4. Tournaments..........................................167 Appraise Animal........................................ 203 Too Fast..................................................... 238
Jousting...................................................... 167 Case........................................................... 203 Too Slow.................................................... 238
Other Tourney Events............................... 169 Conceal Animal......................................... 203 Too Tough................................................. 238
Advanced Combat...................................170 Evasive Maneuvers..................................... 203 Too Weak.................................................. 239
Tests........................................................... 171 Falconry..................................................... 204 Too Far Afield............................................ 239
Initiative.................................................... 172 Heraldry.................................................... 204 Part One: The Kingsroad......................240
Attack Modifiers........................................ 172 Identify...................................................... 204 Section Summary....................................... 240
Unarmed Attacks....................................... 172 Impersonate............................................... 204 A Grim Discovery..................................... 241
Attacking Objects...................................... 172 Leap & Catch............................................ 204 Dag’s Inn................................................... 243
Advanced Actions...................................... 173 Long Distance Running............................ 204 The Great Stag........................................... 246
Advanced Reach........................................ 174 Move Silently............................................. 204 Part 2: Welcome to King’s Landing......250
Fatigue....................................................... 175 Recognize.................................................. 204 Section Summary....................................... 250
Size Up...................................................... 204 Arrival in King’s Landing.......................... 250
CHAPTER 10: WARFARE...... 176 Threaten..................................................... 204 A Place to Stay........................................... 252
Warfare Essentials................................176 Trick-Riding.............................................. 204 Idle Hands................................................. 253
Scale.......................................................... 176 Vault into the Saddle.................................. 204 The Wild Hunt.......................................... 259
Time.......................................................... 177 Setting Difficulties..................................... 205 Part 3: The King’s Tourney...................260
Commanders............................................. 177 Exploring Westeros..............................207 Section Summary....................................... 260
Orders........................................................ 177 Sustenance................................................. 207 The Tourney Begins................................... 261
Heroes....................................................... 177 Temperature............................................... 207 The Unwelcoming Feast............................. 261
Victory & Defeat....................................... 179 Travel......................................................... 208 Jousting...................................................... 264
Components of Warfare........................179 Chases........................................................ 208 Other Tourney Events............................... 265
Abilities..................................................... 179 Hazards..................................................... 210 Dannett’s Fall............................................. 266
Defense...................................................... 179 Noble Houses.........................................212 Continuing the Tourney............................ 268
Health........................................................ 179 Your Role................................................... 212 Part 4: Poisoned Words........................269
Movement................................................. 179 Other Houses............................................ 212 Section Summary....................................... 269
Equipping Units........................................ 179 House Fortunes......................................... 212 The Melee.................................................. 269
Special Equipment..................................... 179 Magic.....................................................213 The Grand Ball.......................................... 271
Discipline................................................... 181 Magic & the Game.................................... 213 Revelations & Accusations......................... 272
Anatomy of a Battle..............................181 Adversaries & Allies. ............................214 The Justice of King Robert Baratheon........ 274
Step One: Battlefield................................. 181 Primary Characters.................................... 214 The Final Chapter?..................................... 276
Step Two: Unit & Leader Placement......... 183 Secondary Characters................................ 214 Players & Pieces. ...................................279
Step Three: Parlay & Terms....................... 183 Tertiary Characters.................................... 215 House Dannett.......................................... 279
Step Four: Initiative................................... 183 Promoting NCs......................................... 215 House Lugus.............................................. 282
Step Five: Siege Weapons......................... 184 Improving NCs.......................................... 216 Other Characters....................................... 285
Step Six: First Player Actions..................... 185 Demoting NCs.......................................... 216 A Guide To King’s Landing....................287
Step Seven: Orders..................................... 186 Sample Narrator Characters...................... 216 History of King’s Landing......................... 287
Step Eight: 2nd Player Actions.................. 187 Creatures................................................... 218 Geography of King’s Landing.................... 288
Step Nine: Resolve Standing Orders.......... 187 Steeds........................................................ 221 Key Locations............................................ 290
Step Ten: Repeat........................................ 187 Supernatural Creatures.............................. 222 Crownlands................................................ 293
Step Eleven: Resolution Play Styles.............................................224 Alchemist’s Guild...................................... 294
& Consequences..................................... 188 Adventurers............................................... 224 Law & Order: The Gold Cloaks................ 294
Advanced Rules......................................190 Free Folk.................................................... 224 The Royal Court........................................ 295
Advanced Orders....................................... 190 The Game of Thrones................................. 224 Bannerhouses............................................. 296
Facing & Formation.................................. 191 Historical................................................... 225 Pregenerated Characters.....................302
An Example of Warfare.........................193 Night’s Watch............................................ 225 Lord Rhys.................................................. 302
Ser Merik................................................... 303
CHAPTER 11: CHAPTER 12: JOURNEY Maester Rudolphus.................................... 304
THE NARRATOR.................195 TO KING’S LANDING.........226 Nicholas Rivers.......................................... 305
Squire Jonah.............................................. 306
Basic Concepts.......................................195 Summary. ................................................226 Septa Alanna............................................. 307
Time.......................................................... 196 The Characters........................................... 226
Scenes........................................................ 196 Scene One: On the Road........................... 226
Scene Two: At the Crossroads................... 228
APPENDIX:
Rewards..................................................... 197
Story.......................................................... 198 Scene Three: Bandits’ Challenge................ 230 REFERENCE TABLES..........308
Chronicle................................................... 198
Good Narrating....................................198
Further Adventures..............................232 INDEX.................................. 314
Preparation................................................ 198 CHAPTER 13: PERIL CHARACTER SHEET............318
Details....................................................... 198
Group Dynamics....................................... 199
AT KING’S LANDING......... 233
Emulating the Books................................. 199 Plot Summary.........................................234
Managing the Rules...............................202 Orten’s Plan............................................... 234
Routine Success......................................... 202 Dark Wings............................................... 235
Abilities..................................................... 202 So What’s Our Motivation?...................... 236
Expanded Specialties................................. 203 ...Dark Words............................................ 237
Anticipate Strategy.................................... 203 When Bad Things Happen......................238
4
5. INTRODUCTION
“When you play the game of thrones, you win or you die. T here is no middle ground.”
—Cersei Lannister, A Game of T hrones
In a roleplaying game, anything is possible. Your character can head off in structured or unstructured scenarios called stories. The PCs, then,
to explore the world, take part in convoluted intrigues, wage war against are the principal characters—the protagonists—of the story.
rival houses, and just about anything else you can Of course, a story rarely tells itself, and while the play-
come up with. But it is still a game, and ers make the decisions about how their
as a game, this book has rules, guide- characters act and react in response to
lines designed to help players and certain developments in the game, the
Narrators tell the stories they world does unfold around them, their
wish to tell in a way that’s nemeses still plot and connive
both consistent and fun. As in the shadows, and their foes
you make ready to dive into take steps against them. Each
the rest of this rulebook, you player is in charge of his or
should know a few things up her particular character, but
front. These basic game con- who, then, is charge of the rest
cepts should help you along of the world? The Narrator.
and give you an idea what all The Narrator has the best
the numbers mean. job of all. It may very well be
entertaining to portray a par-
The Basics ticular character, but the Narra-
tor doesn’t have to settle on just one: the Narrator gets to
play them all. The Narrator plays the villains, the minions, and all the
A Song of Ice and Fire Roleplaying (SIFRP) is a game in which the
other supporting characters who help make up the story. Furthermore,
players take up the roles of notables in Westeros, distinctive personas
the Narrator also shapes the story, decides on the plot, what happens
that have a place and purpose within the larger society that makes
when, and is clued in on all the things that go on in the background.
up the Seven Kingdoms. These personas are called player characters
The Narrator might use a published story from Green Ronin such as
(PCs) or just characters. In most games, each player creates just one
character and uses that character to interact with the imagined setting Peril at King’s Landing, or she might spin out a story of her own.
A Game of Thrones Edition
A Song of Ice and Fire Roleplaying was first published in 2009 as a full color hardback book.
A smaller format black and white softback version, the Pocket Edition, was published in 2010
and later offered as the PDF Tablet Edition. When stock on the original rulebook started get-
ting low, we had to ready a reprint. By this point the latest novel, A Dance with Dragons, had
been released to much fanfare and HBO’s Game of Thrones TV show had brought Westeros to
life on the screen. With interest in A Song of Ice and Fire running high, we decided we had to
do more than a simple reprint. Thus A Game of Thrones Edition was born.
The book in your hands (or on your screen) is essentially a deluxe edition of A Song of Ice
and Fire Roleplaying. The core rules are the same, so long time players needn’t worry about
wholesale changes to the game. We have tried to implement all known errata, so this becomes
the definitive version of the rules. We have also added a short introductory adventure that
previously appeared in the Quick-Start Rules and the entirety of Peril at King’s Landing. This is
a full length adventure that was originally published separately. We have folded it into the core
rulebook so new Narrators can have an example adventure at their fingertips.
A Game of Thrones Edition was also a chance to revisit the look and feel of the rulebook.
The most obvious change is Michael Komarck’s stunning new cover illustrating the climactic
moment of the Battle of the Trident. We’ve also added a dozen new interior illustrations and
revised the presentation of stat blocks. Altogether, these changes make A Game of Thrones Edi-
tion the best looking and most comprehensive version of A Song of Ice and Fire Roleplaying. Now
get thee to Westeros and begin your adventures!
5
6. The Chronicle System
Every roleplaying game is a combination of setting and game system. The rules of
this game were designed specifically for A Song of Ice and Fire. They can, however, work
just as well for settings other than Westeros. We’ve thus given a name to the rules
engine of A Song of Ice and Fire Roleplaying: The Chronicle System. You’ll find other
Green Ronin products bearing this logo and all of them are compatible with A Song of
Ice and Fire Roleplaying. Whether you are using these rules to run a game with a different
setting or you’re a SIFRP Narrator looking for new options, Chronicle System products can add more to your campaign.
It’s a big responsibility being the Narrator, but it’s also the most re- up, and comparing them to a number called a Difficulty. If the sum of the
warding one of all. dice equals or beats the challenge, the test succeeds. If the sum of the dice
is lower than the challenge, the test fails.
The Game What Next?
Whether you are a player or a Narrator, everyone uses the same rules
in SIFRP. Game rules are an important part of any roleplaying game Now that you’ve read the basic concepts, the rest of the book awaits
because they help define what is possible and impossible. They ensure you. From here, you might want to examine the rules in more detail
a certain level of fairness that comes from a shared understanding of in Chapter 2: Game Rules. Alternatively, you might be intrigued by
how things work. Also, they help guide a player and Narrator in making the role of the Narrator and feel like taking a stab at the best job in
decisions about the characters they portray by presenting meaningful the game. If so, you’ll want to read this entire book, paying special at-
numbers that reveal vital components about a character, such as his abil- tention to Chapter 11: The Narrator. But then, you may just want
ity with social interaction, how well she swings a sword, or how big or to create a character and get started. This path is fine too, and honestly,
small, weak or strong, beautiful or hideous the character is. who can blame you! Go ahead and turn to Chapter 3: Character
But, to cite a cliché, rules are meant to be broken. Unlike other Creation, and you’ll have everything you need to get started.
games, roleplaying games are famous for being fluid when it comes to If you really want to learn the game, start with Chapter 2: Game
rules, and if a certain rule doesn’t fit with a group, it’s not just okay to Rules, and then take a look at the abilities described in Chapter 4:
dump it, it’s expected! Use the rules in this book to support the stories Abilities & Specialties. Once you’ve got that nailed down, have a
you tell, not to define them. look at Chapter 9: Combat and then Chapter 8: Intrigue. These
chapters should give you enough information to make informed deci-
The Game System sions during character creation and to play the game. Remember, this
book is something that you’ll likely reference as you play. As you learn
Since rules support the stories you and your friends will tell, you may
more about SIFRP, you’ll rely less and less on the book until you’ve
find there are long stretches when you don’t have to rely on the rules
mastered the game completely. Above all, SIFRP is a game, so have
at all, when the interaction of your characters and the dialogue gener-
some fun, draw your sword, and stab a Lannister. You know you want to.
ated between you carries the game without needing dice or flipping
through the book. Other times, however, the rules may figure in the
game a great deal more than you would expect, especially in combat, What You Need to Play
tricky negotiations, and other instances of drama that can have serious Aside from this book, you should have plenty of paper, pencils, a good
consequences if the characters fail. eraser, and at least ten 6-sided dice, which you can likely find at the
Drama is the key when it comes to the game mechanics. Whenever a same store where you purchased this book. You may also want to print
player character or the Narrator attempts to do something in which fail- out copies of the character sheet (or photocopy the one at the back
ure has consequences or the outcome is not certain, the rules come into of this book). Oh, and you’ll want your imagination, too. Keep that
play in the form of a test. A test is simply rolling the dice, adding them handy.
6