(Ebook) Atomistic spin dynamics : foundations and applications by Bergman, Anders; Bergqvist, Lars; Eriksson, Olle; Hellsvik, Johan ISBN 9780198788669, 0198788665
(Ebook) The Complete Google User Manual - 19th Edition 2023 by , https://ebooknice.com/product/the-complete-google-user-manual-19thedition-2023-52012094
In no particular order and with no explanation. But, know that your input, inspiration, and support has been invaluable to me.
Emelie Rodin
Tim Hutchings
David Buzaglo
Soph
Emelie Ekman
“Flocken”
Adam Mayes
Josephine Baird
Kjell Hedgard Hugaas
Christian Bondi
Ulf Benjaminsson
Pontus Kjellberg
Danielle Uneus
Kristo er Hermansson
Will Vance
Sarah Lynne Bowman
Kjell Hedgard Hugaas
Evan Torner
Ray Whitcher
Mika Edberg
Dan Bourghardt
Frederik Jensen
Ren Erin Gill
Thank you to all Playtesters! You made this game possible!
David Buzaglo
“Flocken”
Adam Mayes
Josephine Baird
Kjell Hedgard
Sam Vance
Will Vance
Molly Paskus
Ben Turner
Zane Brown
Sarah Lynne Bowman
Ray Whitcher
Anne Bonnie
Gary Breinholt
Kristo er Hermansson
Sam Carr
Craig Hughes
Alexander Koeberl
Samuel McKittrick and many more
“The Olivia Hill” rule was adapted from Olivia Hill and Machine Age Productions and licensed under CC BY-SA 4.0.
The 2 short and prosaic introductory texts were written by Adam Mayes.
Brief game overview:
Game type: pen and paper roleplaying game
Themes: tension, social dystopia, di cult choices, resistance, bad odds, oppression.
Session length: 2-4 hours
Number of players: 3-8 players
System inspirations: inspired by rogue-likes, Red Carnations on a Black Grave, Vampire the Masquerade, PbtA, A Thousand Year Old Vampire, and Paranoia, among other things.
How to get into contact with me: https://jocher-symbolic-systems itch io/ https://www.reddit.com/user/jochergames/ jochergames@gmail.com https://discord gg/fXGntNKgRx
Throughout the rules we try to have a single voice – it’s meant to be neutral, and informative, but when we need to stress something, either as the designer, or as The Government, or even as the resistance, we’ll use breakout boxes. That way you’ll be able to find the information that you need to play easily, and we’ll be able to inject lore, tone and style into the text.
Introduction
The world is wrong.
Imagine a world where the media dictates who is good and who is bad Where the only emotional outburst permissible is the nightly hate on the bad people
Where the status quo is policed by might and fear. Where you dress, work, look, socialise and do what you’re told When you’re told And any attempt to step outside of that is to invite violence into your life State attention, people informing on you until, one night, you are whisked away and are no more.
This is the world that you will enter into and into this world you will attempt to make connections, to fight a tiny rebellion You know that this is futile, and going down this path will end unpleasantly.
But you know that you have nothing to lose and that gives you something you’ve not felt in a long while Hope.
You hold in your hands or, maybe, are reading on a screen – we cast no shade either way – a copy of Oceania 2084 - the Austere Edition First, thank you These last 3 or 4 years have really been a personal journey for me, starting out with the idea to write a game that held very personal meaning to me and ending with creating something that I feel proud of and that I genuinely hope will give all of you worthwhile and memorable experiences I have felt a lot of support by the community that has formed around this game, thank you all!
Oceania 2084 is a tabletop roleplaying game set in a world based on the dystopia as imagined by George Orwell in the book “1984” The core of the game is built using a heavily revised version of the “Control” system, a system that was aimed at portraying the struggle of hiding one’s true emotions that I published in 2021 The development of Oceania 2084 was in many ways a parallel development to Control
At its core, this game is about rebellion in spite of unimaginably bad odds. It is about organizing against totalitarian governments It is about love and humanity in spite of overwhelming oppression
DESIGNERS NOTE: At the time of publishing this game, there are several ongoing real-world genocides occurring, alongside an alarming rise of fascism and authoritarianism in many parts of the world. I created Oceania 2084 as a game about resistance against authoritarian regimes, and it is important for me to mention that while the game deals with these themes, it provides no real solutions and is not built in a way that helps anyone in any concrete way. It does not teach tactics, it does not provide tools. It is first and foremost a game, and it is meant to be an enjoyable experience. However, I do believe that it will inspire many to recontextualize their own lives, see the world through new perspectives, and spark important conversations. Speaking from my own experience, I also want to point out that standing up for yourself against oppression and engaging in activities that liberate people and create a better world can be very enjoyable.
The politics of the Party and Big brother
In the book of Nineteen Eighty-Four, the Party is formed around a political ideology that Orwell names IngSoc - English Socialism It was in essence a warning against authoritarian socialism, Stalinism and the oppressive Soviet Regime, and simultaneously a comment on ideologies that have nothing to do with socialism claiming the name for themselves, such as Hitlers “national-socialists” Rest assured that Orwell was in no way diminishing the horrors of right wing authoritarianism - the position is instead whole heartedly anti-authoritarian - showing the reader that authoritarianism is oppressive no matter what origins or ideas it is sprung out of This is the basis for establishing the politics of the Party in the year of 2084. To update it to our current political landscapes it is referred to as Post-LibDem indicating that it is about what happens when corporate Liberal Democracies take a fascist turn.
In Oceania 2084 the actual political ideas of the Party are defined by the players when they create their characters and narrate their world This allows for exploring di erent variations of authoritarian oppressions
DESIGNER NOTES: George Orwell and especially the book “Nineteen Eighty-Four” is often taken out of context and misinterpreted. Orwell was at the time of writing this book a libertarian socialist, in support of the anarchists of his era. His critique of Stalin and authoritarian communism was not done in order to discredit socialism. It was an attempt to urge people to not fall into the trap of authoritarianism.
Some things will be similar in all play sessions: There are no clear laws; there is no crime but THOUGHTCRIME THOUGHTCRIME is the name given to any act or impulse that is disloyal to the Party A misplaced laugh, crying when someone who was a traitor was VAPORIZED, or simply not following orders might make you suspicious in the eyes of the Party. Your level of freedom is defined by how trusted you are - higher levels of trust grants bigger freedoms The closer to the party you are the more they keep an eye on you - so with higher freedom of movement and actions the more your actions and movements are under scrutiny.
4. It is the friendships and moments of true connection that truly challenge power and make resistance possible. When there is no possibility to organize, all we have is each other To survive we rely on each other, our survival is based on the trust, love, and care of our comrades.
5. To portray dystopia we do not have to describe every gory detail. It is fairly easy to fall into the trap of always narrating all the horrible abuse that people are subjugated to when portraying a horrible world. This however transforms the experience into something more akin to horror rather than the oppressive, and concrete, dystopia intended in this game Sometimes it is e ective to tell about the details, but often the left-out details are what really drive the point home.
6. Physical conflict is a very rare and often brutal occurrence, violence on the other hand is not that uncommon. The power relations of the world in Oceania 2084 are not equal. The clear antagonists are incredibly overpowered, the Thought Police both outnumber and overpower the player characters so any open conflict with them will lead to the downfall of the player characters The other citizens, the NPC’s of the world, are not combatants and will seldomly put up a fight, violence in this setting is almost always one-directional and oppressive
7 Big Brother sees you.
No matter where you are, you are observed. Whether you are in your home, your workplace, or in public someone has their eyes on you That someone can be a security camera connected to the omnipresent AI, an undercover Thought Police agent, your neighbor, your coworker, or any other loyal subject of the nation. This doesn’t mean your disloyalty will always be noticed, but you are observed
Content warnings and safety tools
Oceania 2084 is a game where you might encounter morally challenging and/or traumatic scenarios. It is a game about exploring resistance to oppression, and as such oppression is part of the narratives you will undoubtedly explore. Situations will be unjust, unfair, dark, and possibly triggering
In order for the game to still be enjoyable by everyone around the table there needs to be some common ground around what themes or topics that the group does not want to explore, and it is always good to have some limitations on how gruesome other topics are allowed to become
To facilitate this ongoing negotiation, the game uses an integrated system named DEVIATIONS; it helps the group to define what oppressions to explore. In addition to this sca olding mechanic I also recommend using the tools that suit your gaming group from the TTRPG Safety Toolkit, the toolkit was compiled by Kienna Shaw and Lauren Bryant-Monk. The TTRPG Safety Toolkit is a living resource, and is therefore frequently updated
“The TTRPG Safety Toolkit is a resource co-curated by Kienna Shaw and Lauren Bryant-Monk The TTRPG Safety Toolkit is a compilation of safety tools that have been designed by members of the tabletop roleplaying games community for use by players and GMs at the table. You can find it at bit ly/ttrpgsafetytoolkit ”
Realism, sci , and the limitations of player actions
This game is meant to be played with the idea of realism at the center of our imagination. Whenever your character does something, imagine the act and consider if it feels like something within their grasp, if it is something that they realistically are able to do at this moment If not, maybe consider what would make it possible for them and try to achieve that instead
The element of Sci-Fi is found in the world building and the omnipresent nature of Big Brother and the party It is also important to point out that in several parts of the world this game is portraying reality to varying degrees This game is a tool to talk about and inform our ideas about what oppression can be, how authoritarianism works and allowing us to understand it more thoroughly It is a warning and a call to action, aimed at making sure that we don’t allow our real world to fall into the authoritarian dystopia
When the players encounter technology that would be considered sci-fi they should explore the concepts through play
In essence one can say that this is a stark contrast to the regular power fantasy of traditional gaming and leans into social realism and bleak everyday lives
The Olivia Hill rule
If you're a fascist, you're not welcome to play this game. It's against the rules. If you ' re reading this and thinking, "You just call everyone you disagree with a fascist," then you ' re probably a fascist, or incapable of drawing inferences from context and acknowledging a dangerous political climate that causes the oppressed to be hyperbolic. Don't play this game. Heal yourself. Grow. Learn. Watch some Mr. Rogers' Neighborhood or something.
Have Fun
Having said all that, Oceania 2084 is a game about di cult situations under awful conditions but you should all enjoy playing the game You are all going to find out, together, what happens to your characters, and your City as you play.
OCEANIA
Oceania 2084 - the orwellian TTRPG, The Austere Edition
Johan Eriksson
trying to relieve stress in their spare time and they have various degrees of meaningful private lives
However, they are also dissidents, in disagreement with the established truth of the Party and Big Brother. This in turn makes them knowingly or unknowingly parts of a disjointed resistance movement They know that this makes their time in the world limited They know that their fates don't contain a future of getting old with their life partners.
They have a few comrades (the other Resistance Characters) whom they share their dissent with and they have various ways of coping with the bleakness of the world
As members of the resistance, your time is going to be limited The full weight of the opperssive regime will be bent to break you. You do what you can with the time you have
All citizens in Oceania belong to a CLASS and they all have some kind of work assignment that fits with their CLASS I important to note that the CLASS is no the same thing as a CLASS in a classic fantasy TTRPG, instead it should be understood as a socio-economic category
There are some rules that are specific to all the Resistance Characters, regardless of CLASS: how to deal with INJURIES, the rules of the various FREE ACTS, how to create your Resistance Characters, and all the various attributes of your Resistance Character. Anything regarding your characters that is related to the mechanics of the game is jotted down into the Character Sheet and the Class Sheet of the character.
DESIGNER NOTES:
The basis of resistance in Oceania 2084 is by definition anti-authoritarian, the resistance movement opposes the oppression and force excised on the population. The personal reasons for being part of the resistance is often not what unifies the movement, instead it is the collective wish of living freely and without oppression that
Oceania 2084 - the orwellian TTRPG, The Austere Editio
The creation of Resistance Characters
You’ll find the printable character sheet as appendix C, and the class sheets as appendix D, E and F It might help to generate a random character as you go, so feel free to print out a sheet and follow along.
These things describe and define your characters and in some ways their relationship to the world around them
The 7 steps of Character Creation
The following part of this chapter will guide you through your first character creation process. Parts of the process can be done alone, but many steps require your group to actually talk to eachother Character creation will also take you through a few basic rules and explain them to you. Do not worry if terminology or rules don’t really make sense yet, you will be able to read up on them and find answers to your questions later
Your character has 6 Emotions: Anger, Sadness, Fear, Guilt, Despair and Apathy.
A higher rating in any of the EMOTIONS means that the character currently is experiencing that EMOTION more intensely. So – an ANGER of 4 means that your character is currently angry These ratings will change throughout the game, so how they start is a snapshot of how your character feels when you first start to play them.
c. 1 emotion set to 4 points, d. 1 emotion set to 5 points.
Step 2: Values
Your character has a set of NATIONAL VALUES.
NATIONAL VALUEs are the moral values that are mandated by the Party. Everyone shows their loyalty by adhering to them As a resistance player you will believe in two out of three National Values:
● National Unity (reporting THOUGHTCRIMEs and dissidents)
● Selflessness (putting the Party before yourself)
● Goodthink (orthodox thinking, believing in the party propaganda)
Decide which one of the national values that your character views as BAD, the others are GOOD by default.
Your character also has a set of personal values.
The PERSONAL VALUES are values that the character either believes in or despises, of their own volition. These are purposefully written in a way that can allow for varied interpretations The PERSONAL VALUES are:
● Might is right
● Me before you
● Tell no lies
● Leave no-one behind
● Generosity is rewarded
● Family first
● Discreteness is key
● Hope gives life
Sort the PERSONAL VALUES into GOOD or BAD: 4 GOOD, and 4 BAD.
Step 3: CLASS
CLASS in Oceania 2084 isn’t like classes in other roleplaying games. It is the social status you have, not the type of task you do or skills you have. A prole can work with for example plumbing, hairdressing, or cleaning.
There are 3 classes – Proles, Bureaucrats and Party O cials.
trying to survive the INTERROGATIONS at the Ministry of Love.
● STRESS is gained when pushing through rough EMOTIONS and maintaining control of one’s feelings
Like your EMOTION ratings, these will change throughout the game.
Your CLASS ACTS are unique to your CLASS, you will find them on your Class Sheet, and you can find the detailed rules in Chapter 5.
Step 4: Describe any FAMILY members and your Friends
Depending on witch class you chose and the results on the Family & Friends generation, your character will be allowed di erent numbers of family members and friends. Family members can be anything from a grandma to a spouse or some children.
Spend
some time
filling in their character sheets, when creating Family & Friends you only have to give them a name, and age and a class.
You should not define their emotions, values, memories, stress levels, etc Those things you will figure out more about through play.
Step 5: Work assignment
The work assignment is a flavoring of your chosen CLASS Any worktitle that would fit with your CLASS is good For example, a Proles work assignment could be as a plumber, a hairdresser, a warehouse worker, and a bureaucrat could be a clerk, a digital librarian, or maybe a work promotions o cer
Imagine what your character does in service of the Party on a day to day basis. Give the work assignment an appropriate title.
Step 6: Create a DEVIATION.
All Resistance Characters have a DEVIATION. Each of the Resistanct Characters is motivated by their political dissent. This motivation stems from some kind of DEVIATION from the ideals of The Party and Big Brother.
The DEVIATION is your character’s big secret and in a sense a secret drive It is something that you as a player have to come up with, and when you create the deviation remember that this also shapes what the regime sees as deviant behavior.
A deviation is a severe THOUGHTCRIME and, if it is ever found out, is considered treason in their own right. A citizen found to have a deviation is often immediately VAPORIZED.
Decide what your characters DEVIATION is, and write it on your character sheet.
If you find it hard to imagine something that feels good for your character, you can always allow the deviation to be inspired by the values of the character
The characters all know (or at least know of) each other from before due to them noticing the sparks of resistance in each other and not having betrayed that trust, yet. When all players have created their characters you should take some time to explore those characters a bit. Describe them and talk about how they relate to each other
Below you’ll find a list of questions to help you explore the various characters and how they know each other, each player should pick at least 2 questions to answer, whenever a question includes another character that player needs to agree with your suggested answer:
● How did your characters meet each other?
● How close are they?
● For how long have they known each other?
● What is a small secret your character shares with another resistance character (and who is that character)?
● Name one thing about another resistance character that your character really appreciates
● What does your character usually like to do as a pastime when they are not working?
● Have your characters met anyone from another character's families?
● Name one thing that your character hates talking about
● Name one thing that your character has a deep interest in
● What event(s) made your characters realize they were all part of the resistance?
● What happens afterwards? How does your actions change where you are? Do they?
Advice on describing locations
Describing locations and doing certain parts of the game that traditionally is reserved for a game master can feel daunting if you are not used to it Always remember that the game is based on the idea of collaborative storytelling, it is always ok to ask other players for suggestions or inspiration, even if your character is the only one who is at a certain location
When describing a location there are a few things that one can include in the description:
● How does the place look?
○ Describe the size and shape of the space the characters find themselves in.
○ Try to describe 2-3 defining features that set it apart from other places (can be anything from a certain smell, the temperature in the room, specific furniture found in it or how the light hits a certain spot).
● Where is it? If it feels relevant it is good to define a location's position in relation to other locations
Remember, there is no Game Master, or Master of Ceremonies in this game. Big Brother doesn’t dictate play They are another player As such you will not need permission to act in your game You’ll not suggest taking an action and then find out if you can, or the results of that action. You will be taking control of the story.
Sometimes you might have to resolve an action to see what the consequences are. Roll with these results. They will take the story in di erent ways, maybe, but that’s all part of the fun.
A standard play session
Each play session is built around the structure of A Day. During the day players take part in various scenes During these scenes they describe their actions, and the people they encounter
A standard play session follows a set of phases (the whole play session being approximately 2-4 hours long):
1. Morning (max. 3 ACTS per player): Big Brother provides the daily broadcast, it is always a short broadcast, boasting about Big Brother and the Party, the progress of the war and condemning the traitors Resistance Players describe how their characters spend their mornings
Instead of the traditional dice rolling, the Big Brother player gains SUSPICION POINTS depending on what the Resistance Players do in play, and the outcome of the various die rolls. Big Brother uses those points to do REACTIONS as they see fit. He also is the only player that is allowed to describe any negative consequences of the Resistance Players ACTS.
There are a lot of things that the Big Brother player does that are secret to the Resistance Players and there are REACTIONS that change parts of the rules of the game.
What are Acts?
As you can see, ACTS define the length of a scene In every scene a player has a maximum amount of ACTS they can perform
ACTS are important actions and their consequences. It can be anything from talking with people to killing someone
There are two ways to trigger ACTS.
You can find ACTS that fits what you want to do, and the rules that define that act come into play.
Other times, as you play you will not consider what ACTS you are going to make in an explicit way Instead, you describe what you want to do and how your character behaves and you or anyone else around the table suggest what ACTS that you have committed through your actions
There are two types of acts in Oceania 2084: FREE ACTS and CLASS ACTS.
Free Acts
FREE ACTS are relevant to all players You can find the detailed rules in Chapter 3: Shared Rules. Below you’ll find a list of all the FREE ACTS:
● VISIT LOCATION
● NOTICE SOMEONE
● WORK
● RELAX
● DISCONNECT DEVICES
● TEXT MESSAGE
● VOICE CALL
● UNOVERSE MEETING
● HIDE SOMETHING
● SEARCH FOR THINGS
● VIOLENCE
● OBSERVE OTHER
● BEFRIEND
● DEEP CONNECTION
● UNFAITHFUL ROMANCE
● FAITHFUL ROMANCE
Class Acts
CLASS ACTS are listed on your character’s Class Sheet You can find the rules for the CLASS ACTS in the Resistance player rules chapter, in the respective Class section (see Chapter 5: The 3 Classes)
A word on time scale
As you can see from how the ACT system works, it needs some kind of limitation, otherwise the pacing of time becomes a constant negotiation because someone decided to spend a year building a new weapon and someone else wants to spend 3 minutes to search for a lost DEVICE. To make this less of a problem your ACTS are limited by a time scale rule.
When you are describing any ACTS or situations in the game, you are limited to describing things that can occur within about 10 minutes. This is the time scale that is expected both when playing ACTS and when just describing what happens in a situation.
As an example: “I’ll demolish the whole building with my all-powerful sledgehammer” might not be a reasonable thing to do, but “I’m going to tear down the front door to the building” is.
As you can see, the narrative in the game is shaped by the scenes and the actions the player has. And sometimes these actions cause players to make checks to see if they can keep control of their EMOTIONS
This scene also shows you how easy it is to commit THOUGHTCRIMES, or –maybe commit them? Big Brother rolls in secret, and you’ll only know once it’s too late.
Finally, look at the start of the scene where the players all decide who goes first, and remind each other of the rules of the game – even at the end, Big Brother lets Vusik know that he’s running out of ACTS for his scene
As much as the game is about fighting oppression, with Big Brother being adversarial, the players all work together to play the best game possibly
What are Value tests
The first thing we saw Rupert do was a VALUE TEST.
A VALUE TEST is done whenever a character's values are challenged. Anyone around a table can call for a VALUE TEST for any character that is experiencing a described situation. Whenever someone calls for a VALUE TEST the table collectively decides what values are relevant in the current situation.
VALUE TESTS determine whether your character maintains emotional control when faced with challenges to their VALUES. This isn't a traditional pass-or-fail roll; instead, it drives the narrative and story. It's crucial for everyone to discuss and suggest which VALUES are being tested in each situation For further details on VALUES and VALUE TESTS see Chapter 3: Resistance Player Rules.
This chapter present the rules that all players should have a shared understanding of. The shared rules are relevant whether you play as Big Brother or a Resistance Character They are your common ground
Acts and Reactions
Rules regulating the behavior of the Resistance Characters are found primarily in the FREE ACTS and the CLASS ACTS The only ACTS that cost anything for the Resistance Players are the CLASS ACTS If a Resistance Character does something that is not covered by any ACT it is a purely narrative experience, so no direct rules come into play but the thing still happens.
During play all Resistance players describe and invent locations as they visit them, populate them with Non-Player Characters (NPCs), and co-create the world as the story develops Resistance Players do this and as a result they end up committing ACTS. The rules of the ACTS provide consequences to what players and their characters do within the game.
When you are describing any ACTS or situations in the game, you are limited to describing things that can occur within about 10 minutes. This is the time scale that is expected both when playing ACTS and when just describing what happens in a situation.
All FREE ACTS are listed and explained below.
All CLASS ACTS are listed and explained in the rules for the di erent CLASSES
Big Brother is in contrast tied down by his REACTIONS. REACTIONS are similar to the ACTS, there are free REACTIONS and REACTIONS that cost points. But, where the ACTS are not limiting the players in what they can do, the reactions outline the things that Big Brother is allowed to do. If it is not covered by a REACTION description Big Brother is not allowed to do it.
Free Acts
FREE ACTS are made without any HOPE cost, however many of them will be considered a THOUGHTCRIME either automatically or if done at the wrong time. Some of them have other consequences, some known by the player, some only known by Big Brother. The following pages list all the existing FREE ACTS and states their rules
VISIT LOCATION
InventanddescribeanewlocationavailabletoyourcurrentCLASS. The playergoingthereistheonedescribingit, ifmultiplecharactersaregoing tothesameplace, anyoneoreveryonecandescribeit.
To resist the totality of the state, one key activity has been accepted as inescapable: writing their own history outside of the augmented reality of the Unoverse; leaving physical NOTES to make sure that resistance fighters after them don’t have to start from scratch. Since all personal belongings are confiscated by Big Brother whenever a player character is found to be a traitor, the only way of writing that history is by HIDING and NOTES NOTES, sharing your truths with other people in opposition.
HIDING and FINDING NOTES are central to gaining new HOPE points.
Any Resistance Player can write a note at any time, the content of notes have to be inside of the narrative and describe things that are part of the story. It can contain claims about a Non-Player Character, a location or an event, but it can also be random thoughts or memories.
NOTES can contain any message that is based on the narrative of the game. When a note has been written it is considered a game world object, an item the character carries with them unless they get rid of it by some means (HIDE NOTE, DESTROY SOMETHING, etc.). A player can carry any number of NOTES at any time.
Notes are pieces of information scribbled on pieces of paper or physical material that contain a "message", and the name of the character that wrote it.
Hiding notes
Hiding notes is very risky. It is in itself a THOUGHTCRIME, but if the THOUGHTCRIME ROLL leads to the character getting noticed it gives Big Brother +1 additional SUSPICION POINT. When you’ve hidden a note you add the note to the RESISTANCE DECK. Being careful and planning this can make the ACT near undiscoverable.
Hiding spots
Any location where you hide a note becomes a HIDING SPOT. Jot down where a note was hidden, and how it was hidden. If a character is ever in that same spot later on they can find a random note from the RESISTANCE DECK. If a NOTE is found in a HIDING SPOT the spot is e ectively depleted, and you erase the spot from the list of hiding spots.
The resistance deck
The resistance deck is a randomized pile of all the hidden NOTES. Whenever a new NOTE is added to it the deck is shu ed. When a NOTE is found a random NOTE from the resistance deck is drawn.
Finding notes
In order to find NOTES you have to be in a location where someone has hidden a NOTE. Then all you have to do is to explain how you stumbled upon it. That is literally all that there is to it No die roll No cost But, be aware that being in possession of a note is always a serious THOUGHTCRIME unless you report it to the authorities during your current phase (morning, work, lunch, etc.). Make sure you are not observed while picking it up.
● Finding a note means that there are no more notes to be found from that specific location unless someone hides a note in the same place again. Erase the HIDING SPOT from the list.
● When you have found a note you take a random note from the RESISTANCE DECK.
● In addition to the above, a character gains 2 HOPE points if they find a NOTE that was written by a dead character. This implies that a good strategy is to hide notes for future characters to find, giving future generations more HOPE.
Using notes
A held NOTE that is written by another character always containing the narrative truth. What is written on the note is always true, even when it contradicts
something that Big Brother states. So if a character is in possession of a note written by someone else it can e ectively negate a Big Brother REACTION (see the Big Brother SHEET for the list of reactions available to the Big Brother player), provided that the NOTE claims something related to the REACTION. NOTES have to be carried to be usable in this way. When a NOTE is used it is removed from the game.
If a character is seen carrying, picking up, writing or hiding notes, the only way for them to be sure that they are not committing a THOUGHTCRIME is by reporting the note to the authorities, e ectively destroying the note. If a note is reported to the authorities the note is added to Big Brothers investigation deck. Any notes in the investigation deck might be used against the resistance characters later in an interrogation.
Thoughtcrime
The player playing as Big Brother is tasked with keeping track of how many THOUGHTCRIMES the Resistance Characters are committing. THOUGHTCRIMES are committed whenever someone is showing signs of disloyalty to the Party or Big Brother. This can be anything from a misplaced laugh, crying when someone who was a traitor was VAPORIZED, or simply not following orders.
● Whenever a THOUGHTCRIME is committed Big Brother will make a hidden die roll called the THOUGHTCRIME ROLL. Big Brother must inform the players that the roll is being made.