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Mysteries are the driving force of both narrative play and mechanical progression in Dungeons and Dragons and Feelings. Experience is no longer gained through the killing of monsters. Instead, it is primarily gained through the answering of Mysteries, commonly referred to as Questions. Mysteries are player-held questions about facets of the world that you ask, and then seek the answers to, and only by seeking out this roleplay-rich method of exploring the world can you grow and advance your character.

Begging the Questions

Mysteries are questions to which the player - not the character - does not already know the answer, and are written down at any time during or between adventures. Good questions strive to seek more than 'yes/no' answers, and should be phrased to require an answer with at least a sentence in depth. When creating a question, consider the prefixes of 'Who, What, When, Where, How, Why'. These are often the greatest beginnings to questions as they often necessitate a greater answer than a single yes or no. Questions are specifically knowledge you as a player hold about the game you play it - it isn't a test of your knowledge, but instead pushes you to explore new horizons with each character.

Questions are asked in three general spheres of the world: the Character, Other Characters, and the World. During character creation, you should generate one question under each general sphere of Mystery before beginning play. It is very important to work with your GM, so that you can find many places in your setting with which to question. Note that while each dot point may have more than one question in the sentence, it is still considered a singular question - multi-question Mysteries still only grant one experience, and require the whole question to be answered. Note how each question strives to deny a simple 'yes/no' answer.

  • Character Question Examples:
    • What will happen if Arthur is confronted about his casual disregard for hygiene?
    • How strong is Arthur's love for Grimmace? Is it just a passing fancy?
    • Why is Arthur so afraid of bathing?
  • Other Player Question Examples:
    • How far will Monty go to protect Arthur from himself?
    • Where does Bernard's magic come from?
    • What happened to Briony in Brindling?
  • The World Question Examples:
    • Where are these giant scorpions coming from?
    • Who is inside the cave that is sending up smoke signals?
    • What happens to the souls of the dead?

You may have as many active questions as you like, in any of the above areas or beyond, but any new questions added to your character sheet must be vetted by the GM, before or toward the start of the next session in which these questions come into play. Questions that are too simple, duplicate other questions, or can otherwise be answered with others by the exact same answer are not permitted - the goal of Questions is to tie experience gain with exploration of the game world, rather than the slaying of beings.

Throughout a session, you should be mindful of session-relevant questions you've asked, and actively seek their answers as part of the driving narrative gameplay. At the end of each session, each player checks their list of valid questions, and if they have concretely answered any of them, they gain one experience for each answer, and remove those questions from their sheet. It is recommended to archive your completed questions, with their answers, as reviewing the annals of your character's worldly knowledge is a great refresher on the game's overarching world, and your character's adventures.

mystery_tables.txt · Last modified: 2017/02/23 16:25 by balketh