Description
Long ago, before our world, there was another.
There was a Flood once, or so I have heard. It was vast and terrible in the way that only the greatest of disasters can be, a cataclysm so total in its destruction that when it swept the world, there was nothing left.
This is not the story of that Flood. This is not the story of how it came to pass, or what it broke, or what came after.
This is the story of the world that came before it, a world lost to the sands of time and the waters of inevitability. This is the story of when magic was material, and the ones like us were lions on the prairie. This is the story of Before the Flood.
Before the Flood is a map-making game for six players about working together to discover a world that existed long before our own. Each player will take on the mantle of one of the fundamental forces that shaped this world, using their own unique mechanics, tools, and perspective to create a map of the world that existed before it was all washed away.
Before the Flood is a map-making game for six players about working together to discover a world that existed long before our own. Each player will take on the mantle of one of the fundamental forces that shaped this world, using their own unique mechanics, tools, and perspective to create a map of the world that existed before it was all washed away.
The zine includes all the instructions needed for play, along with some instructions that are not meant to be used at all: the ritual for The Flood itself. Players read through this ritual of destruction before starting their story of creation, turning each new addition to the map into a mark of defiance in the face of fate.
The Flood will come, but you will still build, and there will still be beauty, and hardship, and lives to be led.
Playing The Game:
Before the Flood runs in 2-4 hours and requires zero prep, making it ideal for one-shots, and can be used as a standalone game or worldbuilding for a larger campaign. It also caters to a range of playstyles: since each mantle has its own mechanics and role, players can choose how they want to be involved in the storytelling each time they sit down to draft a new map.
To play, you'll need the zine itself, some drawing supplies, and the specific tools used by each mantle: four stones, a coin, a book, some dice, a set of tarot cards, and a standard deck of playing cards.
Play begins with a ritual taking up of the mantles, the six fundamental forces players will embody while constructing the world of Before the Flood. With the knowledge of the inevitable flood ever-present, players will take turns using their unique aspect to bring together different parts of the story into one complete tale.
Play begins with a ritual taking up of the mantles, the six fundamental forces players will embody while constructing the world of Before the Flood. With the knowledge of the inevitable flood ever-present, players will take turns using their unique aspect to bring together different parts of the story into one complete tale.
The world is built through the collaboration of six mantles: Land, Legend, Nature, Nation, Weal, and Woe.
Land is the mantle of the earth itself, carving valleys and building mountains. It is that which marks the map while the rest deliberate over details.
Land starts off each round of Before the Flood by casting colored stones onto a piece of paper, delineating areas of different altitudes. Land decides how these areas are marked to show this, and while the round continues onward and the other mantles take their turns, Land stays dedicated to their parchment, pen constantly moving to add various features.
Land is the mantle of the earth itself, carving valleys and building mountains. It is that which marks the map while the rest deliberate over details.
Land starts off each round of Before the Flood by casting colored stones onto a piece of paper, delineating areas of different altitudes. Land decides how these areas are marked to show this, and while the round continues onward and the other mantles take their turns, Land stays dedicated to their parchment, pen constantly moving to add various features.
Legend is the mantle of histories, those stories that only become greater as they are lost. It is the adviser to both Nature and Nation, and that which marks the details that Land does not.
After Land has cast their stones and started the round of play, Legend flips their coin. On a result of heads, Nature will be called forth to act that round. On a result of tails, Nation will act instead.
Legend then flips through their book, stopping on whatever page they feel is right, before closing their eyes and dragging a finger down that page, again stopping when it feels correct.
The word or phrase that Legend lands on is what they'll use to help either Nature or Nation ascribe meaning to the landmark they discover.
Nature is the mantle of all that is wild and untamed, the magic and mundane that grows from that which is left untended. It is that which sprouts landmarks as a matter of course, growing ever larger as it does.
Each round, if Legend's coin flip lands on heads, Nature will be called to act.
Nature acts by rolling a singular, with their result corresponding to a list of features and items. They start with the smallest of the polyhedral dice, a four-sided die, and on a result of 4 they get to step up their die to the next size and reroll. This continues with each die; if they roll the highest result, Nature is able to step it up to the next size, all the way up to a 100-sided die.
Whatever result they get, Nature takes the corresponding item from their lists and consults with Legend to create a landmark, which Legend then places on the map.
Nature's roll also decides if Weal or Woe will be called forth to act that round. If the result is below a four, Woe gets to act. If it's a four or above, Weal gets to act.
Nation is the mantle of the forces of humanity, in all their glory and hubris. It is that which builds landmarks with structured purpose, forever looking to better its odds and create something more.
If Legend's coin flip lands on tails, Nation will be called to act instead of Nature.
Nation acts by playing their own dice game involving a pool of six-sided dice (d6) and matching the combination of results to tables of landmarks. They can add more dice to their pool to increase their chances, but in doing so scorn Weal and invite only Woe.
Once Nation has their combination for that round they find the correct d6 table and roll one more d6 to find out what the landmark is going to be, consulting with Legend to flesh it out and place it on the map.
Weal is the mantle of good fortune, sharing its joy with all those who would take it. It is that which pulls meaning from the arcane and promises the sunrise will come again.
If Weal has been called forth to act, they will pull three cards from a deck of tarot and interpret them together to create an omen of good fortune.
In Before the Flood the general meaning of each tarot card is listed out, alongside an omen already drawn out from that meaning. Weal's task is to take all three of these meanings and weave them together into one.
Whatever omen occurs Nature and Nation take a moment to describe how their people react to it together, and play continues into a new round starting again with Land.
After Land has cast their stones and started the round of play, Legend flips their coin. On a result of heads, Nature will be called forth to act that round. On a result of tails, Nation will act instead.
Legend then flips through their book, stopping on whatever page they feel is right, before closing their eyes and dragging a finger down that page, again stopping when it feels correct.
The word or phrase that Legend lands on is what they'll use to help either Nature or Nation ascribe meaning to the landmark they discover.
Nature is the mantle of all that is wild and untamed, the magic and mundane that grows from that which is left untended. It is that which sprouts landmarks as a matter of course, growing ever larger as it does.
Each round, if Legend's coin flip lands on heads, Nature will be called to act.
Nature acts by rolling a singular, with their result corresponding to a list of features and items. They start with the smallest of the polyhedral dice, a four-sided die, and on a result of 4 they get to step up their die to the next size and reroll. This continues with each die; if they roll the highest result, Nature is able to step it up to the next size, all the way up to a 100-sided die.
Whatever result they get, Nature takes the corresponding item from their lists and consults with Legend to create a landmark, which Legend then places on the map.
Nature's roll also decides if Weal or Woe will be called forth to act that round. If the result is below a four, Woe gets to act. If it's a four or above, Weal gets to act.
Nation is the mantle of the forces of humanity, in all their glory and hubris. It is that which builds landmarks with structured purpose, forever looking to better its odds and create something more.
If Legend's coin flip lands on tails, Nation will be called to act instead of Nature.
Nation acts by playing their own dice game involving a pool of six-sided dice (d6) and matching the combination of results to tables of landmarks. They can add more dice to their pool to increase their chances, but in doing so scorn Weal and invite only Woe.
Once Nation has their combination for that round they find the correct d6 table and roll one more d6 to find out what the landmark is going to be, consulting with Legend to flesh it out and place it on the map.
Weal is the mantle of good fortune, sharing its joy with all those who would take it. It is that which pulls meaning from the arcane and promises the sunrise will come again.
If Weal has been called forth to act, they will pull three cards from a deck of tarot and interpret them together to create an omen of good fortune.
In Before the Flood the general meaning of each tarot card is listed out, alongside an omen already drawn out from that meaning. Weal's task is to take all three of these meanings and weave them together into one.
Whatever omen occurs Nature and Nation take a moment to describe how their people react to it together, and play continues into a new round starting again with Land.
Woe is the mantle of ill fortune, but I ask you not to assume their intent. It is often the worst times that bring out the best in us, and while their game can be difficult to understand from the outside, they only seeks to bring the world closer together.
Finally, if Woe has been called forth to act, they will pull five cards from a standard 52 card deck and attempt to create the best standard poker hand they can. They are able to discard cards and redraw once per round. The jokers in the deck also act as wild cards, and can be used as any suit or number.
Once their hand has been created Woe consults their table to discover what omen has been called forth. After Woe has decided on what the omen is for this round, Nature and Nation come together and discuss how their people come together to overcome this trial, and how balance is reinstated to the land.
Then Land casts their stones and a new round begins.
Finally, if Woe has been called forth to act, they will pull five cards from a standard 52 card deck and attempt to create the best standard poker hand they can. They are able to discard cards and redraw once per round. The jokers in the deck also act as wild cards, and can be used as any suit or number.
Once their hand has been created Woe consults their table to discover what omen has been called forth. After Woe has decided on what the omen is for this round, Nature and Nation come together and discuss how their people come together to overcome this trial, and how balance is reinstated to the land.
Then Land casts their stones and a new round begins.
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