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Opening up storytelling to those who have never played

Why our games are designed so that a table of beginners can start on its own, without an experienced game master.

Published on By ObhéaReading time : 7 min read

The heroes of Grecka on a beach with blue reflections

We have all heard it from a friend or a curious reader: “Role-playing games look great, but they are too heavy — you have to remember piles of rules, and above all, nobody in our group knows how to be the game master.”

This misconception does a lot of harm to our hobby. It suggests that to sit around a table and live a good story, you absolutely need a veteran at hand, a sort of supreme referee who knows everything and settles everything. At Obhéa Editions, we believe exactly the opposite. When we designed Grecka the RPG, adapting Lysiah Maro’s literary trilogy, our priority was clear: let a group of friends or readers who have never touched a die in their lives open the book, sit down together and play right away, without needing an outside guide.

The citadel at the end of the road

Moving past the “master”: running a game means accompanying

The first lock we break is that outdated notion of the all-powerful “game master”. Around a table, nobody is there to lecture, hand out good marks or catch the others out on a line of text forgotten at the back of a manual.

The person who picks up the booklet to run the game is not a superior, but an accomplice. Their role is simply to set the scene, bring the secondary characters to life and introduce situations. If a doubt arises or an unexpected action takes place, nobody spends ten minutes with their nose in the index. The table talks it over calmly and reaches a logical, consensual and natural agreement to keep the story moving. This approach removes all the pressure that usually weighs on the person running the game. Nobody is sitting an exam; everyone is there to share a strong moment and invent an adventure together.

Exploring at your own pace

The playful bridge: from novel to game, without acting

A city of Grecka

When you close a novel you loved, there is often that little pang in the heart: you would like to prolong the journey, see what hides around the corner of a barely described alley, or make different choices from the heroes of the book. This is exactly what we call the “playful bridge”. Readers already know Grecka, the very particular blue of the ore, the plant-covered beauty of the cities and the ecological threat hanging over the islets. They already have all the images in their heads. The role-playing game is only there to hand them the controls of this universe.

To make this transition feel natural, the booklet provides simple tools that stimulate the imagination through questions. We ask concrete questions about what the character feels, about their reflexes or their doubts when facing an obstacle. Above all, we defuse a very widespread fear right away: no, playing a role does not require acting. Nobody has to change their voice, put on an accent or step onto an imaginary stage. Everyone expresses themselves in the way that feels right. Some prefer to speak directly in the first person, saying “I rush to the door”, while others are more comfortable saying “my character decides to search the office”. Both ways are perfect. The pleasure of storytelling comes with practice, without ever forcing anyone’s nature.

A system where the story never stops on a failure

Nothing is more frustrating for a table of beginners than watching a game bog down because of a failed die roll. If the door stays closed and the crucial clue is not found, the story stalls, the person running the game panics and the mood drops.

Greckon, the resonant ore

In Grecka, we have banned these technical blockages. The members of Bureau 9 are highly trained elite agents. They know how to pick a lock, hack a console or spot an anomaly in a report. When a PaT rolls their dice, the successes enrich their achievement and showcase their character. And if the roll is unfavourable, the action does not turn into a ridiculous failure: the mission moves forward all the same, but the tension rises a notch. A silent alarm goes off, a guard approaches or time grows shorter. The action keeps moving, and mistakes along the way never block the table: they will be paid for later, at the debriefing in front of the hierarchy.

Bureau 9 on watch

Progression by levels: learn and have fun at your own pace

So as not to drown anyone in a flood of information while still offering a lasting game, Grecka is organised in a modular structure of three experience levels.

The first level is designed for immediate discovery, ideal for readers new to the hobby. The storytelling is fluid, the stakes are concrete and easy to grasp, and the relationships between the members of the group are clear and directly readable. You put down the character sheet, understand in two minutes what you can do, and dive into a first, fast-paced espionage mission of two to three hours, with no unnecessary subsystems.

The living planet

The second level enriches the adventure for people who want to go further. The universe thickens, the political stakes tighten and interactions with the inhabitants of the cities become more complex. At this stage, the rules offer a privileged space for the characters to build richer, more intimate relationships loaded with personal dilemmas, as their clandestine commitment unfolds.

The third level finally opens the game up as a sandbox for seasoned travellers and experienced tables. Guided missions give way to total freedom of action on the scale of the world. The book then details the relationships of influence between the factions, the muted geopolitical tensions between the six city-states, the unavowable interests of the leaders, as well as the moral and almost mystical relationship humanity has with the living planet of Grecka and its resonant ore.

A march across the desert

By designing our games with this kindness and progressiveness, we simply want to recall what role-playing is at its purest: a wonderful modern evening gathering, a game where people meet to tell each other beautiful stories, and where the only thing that really matters is the spark we share around the table.

The spark we share

Vocabulary notes

  • PaT (Person at the Table): A feminine term for anyone seated around the gaming table (player or game runner). It is a reminder that the atmosphere, the pace and the enjoyment of the game are a collective responsibility, not the burden of a single person.
  • Playful bridge: A design approach that consists in faithfully adapting the universe of a book or comic so that its readers can easily become players, without having to learn complex jargon.
  • Consensual arbitration: A way of resolving unexpected situations by simply talking together to choose the most logical and stimulating option for the story, without deferring to an arbitrary authority.
  • Sandbox mode: A way of playing without a closed scenario or imposed corridors. Participants choose their own journeys, alliances and goals within a living, detailed world.
  • Bureau 9 (B9): A covert operations cell at the heart of the game Grecka. Entirely clandestine, it works in the deepest shadow to save the planet’s ecosystem, unknown to all official governments.
  • Greckon: A bluish energy matter found in the subsoil of planet Grecka. It sustains the ecosystems and powers all technology, but excessive extraction upsets the climate and causes strange resonances in the inhabitants’ blood.

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