Face Danger

When reporters encounter a dangerous situation, they’ll need to face danger before moving forward.

The Rule

What is it

Facing danger is a wager between the player and the editor. The player states what they want to do, and then the editor offers a consequence that might happen if things go wrong. Often, this consequence takes the form of a Hardship.

The player rolls the dice and we see what happens. When things go wrong, the reporter winds up with the consequence. When they go right, the reporter makes it out unharmed… and sometimes leaves the conflict with more knowledge than they started.

When to use it

Reporters Face Danger any time the possibility of some kind of harm is on the table. This is generally whenever some [Risk] has finally come calling in the form of [Trouble].

When not to use it

Generally speaking, players should not deliberately set out to Face Danger; it’s something they do in reaction to [Risk] and [Trouble].

If players are seeking answers in dangerous places, they’re either Asking Questions or [Snooping Around]; either of these scenes could lead to Facing Danger at the editor’s discretion.

How it’s done

1. Encounter Danger

First, the editor will describe the trouble the reporter is in. This could by physical danger (like a mob of angry thugs), financial (advertisers threatening to quit paying), political, social, magical or other.

Anything that might cause a Hardship to the player is cause to Face Danger.

2. Make a wager

Once the player’s seen the danger, they need to make a plan and share it with the editor. The editor will respond with some consequence that might result if things go wrong, either a Hardship or else something that worsens the reporter’s situation within the scene somehow.

3. Roll the dice.

The player then rolls dice, and we see what happens. On a success (4 or more), the player achieves what they set out to do. On a failed roll (3 or less), things get worse for the player.

Set your approach and roll dice to see how the plan goes.

  • On a four through six, the reporter succeeds. They might not always be out of danger, but they’re definitely better off.
  • On a three or less, the reporter messes up somehow. Maybe the plan failed, or it worked but left them worse off— maybe with a new Hardship.

Sometimes, facing danger will take multiple rolls and multiple wagers. You can still gain risk while facing danger. When you do, the editor will bring the risk into the scene, often requiring another roll.

4. Finish the scene

Play out how things go. The editor may leave reporters with a silver lining for facing danger: a new rumor or fact might be revealed during the chaos.


No Credibility is gained for facing danger, though points may be spent to change the outcome of rolls.


In Play

How it looks