Actions

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

So, what can my character do in this game? The short answer: anything that makes sense in the world.

Alacrity isn’t a menu-driven game. There’s no fixed list of actions you have to choose from on your turn. Instead, you describe what your character wants to do, and the Game Master tells you what happens—or whether a roll is needed to see how it turns out.

This flexibility is what makes the game feel real and alive. You’re not limited to “I attack” or “I search the room.” You can swing from balconies, bluff a guard, start a fire, or leap across rooftops if the situation allows. Your job is to act like a character in the world. The GM’s job is to interpret how the world responds.


Narrative First, Mechanics Second

In Alacrity, you don’t start with a mechanic—you start with a statement of intent:

“I kick the table over and use it as cover.”
“I try to spot someone watching us from the alley.”
“I shove the guard back and make a break for the gate.”

From there, the GM decides whether it just happens or whether it requires a roll. If it’s risky, dramatic, or contested, you’ll roll. If it’s something your character would reasonably succeed at without tension, the GM might just say “done” and move on.


Action Timing

In most of the game, there’s no turn order. Players speak and act naturally in conversation with the GM. The GM keeps things moving, deciding who reacts to what and when.

When combat breaks out or things get chaotic, you enter structured turns. During your turn in combat, you can usually:

  • Take one primary action (attack, cast a spell, use a skill, etc.)

  • Move up to your full Movement value

  • Take one reflexive or quick action (drawing a weapon, shouting a warning, etc.)

You can try to do more, but you’ll take penalties for multiple actions (see Chapter 4). Outside of combat, you’re not limited to a set number of moves—you do what makes sense in the scene.


Thinking Like a Character

The best actions in Alacrity aren’t limited to what’s written on your character sheet. They’re driven by your character’s wants and how they respond to the world.

Ask yourself:

  • What would my character do right now?

  • What’s the smartest—or boldest—move in this moment?

  • What’s the worst that could happen, and is it worth the risk?

If you approach the game like you’re inside a story, the right actions will come naturally.


The GM Interprets, Not Commands

The Game Master doesn’t tell you what to do. They tell you what the world is doing, what the risks are, and what the consequences might be. Your actions are yours to choose. Once you declare them, the GM uses their judgment to decide what happens—possibly with a roll, possibly not.

This back-and-forth is the engine of play. You act, the world reacts, and the story unfolds.


In Alacrity, action isn’t about choosing from a list—it’s about making bold choices in a living world. Think big, act clearly, and be ready for whatever comes next.

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File Created: 04/30/2025
Last Modified: 04/30/2025

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