Tracking Zones

To keep track of zones during conflict, StoryHammer suggests using index cards. Break the scene down into various zones by naming them (e.g. “warehouse office”, “Courtyard: Northwest corner”, “Plains 1B”, etc.). For each zone, write it’s name on an index card. These zones should then be laid out in away that lines up like a … Read moreTracking Zones

Micro Time in StoryHammer

Often, time needs to be more concrete in StoryHammer. Particularly during conflict when multiple characters or a time-sensitive objective is involved. During these events, time tracking becomes more nuanced. A scene may contain conflict which may be broken down into a series of rounds. Each round is broken down into speed stage(s). The Round The Speed … Read moreMicro Time in StoryHammer

Macro Time in StoryHammer

Units of time in StoryHammer are somewhat abstract. Rather than measuring time by seconds or minutes, time is based off of events. These measurements are like containers that can stretch and shrink to fit the number or mass of the events within. A story contains one or more acts. An act contains one or more scene(s). The Scene … Read moreMacro Time in StoryHammer

Time in StoryHammer

StoryHammer games rely on players’ imaginations. As such, tracking the passage of time or visualizing space and dimension may be difficult to convey and keep consistent. The following sections introduce key concepts regarding the navigation of time, space, and dimension within StoryHammer. Macro Time in StoryHammer Micro Time in StoryHammer  

General Flow

Games (using the CQ StoryHammer role-playing game system) are played in a series of scenes facilitated by the Narrator. The Narrator sets up a scene by explaining the sights, sounds, characters, and actions that the protagonist(s) would naturally perceive. Control is passed to the Lead(s) who decide how the protagonists will proceed through the scene. … Read moreGeneral Flow

Basic Prep for a Game

One player will need to be the Narrator in order to play. If you are the Narrator, you will need a story for the Leads (each other player is known as a Lead) to play through. You can write your own story or refer to this website for recommended stories (coming soon). As the Narrator, … Read moreBasic Prep for a Game

Recommendation for First-Time Players

It is recommended that first time players read the sections within the Game Preparation and Core Concepts chapters as the content within explains the core concepts for games played with the CQ StoryHammer role-playing game system.

StoryHammer Goal

While most games have winners and losers, players of StoryHammer should consider themselves all on the same team, including the Narrator who controls the actions of the antagonists. The goal is to navigate characters through a story. Even in failing the objectives within the story, the narrative continues. In StoryHammer, winning the game is achieved … Read moreStoryHammer Goal

StoryHammer Summary

The CQ StoryHammer role-playing game system invites players to interact in a world of their own creation. The game is structured around a story. Players guide the protagonists through scenes and make decisions about how the characters will interact with the scene and react to the plot. To determine how well their decisions fare, players draw cards from a freshly … Read moreStoryHammer Summary

Crafting Bioforms

In addition to crafting stories and characters, the CQ StoryHammer role-playing game system provides tools for creating custom creatures and monsters, referred to as bioforms. You can use this system to craft specific organisms but the Bioform Crafting System takes it one step further as you craft templates for species, which allow for custom individuals … Read moreCrafting Bioforms