Category Archives: Playing Forthright

ERRATA: Attacking Outside Your Range

When we first built Forthright, we wanted the different Fighting Stances to feel very different and support a particular kind of playstyle. The Deadeye, for example, was supposed to be far away or get far away early in a fight. The Juggernaut was intended to get up close and personal with the enemies. The Guardian could choose to… Read More »


Earlier this week, Marshall Brengle and Matt Helms in the Google+ Community were interested in how to build gorgons (from ancient Greek mythology, not the weird bull-thing) in Forthright Open Roleplay. This fits perfectly with the Guidebook Ray Watters and I have been working on, and gave us an opportunity to illustrate our design process. So,… Read More »

Opportunity Cost In Play

Opportunity Cost is the loss of potential gains from one option by choosing an alternative option. In Forthright Open Roleplay, Opportunity Costs come into play during every Retrospective. In the Retrospective, Protagonists gain 0, 1 or 2 Boost Points to improve their abilities or erase their Injuries. Players must choose what will be most beneficial to… Read More »

Truth, Lies, and Believability

Something that is guaranteed to come up every session in some form of the question, “Is the NPC lying?” Many game systems provide some way of identifying truth versus lie, fact versus fiction when NPCs are talking. Forthright does not, for one very specific reason: you can never be certain if someone is lying to you or… Read More »

Guardians Guarding Guardians

When Guardians guard Guardians, play can come to a fast and unfriendly halt. Having more than a single Guardian on one side of any combat results in a constant stream of half damage … to the Guardians. For small Teams or Teams that don’t have high Fight Bonuses or Harm dice, this reduction in damage… Read More »

Strong, Ultra, and Your Game

Today’s advice comes from some recent great questions in the Google+ Community from Omari Brooks: What’s the best way to introduce and use Strong and Ultra Attack / Defense into play? Strong and Ultra Attack / Defense are not intended to be a natural progression that all games should have. They are listed in the Superhuman Boosts… Read More »

Killing Protagonists

Today’s question and answer is about something multiple readers have found weird with the game: Why does a player have to agree to their Protagonist being killed? This rule stands at the heart of Forthright, and is the culmination of multiple design decisions made during development: The story played through the game is the story of… Read More »