As the game unfolds, the GM describes the world. Players explain how their PCs interact with the world. Then, the GM describes how the world has changed.
A PC’s personality can influence the story. Players may narrate their character’s intentions. They may change their voice or use gestures. Sometimes a player knows something that their PC does not. They should not let it affect their role-playing.
When a PC tries something difficult, the GM may ask the player to roll a d12. First, the GM secretly chooses a difficulty number for the action. Then, the player rolls their d12 and adds their LEVEL to the number rolled. If the player's number is greater than or equal to the GM's number, the action happens. Otherwise, the action fails.
When an action involves a PC’s SKILL, the player makes a BLESSED ROLL. They roll two d12. Then, they add their LEVEL to the HIGHER of the two rolls. Sometimes, the GM asks a player to make a CURSED roll. They roll two d12 and add their LEVEL to the LOWER of the two numbers rolled. Players never roll more than two d12.
If a player can make a BLESSED roll, but must also make a CURSED roll for the same action, they cancel each other out. The player then rolls a single d12 to decide the outcome.
If a player rolls a 12 (before adding their LEVEL), this is a "CRIT." When a player rolls a CRIT, the GM will describe the best possible outcome.