A Game Fragment
In this episode, two partners from Directorate of Souls – Lawrence (Player #1) and Adelmar (Player #2), find themselves in a dangerous situation. They are in a tavern. Some bandits are looking for them. Suddenly, among the other people in the tavern they notice three elves who could become their allies. Male elf with a bow, a swarthy male elf with cornrows, and an elven girl. Player #3 plays as Claem (one of the elves, with the bow). The GM plays all the other characters.
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Some Roleplaying
Dash of Mechanics
Skills Checks
Player #3, who is playing the elf with the bow, doesn’t trust strangers and makes a covert claim. He informs the GM that he wants to use the Constable profession and check the recent statement about “civilian mages” for falsehood. The GM independently rolls for the Constable based on the elf’s stats and rolls for the Fraud based on Lawrence`s stats.
2+4=6 vs 10+13=23 The rolls fall in favor of the elf and he gets feeling that he is being lied to. Player #1 and #2 are unaware that their words are being checked for lies. These people are not civilian magicians, they could be anybody.
Adventure Continues

I see. No thanks, we’re just passing through.

Understood. Still, it might get messy. The bandits are likely to enter from the front.

I look outside. “There are six of them in the yard—armed. They’re heading toward the stables.”

Everyone, leave through the back if you value your lives.

Roll Socialization to persuade the tavern-goers.
Skills Checks
- Player #1 rolls low on the die (Socialization) -
Adelmar rolls a 4 + 3 = 7, which is not enough to convince tavern goers.

Nobody moves only the elves continue leaving.

(stepping forward) In the name of the Directorate of Souls, evacuate now!

Roll Socialization.
Skills Checks
- Player #1 rolls high on the die (Socialization) -
Adelmar rolls a 7 + 10 = 17, which is enough to convince tavern goers.

As soon as you uttered the sacred words “Directorate of Souls”, the tavern people jumped up and began to rush towards the exit. As the elf with a bow approached the front exit and opened the doors, the sounds from the yard became clearer. You hear the bandits swearing among themselves. Please make a Perception roll.
Skills Checks
- All players roll perception -
Claem rolls a 12 + 15 = 27 and is the only one who heard Cleve, the man who he tied to the pole earlier. “Here are their horses! Here they are! They are still here!”. After these words, they all turn around, take out their weapons and head in direction of tavern. A swarthy elf with cornrows opens the front door, and his traveling companions (elf-archer and elven girl) follow him.

I follow him. A girl is walking behind us. We are going towards our horses.

Please open the combat file so that I can write down my actions.

The elven girl asks the elf with the bow: “Shouldn’t we stay and help these people?”

Well, if you want to stay, go ahead, but we’re in a hurry.

The elven girl (GM) says in fear: “No, no, no. I don’t want to”. She immediately backs down. “This is not what I want. ”Addresses Player #3: You leave and head towards the horses. You’re walking towards the bandits and they glance at you. They are wielding weapons, looking dangerous and angry.
- GM and Player #3 switch to a separate voice channel. Player #1 and Player #2 cannot hear them -

The bandit leader asks Cleve (GM): “Do you know these guys? Are they connected to your kidnapping?” Cleve (GM): “No, I don’t know them. There were two of them, people from the Directorate of Souls.” The leader of the bandits turns to the elf-archer: “Guys, don’t you want to help us kill these Directory folks? We’ll split the money later. They’re scum.”
The End
This is what the social part of the Side by Side game looks like. The words and actions of each character determine how events will unfold further. Unpredictability and incredible coincidences often create an amazing fresh story that you want to retell to your friends later.