Adventuring is more than combat and dice rolls.
It is memory, preparation, time, awareness — and the moments between them.

Player Roles exist to ensure that these aspects of play are owned, visible, and shared, rather than forgotten or handled entirely by the Keeper. Each role represents a responsibility the party agrees matters.

These roles do not grant authority over other players or their characters.
They exist to support clarity, momentum, and immersion at the table.


How Player Roles Work

  • Each role is held by a player, not a character class

  • Most roles are long-term and may be reassigned between arcs or campaigns

  • Some roles (such as the Chronicler) rotate from session to session

  • A role’s responsibilities are advisory, not commanding

  • Rewards are small, visible, and role-appropriate

  • Narrative or procedural abilities exist to protect flow, not bypass play

No role tells the party what to do.
They help the party understand what is known, what is owned, where they are, what is happening, and how it will be remembered.


The Role Set

Each role anchors a different pillar of play:

  • Loremaster — Knowledge, mysteries, and unanswered questions

  • Quartermaster — Wealth, equipment, and shared resources

  • Wayfinder — Time, seasons, distance, and orientation

  • Sentinel — Combat flow, awareness, and memory

  • Interpreter — Rules clarity, structure, and table flow

  • Chronicler — Shared story and session recaps

Not every player must hold a permanent role.
The Chronicler ensures everyone participates in shaping the story.


The Chronicler & Recaps

Players without a permanent player role participate in a rotating Chronicler draft to write session recaps.

  • Eligible players roll to determine who writes the recap

  • Once a player has written a recap, they do not roll again until all others have done so

  • Writing a recap as part of this rotation carries no mechanical reward

The value of the Chronicler is shared memory and story preservation.


Opt-In Recap Reward

Players who already hold a permanent player role may voluntarily opt in to write a session recap.

In exchange, they gain Declared Maximum.

Declared Maximum

  • The player may choose one roll and declare it to be the maximum possible result of the die being rolled

  • This declaration must be made before rolling

  • The roll is treated as if the maximum value was rolled

  • This may apply to any die

  • Once used, the benefit is expended

This reward represents clarity gained through reflection — not mechanical dominance.


Shared Responsibility

Even with Player Roles:

  • Every player remains responsible for their own character

  • The Keeper remains the final arbiter of rules and outcomes

  • Roles exist to reduce friction, not create hierarchy

If a role ever becomes unclear, burdensome, or disruptive, it should be discussed and adjusted.


Choosing a Role

Choose a role that fits how you enjoy engaging with the game:

  • Organizing information

  • Tracking details

  • Watching patterns

  • Preserving moments

Roles are not about optimization.
They are about participation.


Final Note

Player Roles are a tool — not a rule.

They exist to make the game smoother, richer, and more memorable for everyone at the table.
If they ever stop doing that, they should change.