PLAYING THE GAME

A practical primer for players and Game Masters at the table.

Learn when to roll, how to resolve uncertainty, and where structure matters most.

Playing the Game

Occult is a tabletop role-playing game (TTRPG) played collaboratively by a group of players and a Game Master (GM).

Together, the players and the GM create a story. The events of that story are not predetermined. Outcomes are shaped by player decisions, the world presented by the GM, and the roll of dice.

The GM has access to a wide collection of rules, creatures, items, and world information. This is the world the players' characters live in, explore, and struggle against.

Players participate by creating characters with statistics, skills, and abilities represented through the mechanics of the game.

Collaborative Storytelling

Games of Occult are collaborative. Players and the GM work together to create the unfolding narrative.

Players decide what their characters attempt to do. The GM describes the world, portrays its inhabitants, and determines how the world responds.

Ultimately, the GM has the final say in how situations are resolved. The rules guide both players and GMs, helping everyone determine fair and consistent outcomes.

When Dice Are Rolled

Not every action requires a roll. If a character attempts something simple and there is no meaningful chance of failure, the GM may allow it to succeed.

For example, climbing a short, stable ladder would likely succeed automatically if the character is physically capable.

In uncertain or risky situations, the GM may call for a skill check to determine the outcome.
To use the ladder example: a GM may call for a roll if the ladder were extremlytall, unstable or damage, missings runs or being climbed in a hazzardous senario.

Skill Checks

A skill check determines whether a character successfully performs a challenging action.

The GM decides which statistic and skill are most appropriate for the task being attempted.

In the ladder example, the GM might ask for a Might skill checkto represent the character's ability to use their strength effectively.

The character's natural abilities (their base statistics)

Their training or mastery in a particular skill

More detail on how skill checks work can be found in the Skills section of the rules.

Flexible Skill Use

There is often nuance in deciding how an action should be resolved. Different situations may call for different skills, even if the task appears similar.

Climbing might sometimes rely on strength, but in other circumstances the GM may request a Precision skill check to reflect balance, careful movement, or finesse.

Because of this flexibility, skills in Occult are intentionally open-ended and can be applied in many ways depending on the circumstances.

The Role of the Game Master

The GM represents the world itself. They describe environments, determine outcomes, and portray every character in the world who is not controlled by a player.

Non-player characters (NPCs)

Creatures and monsters

Environmental effects

The consequences of player actions

The GM may portray NPCs through dialogue, voice, mannerisms, or narrative description. In short, everything the players interact with that is not their own character is controlled by the GM.

A Flexible Approach Outside of Combat

Occult takes a relatively hands-off approach to gameplay outside of combat. GMs are given broad freedom to decide:

Which skill checks are appropriate

What level of difficulty a task should have

What consequences follow success or failure

Skills are intentionally versatile and can be applied in many contexts. The rules generally avoid prescribing a single "correct" skill for most actions.

(Some skills - such as stealth - may be more clearly defined.)

The Importance of Combat

While narrative play outside of combat is flexible, combat is where the rules of Occult become much more structured.

Strategic

Meaningful

Mechanically engaging

Combat rules should be followed more strictly to ensure fairness and consistency. A full explanation of combat can be found in the Combat Rules section.

Dice and Randomness

To play Occult, players will need a standard polyhedral dice set.

Most rolls in the game use a d20, particularly when making skill checks to determine whether actions succeed or fail.

Damage

Random events

Secondary effects

Certain abilities or mechanics

For this reason, the full set of polyhedral dice will see regular use.

What Players Need to Know

Players do not need to know every rule in the game. In most cases, players only need to understand:

The basic rules of combat

The abilities and effects their character possesses

The general rules of skill checks

Players are not expected to memorize how monsters work or mechanics unrelated to their character.

What the GM Should Know

The GM should aim to understand the rules more broadly. Since the GM controls the world, its inhabitants, and the outcomes of player actions, familiarity with the wider rule system will help the game run smoothly.

A Note From the Designer

Occult was designed with a particular philosophy in mind. Where complexity adds depth and strategy - especially in combat - the rules embrace it.

Where complexity only slows down play, it is avoided. Outside of combat, the game intentionally steps back and allows the table's creativity to take the lead.

There are systems that influence the world, such as corruption and other effects, but the most important tools at your disposal are not written on these pages.

They are your imagination, curiosity, and creativity. Let those guide the story.