Rules

How Spindrift Plays

Start with the shape of play, then go directly to the part of the game you need. The detailed rules can come later.

00

Spindrift in 30 Seconds

A persistent world, a simple core roll, and a limited number of meaningful choices each month.

Resolve Uncertainty

1d20 ≤ Rating

Roll equal to or under the tested Rating to succeed.

Each Month

4 Deeds

Spend your character's time on the things that matter.

Shared Calendar

1 week = 1 month

Three real-world weeks carry the kingdom through one season.

Think Seasonally

Endeavours

Use sustained seasonal work for ambitions larger than a Deed.

Advantage Dice, Complication Dice, Critical Successes, Critical Failures, and detailed resolution belong under Game Structure.

02

Game Structure

Spindrift is asynchronous. Players act as their schedules allow; the GM resolves Deeds as the GM's schedule allows, while the shared calendar continues to move.

The Calendar

A Living Month

Each real-world week advances Léoneth by one in-game month. Three weeks make one season.

Core Resolution

Roll Against a Rating

The d20 answers uncertainty. More specific dice rules cover Advantage Dice, Complication Dice, critical results, opposed rolls, and unusual circumstances.

Resolution

Fiction First

Roll when the outcome is uncertain and matters. The GM and player use the result to determine what changes in the shared world.

A scribe working within Léoneth.
Core RollAdvantage DiceComplication DiceCritical SuccessCritical FailureOpposed Rolls

03

Your Character

Five ideas describe who your character is, how they relate to the world, what they can do, and what play has made true about them.

Traits

How do you tend to act?

Bonds

Who matters to you?

Capabilities

What are you able to do?

Prestige

How much weight does your name carry?

History

What has happened to you?

04

Deeds & Endeavours

Deeds govern the attention you spend this month. Endeavours govern the larger changes you pursue across a season.

Monthly

Deeds

Four per character, each month.

Travel, send correspondence, meet someone, investigate, influence, acquire, prepare, recover, or pursue another meaningful action.

A Deed asks: What will you do this month?

Seasonal

Endeavours

One season = three real-world weeks.

Restore an estate, establish an institution, conduct research, organize a campaign, train a force, or pursue another sustained ambition.

An Endeavour asks: What are you trying to change this season?

TravelCorrespondMeetInvestigateInfluenceAcquirePrepareRecover

05

Factions & Houses

Institutions have identities like people do, but they also control places, people, and material resources.

An estate within the Kingdom of Léoneth.

Shared with Characters

TraitsBondsCapabilitiesPrestigeHistory

Institutional Resources

Holdings

Lands, estates, buildings, workshops, temples, docks, and other places controlled.

Personnel

Troops, retainers, workers, clergy, agents, specialists, and organized labor.

Assets

Pearls, trade goods, vessels, equipment, stores, and other movable wealth.

06

Social Play

Spindrift is a game about people whose relationships overlap. Bonds, reputation, institutions, and competing intentions turn conversation into consequence.

Bonds

Relationships are not flavor text. Bonds are the primary mechanic used when trying to influence another person socially.

Standing Matters

Prestige, office, House, Faction, and History shape the context in which characters meet one another.

Intentions Collide

When people resist one another or plans conflict, use the relevant resolution rules rather than assuming conversation alone decides it.

A courtly diplomatic scene within Léoneth.

07

Reference

A quick lookup for the concepts you will use most often during play.