Storyteller Options
You can run 4671 Odyssey as a traditional GM-led game or with a rotating Storyteller (ST). Choose the mode that fits your group and stick to it for the arc.
Rotating Storyteller (ST)
Rotation
- Rotate the ST each session or on a timer (every hour is a good cadence).
- When the current ST’s PC acts during combat, another player briefly takes the ST role for that scene.
Influence Points (IP)
- Each ST starts a session with 6 IP and regains 1 IP at the halfway mark.
- Unused IP do not carry over.
- Spend IP before roll outcomes are revealed.
IP Uses
- 1 IP — Cut to the Chase: Skip filler, jump to the next meaningful beat.
- 1 IP — Foreshadowing Tag: Plant a clue, motif, rumor, or omen you must honor later.
- 1 IP — Flashback: Brief scene that justifies a tool/contact/insight (no auto‑success).
- 2 IP — Raise the Stakes: Add a complication, timer, or collateral risk.
- 2 IP — Spotlight Swap: Give one PC a social/skill spotlight this scene.
- 3 IP — Twist the Knife: Introduce a major twist (betrayal, reveal, or environmental shift).
- 3 IP — Hard Cut: Change location/time after a resolution beat.
Limits
- IP cannot force a PC to fail, erase player agency, or cause unavoidable death.
ST Character Limits
- The current ST’s character cannot be targeted unless no other target exists.
- The ST’s character may not activate Legacy effects or “once‑per‑session” class powers.
Story Progression
- End each session with 2–4 next‑step prompts.
- Players vote; majority wins. Ties are resolved by a Fortune roll.
Shared World‑Building
- During Session Zero, co‑author Factions, Threats, Wonders (three each).
- New ideas can be pitched mid‑campaign and added via a simple majority vote.
Traditional GM (Classic)
- Authority, prep, NPC control, adjudication, balance, rewards, flexibility.
- Optional GM PC is support‑only, never the protagonist.