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Everything a table needs to start tonight. The eleven chapters can wait.

1. What you need
  1. Three to five players plus one GM. Two players and a GM works fine too.
  2. A fistful of six-sided dice. Four per player is plenty.
  3. One character sheet each, printed or on screen.
  4. About two hours for a first session.
2. Make a pirate, fast
  1. Pick a playbook. The name that sounds most like you is the right one.
  2. Pick your animalfolk and a name. Roll for both if nothing jumps out.
  3. Pick one Drive. That is the thing your pirate cannot leave alone.
  4. Note your Main, Secondary, and Weak Approaches from the playbook.
  5. Take your starting gear and one trinket. Done.

In a hurry? The builder has Randomize at the top. Roll everything, change the two things you dislike, and play.

3. How a roll works

There is no base die. Add one die for each thing that truly fits the moment, up to 4d6: your Approach, your animalfolk nature, Momentum, help from an ally, the right gear or specialty.

Roll them all and keep the highest die.

6Clear success. You do it.
4–5Success with trouble. You do it, but there is a cost.
1–3Trouble. Things go wrong or get worse.

Weak Approach: when the action is driven by your Weak Approach you roll with disadvantage, so drop the highest die and read the next one.

No dice at all? If nothing fits, you do not roll. Describe a different move that plays to your strengths.

4. Your first scene
  1. GM rolls a hook from the generators and describes a harbor, a deck, or a storm.
  2. GM asks the table: "What do you do?"
  3. Players say what they want and how they go about it.
  4. If it is risky and interesting, build the pool and roll. Otherwise it just happens.
  5. Read the highest die, say what changes, and ask again.
5. When you want more
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