Leg 2 of the voyage

Type Tails is a conversation with dice.

β˜… 1. The Table
🐾

Players

Create pirates, make choices, take risks, and show who your characters are.

☸️

The GM

Presents the world, plays everyone else, brings danger, and shows what changes.

πŸ‘₯

Everyone

Ask questions, build on answers, and keep the story moving.

β™₯ 2. The Conversation

GM sets the scene

sets up the situation and the stakes

Players say what they do

declare actions, ask questions, or make choices

If it's risky, roll

roll the dice to see what happens

Result changes the story

the outcome moves the story in a new direction
GM asks: "What do you do?" …and the conversation continues.
β˜… 3. When to Roll
  1. 🧭 Roll when the action is risky, uncertain, dramatic, or important.
  2. βœ• Do not roll when the answer is obvious.
  3. βœ” If it's easy, it happens.
  4. 🚫 If it's impossible, the GM says why.
  5. ⚑ If failure would be interesting, roll.
πŸ—ΊοΈ 4. Fiction First

Say what your pirate does.

Not: "I use Engage."

Instead: "I leap from the mast, kick off the sail, and crash into the shark guard."

Then choose the Approach that fits.

πŸ΄β€β˜ οΈ 5. Play to Find Out

Nobody knows how the voyage ends.

The GM doesn't plan the outcome. The players don't control the sea.

Choices, rolls, Trouble, and the crew's bonds decide what happens next.

A parrot with a pirate hat perched on a post
βœ• βš“ βœ•