloved Partner: Instinct -1, Personality 2, Morality 1
  Dutiful Right-Hand: Instinct -1, Personality 1, Morality 2
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Caring
   m Patient
   m Humorous 
   m Supportive
   m Helpful
  When Rising
  Choose One
   m Humble
   m Compassionate
   m Loving 
   m Uplifting
   m Martyr
  When Falling
  Choose One
   m Manipulative
   m Clingy
   m Addictive
   m Resentful
   m Vindictive
  ARC
  BackstOry
  • Occupation: legal, corporate/professional, law enforcement, 
  military, counselor/advisor, other
  • Who you are loyal to: a loved one, relative or friend, an ideal 
  or philosophy, an organization or group, whomever earns it, 
  other
  • Reason for your loyalty: religion, philosophy, political ideals, 
  code of honor or ethics, other
  • What sways your loyalty: spirituality or religion, nothing, 
  money, love, self-preservation, other
  • You are driven by: duty, honor, love, hope, an ideal, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Be Needed
  Desire
  To Be Loved
  Fear
  To Be Rejected
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “My legs are full of trench-mortar fragments, old screws and 
  bedsprings and things.”
       —Frederic Henry, A Farewell to Arms by Ernest Hemingway
  
  The MYSTERIOUS RECLUSE
  Choose an Array for your stats below:
  Redeemed Reject: Instinct 2, Personality -1, Morality 1
  Wise Hermit: Instinct 1, Personality -1, Morality 2
  Antisocial: Instinct 2, Personality 0, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Sensitive
   m Unique
   m Quiet 
   m Submissive
   m Creative
  When Rising
  Choose One
   m Modest
   m Passionate
   m Ambitious 
   m Selfless
   m Gracious
  When Falling
  Choose One
   m Jealous
   m Malicious
   m Obsessive
   m Narcissistic
   m Spiteful
  ARC
  BackstOry
  • You remain secluded because: mental health, you’ve been 
  wronged, you are wealthy, you are on the run, other
  • Your place of seclusion is: an estate or manor/palace, 
  nondescript home or apartment, a temple or church, a 
  school, a library or museum, other
  • Your trust for people: will never happen, can be earned, 
  was broken and must be rebuilt, is strong with a particular 
  person, is strong with a particular group, other
  • You will come out of seclusion for: love, when you are 
  healed, when you find purpose, when you find hope, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Express Self Worth
  Desire
  To Be Understood
  Fear
  To Be Insignificant
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “But we are all human, I thought, wondering what I meant.”
       —The Narrator, Invisible Man by Ralph Ellison
  
  The Naive Outsider
  Choose an Array for your stats below:
  Country Bumpkin: Instinct -1, Personality 2, Morality 1
  Wise Traveler: Instinct 0, Personality 0, Morality 2
  Drifter: Instinct 1, Personality 1, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Decisive
   m Independent
   m Confident
   m Curious
   m Strange
  When Rising
  Choose One
   m Brave
   m Influential
   m Change-Making 
   m Mediator
   m Inspirational
  When Falling
  Choose One
   m Ruthless
   m Hard-Hearted
   m Immoral
   m Brutal
   m Divisive
  ARC
  BackstOry
  • You left your home because: you are a refugee or a criminal, 
  you need work, you had to escape another life, you wronged 
  someone, you were wronged, other
  • Your home is: far away, full of enemies, full of regret, a 
  distant memory, a place to come back to, other
  • You have with you: nothing much, a fortune, enough to 
  make do, just the bare necessities, a relative or friend, other
  • You stand out because: you have an accent, your style is 
  different, you have different values, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Be Self Reliant
  Desire
  To Be Welcomed
  Fear
  To Be Out of 
  Control
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “Perhaps you do not feel the urgency which I do, the terrible 
  compulsion to aid whatever poor souls wander restlessly here; 
  perhaps you find me foolish in my sympathy for them, perhaps I 
  am even ludicrous in your eyes because I can spare a tear for a lost 
  abandoned soul, left without any helping hand; pure love.”
   —Mrs. Montague, The Haunting of Hill House by Shirley Jackson
  
  The OATHSWORN CHAMPION
  Choose an Array for your stats below:
  Heroic Leader: Instinct 1, Personality 0, Morality 1
  Barbaric Outsider: Instinct 2, Personality -1, Morality 1
  Moral Rock: Instinct 1, Personality -1, Morality 2
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Powerful
   m Decisive
   m Hardworking 
   m Risk-Taking
   m Self-Confident
  When Rising
  Choose One
   m Selfless
   m Heroic
   m Change-Making 
   m Influential
   m Magnanimous
  When Falling
  Choose One
   m Ruthless
   m Hard-Hearted
   m Violent
   m Brutal
   m Vindictive
  ARC
  BackstOry
  • What are you sworn to: a person, a group, a cause or ideal, a 
  code of honor, a promise or commitment, other
  • What drove you to your commitment: force, desire, love, 
  hope, an ideal, other
  • Why are you a champion: a fighter, strong with words, 
  knowledge of a culture or society, courage, fame, other
  • What happens when you fulfill your oath: I’ll continue the 
  commitment, retire, feel useless, go into obscurity, find a new 
  cause, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Be Honorable
  Desire
  To Have Order
  Fear
  To be Corrupted
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “What say ye, pagans! Will ye give me as much blood as will cover 
  this barb?”
       —Captain Ahab, Moby Dick by Herman Melville
  
  THE REGRETFUL ELDER
  Choose an Array for your stats below:
  Broken Warrior: Instinct 2, Personality 0, Morality 0
  Confident Survivor: Instinct 2, Personality 1, Morality -1
  Functional Introvert: Instinct 1, Personality 1, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Agreeable
   m Peaceful
   m Connected 
   m Quiet
   m Uneasy
  When Rising
  Choose One
   m Fulfilled
   m Content
   m Self-Aware 
   m Calming
   m Trustworthy
  When Falling
  Choose One
   m Obstinate
   m Disconnected
   m Abusive
   m Angry
   m Depressed
  ARC
  BackstOry
  • You are a: military soldier or veteran, nurse, activist, 
  politician, law enforcement, doctor, legal, other
  • You regret: causing harm, an atrocity, a loss, a betrayal, a 
  crime, other
  • You will be healed: never, with love, with hope, with justice 
  or judgment, with spirituality or religion, other
  • When judgment comes you will: be relieved, not be there, be 
  dead, fight, concede, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Maintain 
  Harmony
  Desire
  To Be Stable
  Fear
  To Be Ostracized
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “But after awhile you stand up, wipe the frost out of your ear, go 
  someplace to get warm, bum a nickel for coffee, and then start 
  walkin’ toward somewheres else that ain’t near no bridge.”
       —Francis, Ironweed by William Kennedy
  
  THE INSPIRED INNOCENT
  Choose an Array for your stats below:
  Eternal Optimist: Instinct -1, Personality 1, Morality 2
  Icon of Hope: Instinct 0, Personality 0, Morality 2
  Endearing Companion: Instinct 0, Personality 1, Morality 1
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Easy-Going
   m Agreeable
   m Peaceful
   m Friendly
   m Ethical
  When Rising
  Choose One
   m Fulfilled
   m Hopeful
   m Calming 
   m Self-Aware
   m Wise
  When Falling
  Choose One
   m Frustrated
   m Desperate
   m Disconnected
   m Neglectful
   m Reckless
  ARC
  BackstOry
  • What drives you: an ideal, a person, a group or organization, 
  a cause, a dream, other
  • Why are you innocent: clear conscious, young, ethical or 
  moral, redeemed, naive, other
  • Who do you trust: everyone, anyone deserving, only my 
  closest, only myself, my ideal or philosophy, other
  • What would take your innocence: love, death, betrayal, loss, 
  harm or violence, other
  • Who needs you: a friend, a relative, a stranger, no one, 
  anyone who asks, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Create Hope
  Desire
  To Be Safe
  Fear
  To Be Separated
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “Boys, I know who’s drownded -- it’s us!”
       —Tom Sawyer, The Adventures of Tom Sawyer by Mark Twain
  
  THE SECRET DEVIL
  Choose an Array for your stats below:
  Silver Tongue: Instinct 0, Personality 2, Morality 0
  Wolf in Sheep’s Clothing: Instinct 1, Personality 2, Morality -1
  Bad Seed: Instinct 1, Personality 1, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Ambitious
   m Talented
   m Motivated 
   m Charismatic
   m Inspirational
  When Rising
  Choose One
   m Energetic
   m Infectious
   m Leading 
   m Powerful
   m Opportunistic
  When Falling
  Choose One
   m Jealous
   m Malicious
   m Narcissistic
   m Obsessive
   m Violent
  ARC
  BackstOry
  • What Motivates You: greed, revenge, psychosis, alienation, 
  justice, other
  • What is Your Secret: crime, violence, another identity, war, 
  an agenda, other
  • What Will Redeem You: love, hope, resolution, nothing, self-
  realization, other
  • Who Have You Harmed: close friend or relative, a stranger, 
  an enemy, a person of notoriety, a group/organization, other
  • How do you Present Yourself: friendly, courageous, hopeful, 
  trustworthy, distant, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Be Admired
  Desire
  To Be Valuable
  Fear
  To Be Worthless
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “I mingle with my peers or no one, and since I have no peers, I 
  mingle with no one.”
       —Ignatius, A Confederacy of Dunces by John Kennedy
  
  THE TRAPPED SOCIALITE
  Choose an Array for your stats below:
  Life of the Party: Instinct 0, Personality 2, Morality 0
  Crass Companion: Instinct -1, Personality 2, Morality 1
  Emotional Rollercoaster: Instinct 1, Personality 1, Morality 0
  Christopher Grey, http://www.christopher.world
  PERSONALITY
  Key Trait
  Choose One
   m Spontaneous
   m Enthusiastic
   m Impulsive
   m Uninhibited
   m Emotional
  When Rising
  Choose One
   m Grateful
   m Joyous
   m Vivacious 
   m Resilient
   m Responsive
  When Falling
  Choose One
   m Anxious
   m Addictive
   m Abusive
   m Depressed
   m Erratic
  ARC
  BackstOry
  • Who trapped you: myself, family, a stranger, society, a cause, 
  a group or organization, other
  • What is your status: wealthy, famous, leader, bankrupt, 
  outcast, other
  • What drives you: fame or fortune, reputation, hope, love, 
  desperation, other
  • What will free you: love, hate, resolve and dedication, status, 
  revenge, nothing, other
  INSTINCT
  PERSONALITY
  MORALITY
  +1
  When
  Rising
  -1
  When
  Falling
  MOTIVATION
  Basic
  To Be Happy
  Desire
  To Be Fulfilled
  Fear
  To Be in Pain
  RISING
  FALLING
  +1
  +2
  +3
  +4
  -4
  -3
  -2
  -1
  -5
  +5
  NAME
  RELATIONSHIPS
  o Chapter One: The Ordinary WORld
  The characters begin together, establish motivations, and conduct 
  everyday life, until an inciting incident propels a character to 
  move into an uncomfortable situation.
  o Chapter TWO The MEETING
  The story’s ordeal is presented and the characters gather what is 
  needed to confront it, until a character will cross the threshold. 
  o Chapter THREE: THE TEST
  The characters explore the situation, run into conflict, and make 
  friends and enemies until a character will go into the cave.
  o Chapter FOUR: THE ORDEAL
  The characters confront the greatest challenge and rise to glory, or 
  fall to tragedy until a character will take the road back. 
  o Chapter FIVE: THE FINAL CHAPTER
  The characters return to their original state and determine their 
  tragic end or heroic fate.
  CHAPTERS
  MAKING MOVES
  Result of 7+
  • The conflict is resolved and removed from the table 
  • +1Arc for Rising and Flat Moves or -1Arc for Falling Moves
  • Opposed Novel Characters get +1Arc for conceding
  • If the move and narrative represents a chapter move, the 
  Novel moves into the next chapter
  • The Novelist has Narrative Control
  Result of 10+
  • The same results as 7+ except the Character Player has 
  Narrative Control
  Result of 6-
  • The conflict is not resolved and is still in play
  • -1Arc, no matter what move was used
  • Opposed  Novel Characters get +1Arc for not conceding
  • The Novelist has Narrative Control
  EARN PLOT POINTS
  • 1 per Chapter
  • Resolve a Conflict
  • Accept a Conflict created by the Novelist
  SPEND PLOT POINTS
  • Create a Conflict to confront with Narrative Control
  • Switch Arcs to perform a move
  • Take Narrative Control, introduce a story element or an NPC
  Rising
  Protect Yourself (Roll +Instinct)
  When you want to stop from getting hurt, roll +Instinct.
  Befriend (Roll +Personality)
  When you want good will or to establish trust, roll +Personality.
  Make a Moral Stand (Roll +Morality)
  When you want to make a social/moral conviction, roll +Morality. 
  FLAT
  Satiate (Roll +Instinct)
  When you want to take care of a need, roll +Instinct.
  Navigate Others (Roll +Personality)
  When you want to guide others, roll +Personality.
  Rally (Roll +Morality)
  When you want to get others to help, roll +Morality.
  FALLING
  Lash Out (Roll +Instinct)
  When you wish to resolve a conflict using violence, roll +Instinct. 
  Enforce Your Will (Roll +Personality)
  When you want to force someone, roll +Personality.
  Condemn (Roll +Morality)
  When you want to rally others against someone, roll +Morality.
  THE GREAT AMERICAN NOVEL
  A Roleplaying Game
  “The bird that would soar above the level plain of tradition and 
  prejudice must have strong wings.” 
       —Edna, The Awakening by Kate Chopin
  
SOURCE: textdata/thevault/The Great American Novel (PbtA)/The Great American Novel - A Roleplaying Game - Archetypes [2019].pdf