The Face Of Angels: The story arc

The story of The Face of Angels will always go through a prologue, then four acts. As the characters travel through these acts, some of the fundamental rules of the game will change. In each act, you will see sections on relationships, stakes, transformations, and exit conditions. Each act will take about an hour-and-a-half to two hours, and it’s recommended you play the game in five parts - character creation and prologue the first time, and an act each other time you play.

Setting up a scene

Each act will be made up of quite a few scenes. A scene is pretty loosely defined: it's a piece of fiction in one place, usually, in one time period, usually, with the same set of people.

As you play the game, you will get an idea for what scenes should happen. Both the World player and the other players can suggest scenes, although final responsibility for setting them up lies with the World.

However, you will still find yourself in situations where you don't know what to do next. I guarantee this. In these situations, pick a character who wasn't in the most recent scene. Pick or more of his relationships and then make a scene with them in some threatening situation. Either threaten them or have them threaten the character. What is especially great is that it doesn't really matter whether it's a friendly relationship or not - having their enemy's life threatened is a great scene.

This will always work out well, I promise.

New non-protagonist characters in the story

Whenever anyone invents new NPCs during the game, they should write that NPC's name in their slice of the pie.

In general, one can always take a relationship - that is, write the relationship on your character sheet and have it mean something with the game mechanics - with someone their PC has had a contest with or who has been the subject of a contest. If the character is owned by someone else, they have the right to veto your request for a relationship. You cannot take multiple relationships with the same NPC. More than one player character can, however, have a relationship with the same non-player character.

As the game progresses, protagonists can take relationships with organizations.

The anti-jerk clause

Any time someone is doing something technically legal according to the game rules, but it's really making the story break, if the rest of the players think they are being a jerk, you can stop them.

The new rule clause

If you want to do something wacky that you can't see a rule for or against, make it a stake in a contest.

Bridging the acts

Each act will need a bridge between it and the next act. This is free narration that tells what happens between the two acts. It should definitely be representative of the repercussions of the previous act, but does not have to limited just to those repercussions.

Possibly the most important bit of information to come out of the bridge is how much time has passed between the acts. Any amount is acceptable, from no time to any time within the protagonist characters' lifetimes.

While the rest of this game can be competitive at times, the bridge is most certainly not competitive. It's a time to relax and cooperate. The World should ask everyone else how much time they'd like to have passed. Taking their answers into consideration, she should make a decision. Then she should ask everyone else what happened with their characters during this time. Suggestions should be flying around the table! However, this is also a place where the anti-jerk clause may come in most useful.

No contests can take place in the bridge.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Noncommercial-Share Alike 2.5 License.