Alacrity is a game of action, reaction, and momentum. There are no rigid phases, no mandatory initiative charts outside of combat, and no scripted routines. The rhythm of play flows naturally—conversation leads to decisions, decisions lead to rolls, and rolls lead to consequences.
If you’ve played tabletop RPGs before, the format will feel familiar. If not, here’s what a typical session looks like in motion.
1. The GM Sets the Scene
Every moment starts with a description. The GM lays out where the players are, what they see, and what’s going on around them. The tone is important here: tense, mysterious, chaotic, or quiet—whatever fits the moment. Players are encouraged to ask questions, clarify details, and explore.
“You arrive at the edge of the old forest. The trail disappears beneath gnarled roots. Something’s watching, but you can’t see it yet.”
2. The Players Decide What to Do
Players describe what their characters do, ask questions, or roleplay conversations. Sometimes this means planning, sometimes it means action, and sometimes it means pure character interaction. They don’t take turns in a formal order—who speaks first depends on the flow of conversation and the situation at hand.
“I draw my sword but try to move quietly. Can I get closer without being seen?”
3. The GM Calls for Rolls (When It Matters)
The GM decides when a roll is needed. If the action has a meaningful chance of failure, if the outcome matters, or if tension is building, the player rolls. If it’s obvious how something would go, no roll is necessary—narrative momentum takes precedence over dice.
The GM sets the difficulty, the player rolls, and the results move the story forward.
“That sounds like a Stealth check. It’s dusk and you’re moving slow, so we’ll call it Routine. Roll it.”
4. The Story Reacts
Success or failure isn’t the end of the moment—it’s the turning point. The GM describes what happens next, building from the result. Sometimes success is total. Sometimes success comes at a cost. Failure isn’t always a brick wall—it’s a curve in the road.
“You move silently until your foot catches a dry branch. The creature freezes—then vanishes into the trees. You’re not sure if you were seen.”
5. Combat (When Things Go Loud)
When violence breaks out, the rhythm tightens. You enter structured rounds, each player acting in initiative order. Turns are quick and focused. Players declare what they’re doing, take their actions, and the scene evolves. But even in combat, the focus remains on clarity and cinematic flow, not tactical gridlock.
When the last threat drops or flees, you slide right back into open play.
It’s a Conversation, Not a Sequence
Alacrity plays like a fast-moving conversation. Players say what they want to do. The GM describes what that looks like in the world. When it’s unclear or risky, you roll. The result shapes what happens next. That’s the loop, and it never needs to stop.
The rules are there to keep things fair and consistent—not to slow you down.
In the end, the rhythm of play in Alacrity is about staying present, staying responsive, and keeping the story moving. If it feels like a back-and-forth between friends imagining a great story together, you’re doing it right.
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File Created: 04/30/2025 Last Modified: 04/30/2025