Being a Trickster means more than knowing rules—it's about crafting stories, empowering players, and making Nowhere Land feel alive, dangerous, and wondrous. This guide distills philosophy and technique.
Gamemaster Philosophy
Nowhere Land is a game about exploration, consequences, and collaborative storytelling. Your role as Trickster is to:
The Trickster's Goals
- Make the world reactive: Domains respond to actions. Choices matter.
- Challenge, don't punish: Danger drives story. Failure creates drama, not dead ends.
- Share narrative control: Players shape domains through Disposition, Blessings, Ledger.
- Embrace uncertainty: Not everything needs planning. Improvise, trust the system.
Running the Game
Practical advice for session-to-session play.
Rulings Over Rules
If a rule isn't clear or would slow gameplay, make a ruling. Be consistent within the session, but allow evolution. Nowhere Land trusts Trickster judgment over rulebook pedantry.
Example: Player asks, "Can I use Persuasion to calm a raging beast?" Rules don't explicitly cover it. You rule: "Yes, but TN 16—it's nearly mindless." Play continues.
Fail Forward
Failed checks shouldn't halt progress—they introduce complications. Instead of "You fail to pick the lock," try "You pick the lock, but guards hear the noise" or "You break your lockpicks—now what?"
Telegraph Danger
Never spring instant-death traps. Give clues: "The floor tiles look pressure-sensitive" or "The air smells of gas." Let players make informed choices about risk.
Spotlight Management
Ensure each PC gets moments to shine. If the rogue dominates social encounters, create a scene requiring combat or magic. Balance attention across 3-4 hour sessions.
Domain Creation Workshop
Designing domains is core to Nowhere Land. Use this framework for quick, consistent creation.
Domain Creation Steps
Step 1: Willpower (1-5)
How sentient/powerful? 1 = nascent, 3 = thriving, 5 = godlike
Step 2: Ecosystem
What's the dominant environment? (jungle, desert, urban, abstract)
Step 3: Three Exaltations
Unique artifacts or powers. Tie to domain theme. (See Equipment chapter)
Step 4: Barriers
What keeps people out? (physical walls, curses, reputation, isolation)
Step 5: Five Blessings/Curses
Define +5 Blessings (beneficial) and -5 Curses (harmful) at each level
Step 6: Key NPCs
1-3 Genii or important figures. Give motivations, relationships
NPC Design
NPCs in Nowhere Land should feel distinct, memorable, and integrated into domains.
NPC Template
Features (2-3 traits):
What makes them unique? (skills, powers, appearance)
Motivations (1-2 goals):
What do they want? (protect domain, collect debts, escape)
Stats (if combat NPC):
Forma + Anima (or Willpower × 2), skills at +2 to +5, 3-10 Wounds
Disposition:
Starting attitude toward PCs (-2 to +2 typically)
Example NPC: The Hollow King
Features: Mask of tarnished gold, speaks in riddles, never lies but always misleads
Motivations: Collect 100 names to escape The Null, test "worthy" travelers
Stats: Willpower 4 (TN 16), Conviction +5, Arcane Resonance +4, 12 Wounds
Disposition: Starts Neutral (0), becomes Friendly (+2) if impressed by cleverness
Improvisation & Yes-And
Nowhere Land encourages improvisation. Use these techniques when players surprise you.
Yes, And...
When players propose creative solutions, default to "Yes, and..." rather than "No." Build on their ideas, add complications, make it collaborative.
Player: "Can I use Domain Weaving to convince the forest we're friendly?" You: "Yes, and if you succeed, the trees will guide you—but they'll also expect a tribute."
The Three-Clue Rule
For any critical information players need, provide three ways to discover it. This prevents bottlenecks from bad rolls.
Example: "The Count is in the Hollow Market" can be learned via: (1) asking merchants, (2) finding a crown-marked coin, (3) Lore check on local legends.
The Alexandrian Node Method
Structure investigations as networks of clues, not linear paths. Each clue points to 2-3 others. Players can approach from any angle.
Session Structure
A typical 3-4 hour session follows this arc:
Session Framework
Opening (15 min):
Recap last session. Set scene. Establish stakes or hooks.
Rising Action (60-90 min):
2-3 encounters (combat, social, exploration). Build tension.
Climax (45-60 min):
Major challenge. Boss fight, difficult negotiation, critical choice.
Resolution (15-30 min):
Aftermath. Loot, rest, revelation. Setup next hook.
End on Cliffhanger (optional):
Reveal twist, introduce new threat, or pose question. Leave them wanting more.
Campaign Arcs
Nowhere Land supports various campaign structures:
Episodic Exploration
Each session = one domain explored. Low continuity, high variety. Good for casual groups.
Mystery/Investigation
Central question drives campaign: "What is The Null?" or "Who killed the Genie?" Players gather clues across domains.
Bastion Building
Players establish stronghold, manage domain politics, defend against threats. Seasonal turns between adventures.
Count's Debtors
Party shares debt to The Count. Campaign = series of tasks to pay it off, each more morally complex. Ends with confronting The Count.
Domain Collapse
Domains are dying. Party must stabilize or evacuate. Ticking clock, high stakes, resource management.
The Count as Narrative Tool
The Count is your wildcard. Use them to:
Count Applications
- Introduce Plot Hooks: The Count offers quests with tempting rewards
- Deus Ex Machina (with cost): Save TPK but add Ledger debt
- Moral Dilemmas: Present Faustian bargains—power vs price
- Reveal Lore: The Count knows secrets. But answers cost.
- Challenge Heroes: Test worthiness, offer puzzles, create trials
See Also
- Environment Design - Creating living domains
- Domains & Portals - Domain mechanics reference
- The Count's Ledger - Using debt as narrative tool
- Scenarios - Premade adventures to study