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Preface

Why play Blood: the RPG and not another RPG? Well, as players of RPGs, we wanted to build an RPG that is both realistic and extremely flexible, while at the same time keeping the rules as simple as possible. Anyone can impose realism with enough rules and limitations, but how does one allow for any situation to be modeled on the fly and with as few rules as possible? The answer is the core principle of Blood: the RPG. That is, doubling a single characteristic of any action results in a predictable increase in the difficulty (+10). This concept allows one to quickly and easily estimate how hard any situation is, no matter how crazy (and crazy situations are why we play RPGs in the first place, right?). General Rules (and links therein) explains how to use the Blood System.

The added bonus of this simple but extremely powerful core principle is that the system is close to infinitely customizable. The Blood system can be used to play high or low fantasy, modern, futuristic sci-fi, gritty horror, or literally any genre of RPG you can think of. The only limit is your imagination. In Setting Stuff, we present an example high-fantasy setting, which is our preferred genre. However, by merely limiting the amount of magic allowable, one finds oneself in a low-fantasy setting, just like that. In the future, we plan to release a sci-fi setting, so stayed tuned for that. In the mean time, we hope you have as much fun playing Blood: the RPG as we did designing it! And good luck!

Basic Terminology

For those unfamiliar with role-playing games, here is a list of terminology used in this book and/or the community.

The System

The System is the set of rules for how to resolve conflicts in the interactive story-telling activity that is a role-playing game (RPG).

The Player

The Player creates and then controls a single player creature (PC). A group of PCs playing together is often referred to as the adventuring party or simply, the party.

The Game Master

Blood: the RPG has a Game Master (GM) who controls all aspects of the game except for what the players choose to attempt.

This entire book serves as a guide for the GM, but ultimately, it is up to him or her to make a decision whenever a debate is sparked at the gaming table.

All non-player creatures (NPCs) are controlled by the GM.

Other terms

Genre

The Genre essentially determines what is possible and what is not. For example, "high fantasy" has more magic than "low fantasy"; "sci-fi" has more technology than "modern," which has more technology than "medieval."

Setting

The Setting is the general location your group is playing in, as well as any themes that might go along with said location. For example, a "gritty" setting has a higher chance for the characters to die than a "heroic" setting; "horror" has more macabre or tense situations than a "sword and sorcery" theme.

Campaign

The Campaign is the set of background events that sets up an initial adventure, and the actual activities of the adventuring party. These events are typically prepared by the GM, but one can take and modify the campaigns of others to fit their own group.

Session

The Session is a day of playing through a campaign.

Getting Set up

Dice and other equipment

You need a couple of standard sets of polyhedral dice to play. A standard set typically includes one of each of a 20-, 12-, 10-, 8-, 6-, and 4-sided die. You'll also want a pen/pencil and paper to keep track of your character's status and equipment. Any other stuff, like a figurine and gridded mat, are optional.

Make a character

Follow the steps in Creature Creation to create a character. Then choose some equipment, using Equipment as a guide. Your equipment, especially weapons and armor, will modify what your character can do, so try to choose equipment that highlights your character's inherent strengths and shores up any weaknesses.

Play

Find a group of friends and play, using General Rules as a guide.