1. Notes

D&D Duet Rules (DRAFT)

These rules are for duet style games, where there are 2 players or less.

Duet games are cooperative, and rely on players as well as the GM to create a story together. Via story points players have the power to easily trash enemies, plots, pcs, etc. If you use your story points to say 'the dragon dies' and there is nothing left for the adventure, the game is over. It works the same way as 'rocks fall and you die'.

Turns

The GM and the players take turns. Each story post is one turn. Discussing mechanics, asking questions and what not do not count as turns.

The GM can take multiple turns, and is encouraged to if the story is slow.

Story Points

Each player begins with 1 story point. Story points can be used for the following effects

  • As an inspiration point, following normal rules for inspiration points
  • To write a post. This post can be anything, introducing an effect, character, setting, scene, etc.

After you use a story point, the GM gets one. The GM can use the story point as well in a similar fashion to

  • Grant an enemy inspiration
  • Introduce an element that would otherwise not make sense or break the rules. A common example would be an enemy escaping and exiting the scene instead of suffering a killing blow.

Sidekicks and Allies

A player can play multiple characters within reason. You can play multiple PCs, sidekicks, etc. Whatever you want. The amount of people you can realistically play is of course limited by turns.

Combat Time

The number of allies and sidekicks you control is also limited by the amount of time you take in combat. You should not have so many allies or sidekicks, nor have such complex characters that your combat turns take more than 10 minutes.