Naughty & Nice
You are the elven crew of Santa's Workshop in the North Pole. Your mission is to make toys, help Santa, and protect the Christmas Spirit. Santa Claus is out of commission, leaving you on your own to save Christmas!
PLAYERS: CREATE CHARACTERS
Choose a style for your elf: Silly, Angry, Curious, Feisty, Nervous, Mopey
Choose a role for your elf: Toymaker, Reindeer Wrangler, Wrapper-in-Chief, Letter Opener, List Clerk, Cookie Decorator
Choose your number, from 2 to 5.
? A high number means you're better at NAUGHTY (action, moving quickly, deception)
? A low number means you're better at NICE (intuition, working together, knowing someone's Christmas wish)
Give your character an elf name like Twinkle, Snowflake, Mittens, Sugarplum, Evergreen, or Bernard
You have: a little elf outfit, and a Christmas Item that lets you do Christmassy Stuff (e.g. Mittens that make it snow, a candy cane that shoots tinsel, etc)
Player goal: Have some Christmas fun!
Character goal: Save Christmas - Along with that, choose a secret dream (e.g. become a dentist, fly Santa's sleigh alone, etc.)
PLAYERS: CREATE SANTA AND THE NORTH POLE
As a group, pick two advantages you have: Elven Stealth, Christmas Spirit meter, Backup sleigh, Mrs. Claus as mission control, Secret elf language (can talk to each other without non-north pole people understanding you), Trained
Pick one problem: Sugar tooth (can't resist candy & sweets), Made for Santa (you're a bit too small to fit comfortably), Hard to understand (humans not from the north pole have a hard time understanding what you're saying)
ROLLING THE DICE
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you're prepared and +1d if you're an expert. The GM will tell you how many dice to roll, based on your character and the situation. Roll your dice and compare each die result to your number.
If you're using NAUGHTY (action, deception), you want to roll under your number.
If you're using NICE (working together, intuition, rapport), you want to roll over your number.
0: If none of your dice succeed, it goes wrong. The GM says how things go wrong somehow.
1: If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2: If two dice succeed, you do it well. Good job!
3: If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
! If you roll your number exactly, you get MERRY CHRISTMAS. You get a special insight into what's going on. Ask the GM a question and they'll answer you honestly. Some good questions: What are they really feeling? Who’s behind this? How could I get them to _____? What should I be on the lookout for? What’s the best way to _____? What’s really going on here
You can then change your action if you want to, and roll again.
GM: CREATE A CHRISTMAS ADVENTURE
Roll or choose on the tables below.
The Easter Bunny
A Teen Idol
Capture / Steal
Destroy / Corrupt
Protect / Empower
Naughty or Nice List
Take over the world
Finally have friends
GM: RUN THE GAME
Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask them what they do. “Scrooge charges the Candy Cane Cannons on his giant mech. What do you do?” “The Grinch pours you a mug of hot chocolate and smiles widely at you from across the table. What do you do?”
Call for a roll when the situation is uncertain. Don’t pre-plan outcomes - let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill.
Ask questions and build on the answers.
This game is a hack of Lasers & Feelings: the Doubleclicks tribute RPG (v1.2) by John Harper.
Both games are licensed under a CC by-nCsa 3.0 license
Minor formatting and edits to text done by Dan Suptic.
Images are licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication