What Are Situations?

Situations are self-contained arrangements of circumstances — ready-to-use chunks of story that a Narrator can drop into a chronicle at any time.

They are not rewards, not pure lore entries, and not mechanical selections. They are living seeds: specific combinations of people, places, conflicts, and opportunities that naturally generate play.

Each Situation can be used as-is, adapted on the fly, or treated as an archetype for creating new ones. Many will naturally produce Familiarity Frames, ongoing relationships, or recurring elements that players can invest Chapters into over time.

Old Index
The Old Haunt
A run-down bar with history
The Situation

The party has come into lawful ownership of a dilapidated tavern on the edge of town. The building is structurally sound but clearly neglected — broken shutters, stained floors, and a pervasive smell of old beer and mildew. It was once a beloved local watering hole, now fallen on hard times.

The Ghost

The former owner still lingers. He was a proud, stubborn man who ran the bar for decades and genuinely loved the place. He has no interest in moving on. The ghost is not malicious, but he is territorial. He will watch the new owners closely, occasionally moving objects, causing cold spots, or muttering complaints when changes are made too quickly.

Potential

The bar can be renovated and reopened. Doing so will require time, coin, and effort — but success could turn it into a genuine hub of local life. The ghost, if properly respected (or befriended), may become a strange but useful presence. The building itself could become a Familiarity Frame for the party, a place they can invest Chapters into over time.

Seeds: Renovation costs • Ghostly complaints • Old regulars returning • Hidden stashes or debts from the previous owner • The ghost’s unfinished business