03

How to Play

The Basics

InsightRPG is a tabletop roleplaying game. One player is the Game Master (GM): narrator, referee, facilitator. Everyone else plays a character. You ask questions, make decisions, and interact with each other and the world the GM describes. Dice rolls introduce chance, so outcomes depend on both skill and luck.

Played tabletop RPGs before? Much of this will be familiar. If not, the rules pick up quickly and the GM will guide you through.

What You Need

Players

  • A character (provided or created)
  • A 20-sided die (the group can share one)
  • The quick reference sheet
  • Somewhere to take notes
  • 3 hours of distraction-free time
  • A place to play, and an open mind

Game Master

  • A 20-sided die
  • This guide and 1-2 hours of prep time
  • A scenario idea
  • Prepared injects and complications
  • Fair judgement and patience

The Three Steps of Play

Every moment follows the same loop:

  1. Discuss what you are thinking.
  2. Say what you want to do.
  3. Find out what happens.

What You Can Do

You have complete freedom, but action verbs help frame your intent. They split into two groups: Discussion Actions during free play, and Decision Actions when a moment carries mechanical weight (often in Crunch Time).

Discussion Actions

Discussion action verbs and their descriptions
Action Description
Ask Ask the GM questions. Seek clarification, request detail, or probe for hidden information.
Investigate Look into a suspicious event, explore a location, or gather information about an object or person.
Build Relationships Deepen connections with NPCs or other players. Open up, show empathy, help with a problem, or spend downtime.
Prepare Get ready for an upcoming event. Study maps, set up equipment, strategise.
Reflect Pause for introspection. Think about recent events and how your character feels about them.
Observe Watch. Take in the surroundings. Read the room. Not every moment needs action.
Challenge Question a decision, idea, or situation. Critical thinking, courage, and constructive criticism.
Inspire Motivate others through words, actions, or example. Rally the group around a shared purpose.

Decision Actions

These often trigger a dice check.

Decision action verbs and their descriptions
Action Description
Persuade Convince someone to do something, whether an NPC or another player.
Dissuade Convince someone not to do something.
Practice Improve a skill by performing it, studying it, or seeking advice. See Training & Mentoring procedure.
Research Gain knowledge about a topic, threat, opportunity, or problem. See Investigation procedure.
Implement Put a plan into action. Organise resources, give instructions, monitor progress. See Operational Deployment procedure.
Adapt Change plans as circumstances shift. See Strategic Pivot procedure.
Support Help another character with their action. Cooperation, skill, and patience.
Coordinate Work with other characters toward a shared goal. See Joint Operations procedure.
Negotiate Reach a mutual agreement through persuasion, compromise, or trade. See Negotiation procedure.
Mitigate Reduce a risk or soften the impact of a negative event. See Risk Assessment & Mitigation procedure.
Advocate Argue for a position, policy, or course of action. See Lobbying / Advocacy procedure.
Evaluate Assess results or the state of a situation. Analysis, judgement, reflection. See Operational Review procedure.
Innovate Come up with a new idea, strategy, or solution. See Innovation Sprint procedure.

Narrating and Acting

You play both the narrator and the actor for your character. Narrate their actions and reactions in third person ("She crosses the quarantine zone cautiously"). Switch to first person when you speak their dialogue. A mix of both is what makes a character feel real.

Crunch Time

Most of the time, play flows freely. When a moment becomes time-critical, the GM calls Crunch Time and the game shifts to structured turns.

Session Structure

A session follows a five-phase arc: rapport, energy, tension, resolution, reflection.

Rapport → Energy → Tension → Resolution → Reflection

The five phases of a session. Phase 3 (Play) is a repeating loop.

A Round of Play

Three parties interact every round: Players, Game Master, and Narrative. Dice and mechanics sit in the middle.

Players, GM, and Narrative interact through the game mechanics at every step.
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