TEXT: A Tale for Passage 
  Kent Blue 
   
  A Tale for Passage is a roleplaying game about telling a story for two players. One
   
   
   
   
    
   
   
   
    
   
   
   
   
   
  player takes on the role of an Elder, the other of a Youth as they take a leisurely journey
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
   
   
  to the peak of the mountain on the border of their lands. 
   
  In Vanelle, creativity is valued above almost everything else. Some will say it ​is ​valued
   
   
    
   
   
   
   
   
   
   
     
   
  above everything, because what is life without creativity. Children are taught to be
   
   
   
   
   
   
   
   
   
   
   
   
   
  creative at a very young age through games and song. As they grow older, they are
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  introduced to musical instruments and paint brushes. They take these tools and branch
   
   
   
   
   
   
   
   
   
   
   
   
   
  out on their own creative paths as they get older. But, the one constant in their life is
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  storytelling. Because all art tells a story in some way. 
   
  Vanellians value storytelling so much it is part of their rite of passage into adulthood. On
   
   
   
   
     
   
   
   
   
   
   
   
   
   
  the eve of their 16th birthday, every child must share a Tale for Passage. A centuries
   
   
   
   
   
   
   
   
   
    
   
   
    
   
  old ritual; each child must accompany an Elder to the peak Mount Sighlar. The journey
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  is not strenuous and is completed in 24 hours. During the journey, the Youth must
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  create and share a story based on a prompt given to them by the Elder. Once the
   
   
    
   
   
    
   
   
   
   
   
   
   
   
   
  journey is completed, the story will not be wrote down or ever told again. It simply fades
    
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  away with childhood. 
   
   
  Ghost Presenter 
   
   
  
  To play ​A Tale for Passage​, you will need: 
  ●
  1 or 2 six-sided dice  
  ●
  A standard deck of playing cards, Aces and Jokers removed 
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  15-20 index cards 
  ●
  Writing utensils 
  ●
  A few sheets of scrap paper for hitting down notes 
  ●
  (optional) a set of Rory’s Story Cubes or similar storytelling dice 
   
  At the beginning of the game, the players will decide which role to play. Play the role of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the Youth if you like telling a story with some guidance. Play the role of the Elder if you
   
    
   
   
    
   
   
   
   
   
   
   
   
   
    
   
  like asking questions to help shape a story. 
   
  Once roles have been selected, the Elder will remove the Aces and Jokers and shuffle
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the remaining cards. While this is happening, the Youth can jot down the name of their
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  character, a brief description, and how they express themselves through art. After the
    
   
   
   
   
   
   
   
   
   
   
   
  deck is shuffled, the Elder will draw four cards. To create the prompt,
  select one
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  number and one suit from the cards drawn. Combine the two elements to create the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  prompt for the story they wish to hear. See below: 
   
  Numerical Value 
  ●
  2 - 4: An optimistic tale... 
  ●
  5 - 7: A humorous tale... 
  ●
  8 - 10: A sorrowful tale... 
  ●
  J - K: A fearful tale... 
   
  Suit 
  ●
  ❤ : … about a relationship. 
  ●
  ♦ : … about something of value. 
  ●
  ♣ : … about a dark time. 
  ●
  ♠ : … about finding what was lost. 
   
  After deciding what kind of tale they wish to hear, the Elder will write down the prompt
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  they wish to present to the Youth. Custom dictates the prompt is given once the Elder
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  and the Youth have stepped foot on the path that will take them to Mount Sighlar. 
   
  Example: Joni, playing as the Elder, draws four cards: ​4❤ , K♠ , 2♣ , 9❤ . ​After some
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  consideration, they decide they want to hear a sorrowful story about finding what was
   
   
   
   
   
   
    
   
   
   
   
   
   
  lost​. Joni uses the ​♠ and the ​9. ​They write the prompt “A sorrowful tale about finding
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  what was lost.” on an index card a put it where the Youth player can easily see. 
  
  The Tale For Passage is told over five rounds of play. Each round represents a moment
   
   
   
    
   
   
   
   
   
   
   
   
    
   
  during the journey of the Elder and the Youth. While the focus of this game is the story
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  being told, these moments during the walk can and should be roleplayed out. Take a
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  moment to talk about how the Youth is feeling as they face their transition into
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  adulthood. The Elder should reflect on their Tale for Passage, just not the story that was
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  told. 
   
  Playing ​A Tale for Passage 
  During each round of play, the Youth will tell a story based on the prompt chosen by the
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  Elder. The Youth will roll dice at the beginning of each round and consult the tables
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  provided to help shape their tail. Elders in Vanellian culture often offer guidance on most
   
   
   
   
   
   
    
   
   
   
   
   
   
   
  matters. This is most true during the rite of passage. The Elder should ask questions
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  about the story being told and offer suggestions at times. 
   
   
  Round One - A Tale’s Beginning - ​The Elder and the Youth walk the path that brings
   
     
   
    
   
   
   
   
   
   
   
   
   
   
  them to the base of Mount Sighlar. Each player should share a few details about the
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  path. The Youth player, when ready, roll 2d6 or choose from the table below to establish
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  some elements of this part of the tale. Once decided, write each element on a separate
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  index card. 
   
  Setting 
  Character Traits 
  1 
  On a far away planet. 
  1 
  Strong-willed and unyielding. 
  2 
  Across the sea, in unfamiliar land. 
  2 
  Reserved and insecure. 
  3 
  High in the clouds. 
  3 
  Daring and fearless. 
  4 
  In the depths of the earth. 
  4 
  Forlorn and dissatisfied. 
  5 
  On a floating city. 
  5 
  Blunt and honest. 
  6 
  In a nomadic caravan. 
  6 
  Comical and joyful. 
  
   
   
  eberhard grossgasteiger 
   
  Round Two - A Winding Path Up and Up - ​A winding path takes the Elder and the
   
    
   
   
   
   
   
     
   
   
   
   
   
   
   
  Youth up the side of Mount Sighlar. Each player should talk about wildlife they have
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  seen on the mountain. The Youth player, when ready, roll 2d6 or choose from the table
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  below to establish some elements of this part of the tale. Once decided, write each
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  element on a separate index card. 
   
  The conflict is... 
  The character... 
  1 
  … an internal struggle.  
  1 
  … is prepared for the conflict. 
  2 
  … something once thought gone. 
  2 
  … will need to ask for help. 
  3 
  … hidden, yet known. 
  3 
  … must deal with this alone. 
  4 
  … will weigh heavy on everyone. 
  4 
  … knows how this will end. 
  5 
  … part of something larger. 
  5 
  … will have to search for answers. 
  6 
  … not as real as one may think. 
  6 
  … will not be the same after. 
   
   
   
   
   
   
   
  
  Round Three - The Peak of Mount Sighlar - ​The Elder and the Youth make camp for
   
    
   
   
   
   
    
   
   
   
   
   
   
   
   
  the night. They roll out their sheepskin sleeping mats beneath the stars. Each should
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  take a moment to talk about what adulthood means to them. The Youth player, when
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  ready, roll 2d6 or choose from the table below to establish some elements of this part of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the tale. Once decided, write each element on a separate index card. 
   
  The climax... 
  The scene takes place... 
  1 
  … happens & is resolved quickly. 
   
  1 
  … somewhere familiar. 
  2 
  … is dealt with easier than 
  imagined. 
  2 
  … somewhere disadvantageous to 
  the character. 
  3 
  … is unexpected. 
  3 
  … in a crowded place. 
  4 
  … involves a previously unknown 
  thing. 
  4 
  … on the shore of a great lake. 
  5 
  …happens over many years.. 
  5 
  … during chaos. 
  6 
  … is what the character wanted. 
  6 
  … before someone important. 
   
  Round Four - Traveling Home - ​The Elder and the Youth wake early the next morning
   
    
   
    
   
   
   
   
   
   
   
   
   
   
  and begin the journey back home. Each should talk about how they slept and what they
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dreamt about. The Youth player, when ready, roll 2d6 or choose from the table below to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  establish some elements of this part of the tale. Once decided, write each element on a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  separate index card. 
   
  One last moment... 
  The outcome of which ... 
  1 
  … of tension arises. 
  1 
  … leaves the character hopeful. 
  2 
  … with someone special. 
  2 
  … causes heartache.  
  3 
  … of peace. 
  3 
  … will bring many together. 
  4 
  … of genuine happiness. 
  4 
  … is not initially clear. 
  5 
  … to be alone. 
  5 
  … angers someone. 
  6 
  … to tell someone the truth. 
  6 
  … leads to a revelation. 
   
   
  
  Round Five - A Tale’s End - ​There is no rolling of dice this round as the Youth’s story
   
     
   
    
    
   
   
   
   
   
   
   
   
   
   
  should have a natural conclusion stemming from the prior rounds. The Youth should tell
   
    
   
   
   
   
   
   
   
   
   
   
   
  how the story ends on their own terms. Write down a one or two sentence summary of
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  the conclusion on an index card. The Elder and the Youth return home from their
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  journey. They go to the Elder’s house where a ceremonial drink will be consumed and
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  then the Elder will present the Youth as an adult. Talk about how these events play out. 
   
   
  Krivec Ales 
   
  Game’s End 
  After the Youth is presented as an Adult, take a moment to debrief. Talk about the
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  events that occurred during the game and the Tale for Passage that was told. Once
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  both players feel satisfied, take the index cards that were filled out and destroy them.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This is symbolic of the Tale for Passage never being told again. 
   
  Speed Walking Variant 
  The frame of ​A Tale for Passage follows the classic 5 act Dramatic Structure in
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  storytelling. If players are looking to play a quicker game, utilize the Speed Walking
    
   
   
   
   
    
   
   
   
   
   
   
  variant rules. These rules loosely follow a three act structure frame, which means
   
   
   
   
   
   
   
   
   
   
   
   
   
  omitting Round Two and combining Round Four and Round Five. 
   
  Story Cube Variant 
  For a more free form storytelling experience, the youth can roll a set of ​Rory’s Story
    
   
   
   
   
   
   
   
   
    
   
   
   
   
  Cubes ​or similar storytelling dice instead of rolling on the tables each round. Use the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  results of the roll to find inspiration for your tale. 
   
  
  Notes 
  This game is mostly inspired by the stories I told as a child to my friends and family. I
   
   
   
   
   
   
   
    
   
    
   
   
   
   
   
    
  don’t remember any of them anymore and I think that is what made them special. They
   
   
   
   
   
   
    
   
    
   
   
   
   
   
  exist only in that moment. 
   
  Game Chef Ingredients 
  Theme 
  Lost Stories: The game is all about stories told and then lost. 
   
  Ingredients 
  Blunt: A Character Trait possible in Round One. 
  Weigh: As part of a possible conflict framing in Round Three. 
  Sheepskin: Sleeping mat material as mentioned in Round Three 
  Speed Walking: The name of a faster play variant. 
   
  Photo Credits 
  Photos came from the website ​https://www.pexels.com​. Licensing information found
   
   
   
   
   
   
   
   
   
  here ​https://www.pexels.com/photo-license/​. Each photo includes credit.  
   
    
   
   
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/A Tale for Passage.pdf