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A party planning an adventure.

When playing Whirlwind, the players form a group to go on adventures, each controlling their own character. One player plays the part of the world itself, controlling the minor (non-player) characters, and setting. This player is called the Game Master (abbreviated to GM). The GM has a lot more responsibilities than a regular player, but a lot more freedom as well. Game masters usually choose this role because they have a story they'd like to tell instead of a character they would like to bring to life. Whirlwind is recommended to be played with 2-5 player characters, and one game master.

Games of Whirlwind are meant to be played over multiple sessions, collectively called a campaign, in which the players use the same character each session. The campaign is meant to play out a kind of episodic story that the game master and the players make together. If the game master enjoys telling the story and the players are entertained, the game can go as long as you like. After finishing a campaign, the players and the game master can decide to create new characters and start again, playing out a different story.

Required Materials 

While the GM and players may employ all sorts of aids, the only things required to play the game are this wiki, pencils, sheets of paper, some coins for flipping, and several six-sided dice. Three dice per player and three for the GM should be sufficient. 

The Flow of the Game

The game generally unfolds in this pattern:

  1. The GM describes the circumstances the players find themselves in. The GM gives the players information about where their characters are and what they are experiencing. This should have the effect of making clear to the players the basic scope of options that are available to them.

  2. The players tell the GM what they would like their characters to do. Usually this involves deliberating with each other first about what course of action makes sense. Sometimes the result of this deliberation will be all the players together taking the same action, for example “We walk towards Waterdeep along the high road”, whereas other times it might involve only one player taking an action while the others wait, or multiple players simultaneously taking different actions, for example “I try to pick the lock on this door”.

  3. The GM describes the result of the character’s actions. When the players announce that their characters are doing something trivially easy, then the game master simply confirms that they have done it. When they announce that they are doing something that carries with it the risk of meaningful failure (where failure would represent significant wasted time, lost resources or opportunities, or physical danger), the GM will call for the character to make a skill check to determine whether they succeed. Sometimes, when the players collectively commit themselves to a challenging and protracted course of action (such as “we fight the goblins”, “we build a boat”, “we petition the king’s court for assistance”, or “we climb the mountain”,) the GM may call for a skill challenge to resolve it.

After this, the pattern repeats. This pattern describes how the game works whether the players are running through a gauntlet of traps to escape the deserted Sanctum City before it collapses on top of them, or negotiating with Giovani to return the elephants he has stolen from the circus. 

Whether the session focuses mostly on social interaction, where the players are challenged to gather information and persuade others to give them what they need for their quest, or exploration, where the players challenged to trek across dangerous wilderness to acquire what they need for their quest, or combat, where the players are challenged to slay fearsome foes who stand between them and their objective, is entirely dependent on the kind of adventure the players and the GM want to play. 

Tabletop Gaming is For All

I can’t put this idea better than it was put in the Pathfinder 2nd edition core rulebook: “Whether you are the GM or a player, participating in a tabletop roleplaying game includes a social contract: everyone has gathered together to have fun telling a story. For many, roleplaying is a way to escape the troubles of everyday life. Be mindful of everyone at the table and what they want out of the game, so that everyone can have fun. When a group gathers for the first time, they should talk about what they hope to experience at the table, as well as any topics they want to avoid. Everyone should understand that elements might come up that make some players feel uncomfortable or even unwelcome, and everyone should agree to respect those boundaries during play. That way, everyone can enjoy the game together. [Tabletop Games are] for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It is the responsibility of all of the players, not just the GM, to make sure the table is fun and welcoming to all.”

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