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:
- Discuss what you are thinking.
- Say what you want to do.
- 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
| 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.
| 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.
Say Hello
Build rapport. Make players comfortable and set the tone.
Strong Opening
Set the scene with a clear goal. Use handouts. Roll dice early.
Play
Core loop. Players discuss and choose; GM adds injects and complications. Repeat to build tension.
Conclude
Final decisions. Outcomes revealed. GM summarises and ties up threads.
Hotwash
Debrief for lessons learned and actionable insights. Real-world value crystallises here.
Rapport → Energy → Tension → Resolution → Reflection
A Round of Play
Three parties interact every round: Players, Game Master, and Narrative. Dice and mechanics sit in the middle.
Players
Decide & collaborate
Game Master
Narrate & adjudicate
Game Mechanics & Randomness
Dice · Skill checks · Probability
Narrative
The unfolding story
- Player ↔ GM
- Questions, rulings, prompts
- Player ↔ Player
- Planning, discussion, collaboration
- GM ↔ Narrative
- Injects, outcomes, complications
- Player ↔ Narrative
- Choices that alter the story