In 15 Years Later, like most other role-playing games, the basic structure is fairly simple. Out of everybody involved, one player acts as the storyteller and the remainder are players. Each player creates themselves a character, their alter-ego in the fictional world, defining their capabilities according to the rules of the game. The storyteller acts as a narrator, describing the world around these characters as they explore. The game's rules provide a framework for this exploration, providing an element of risk and defining what the characters can and can't achieve.

The most important rule is this: the fiction matters more than the game mechanics. The storyteller’s job is to adjudicate the fiction and make a judgment on when to bring game mechanics in. Exactly how to apply the game mechanics, and when you need to do that, is up to the storyteller.
Mostly, you can deal with things simply by narrating what happens. The player describes their actions, and the storyteller describes the results. The storyteller sets out a situation, and the players give their responses to it. You only need to roll dice when things get hard to adjudicate through common sense.


There are three types of characteristics in the game: resistances, knowledge and skills, each of which works differently. Broadly speaking, resistances track how badly hurt a character is, knowledge represents things that the character is aware of and skills represent things the character has a chance of succeeding at.
In addition, a character may take Equipment, Advantages and Flaws at the start of the game. These cover what the character owns and their place in the world, and may be gained or lost as the game progresses.

Using Knowledges
Using Skills
The Effects of Mixi
Starvation and Thirst
Poison and Unsafe Food
How Characters Improve

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