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Those who know but do not act
are birds within cages.

 

 

 

 

 

 

 

Do: Pilgrims of the Flying Temple is a coming-of-age road trip through a fantasy universe that lightly mixes Buddhist and Taoist concepts into a wide range of genres, from fairy tales to space opera. You and your friends play young flying monks sent on a pilgrimage by the elders of the mysterious temple in the center of the sky.

When people have a problem that they can’t resolve, they write a letter and stash it someplace special. Under a statue, in the hollow of a tree, tied with red ribbon to an albino eagle... wherever seems most reverent. The letter eventually finds its way to the temple within a day or two, appearing on the temple’s doorstep. How the letters travel thousands of miles in a single day isn’t really important.

Each session, you play these pilgrims as they visit a new world, intervene on the residents’ problems and attempt to pursue their own personal dreams in the process.

~ The Pilgrimage ~

Having just entered your teen years and finally learned the art of flight, you're ready to go on a rite of passage known as The Pilgrimage. Until now, you've been a student growing up in the flying temple that hovers at the center of endless blue skies. It is time to grow up, though. Time to fly away from home for a while and see the many strange worlds beyond the temple's walls.

You and your fellow pilgrims are given a stack of letters by the temple elders. Each letter is written by a resident of a far-away world, orbiting a great distance away. The residents write to the temple asking for your help. Their problems range from the personal to the cosmic, but they need your intervention all the same.

You're now a representative of the temple. An ambassador for wisdom and enlightenment. A peacekeeper in worlds swirling in danger and adventure.

(But you're still just a kid.)

~ The Game in a Nutshell ~

Playtesting is ongoing throughout the next year, so details of this process might change during that time. For now, here's a summary of how the game is played from start to finish.

Your game starts off by making characters together through a series of anecdotes from your childhood days at the temple. From these anecdotes, you underline six-word phrases to create your character’s noteworthy characteristics, called Traits, and assign them to six colors of a color wheel in the center of your character sheet. Then, you’ll distribute black and white beads among your preferred Ways of acting. Finally, the players to your left and right describe what they think your character will be when she grows up. One of these destinies is what she hopes will happen if she returns to the temple after the pilgrimage. The other is what happens if she stays in the worlds outside.

Then you and the rest of the players will choose a letter from the stack given to you by the temple's elders. Using this letter as inspiration, you write down the residents, locales and conflicts of this world on index cards which are put together in a special configuration to create the situations your characters intervene upon.

This intervention is played out by drawing colored beads from a bag. In doing so, you find out whether your attempted intervention succeeds or fails and if it resolves the conflict or simply changes it. It is possible to fail an intended action, yet still have it inadvertently resolve a conflict. It's also possible that a successful action might not have been the right way to resolve the conflict, so the conflict just changes, but is not resolved.

Players may contribute their own beads depending what they would like to see happen during this scene. As the scenes progress, the number of black and white beads in your possession will fluctuate.

At the end of the pilgrimage, you might stay behind on this world or return to the temple, depending on whether you have too many black beads or white beads. These two fates are the ones you described during character creation.

~ The Temple and the Worlds ~

The bulk of the setting’s details are revealed in a collection of letters from residents of the small worlds. The setting is presented in this manner so you don’t have to read a big “Setting” chapter and because your characters have spent their early years behind the temple’s protective walls, so they’re as unfamiliar with the wider universe as you. Still, there are a few basics you should know.

In the center of the sky — indeed, the center of the universe — is a majestic temple hovering as effortlessly as our sun. Though the temple is a real place, and its monks are real people, it does still have a quasi-mythical reputation. Think of it like the Polar regions of Earth. Few have gone there, so it’s easy to imagine magical beings living in total seclusion.

Outside the temple, the universe is crisp air and billowing clouds. A great distance away, worlds of every shape and size orbit like asteroids. There is no ground, save for these small worlds. No outer space either. It’s all open sky. You can travel from one world to another without worrying about mundane concerns like oxygen or suffering radiation sickness. (Though you might still encounter more fantastic dangers like air pirates, giant flying creatures, or immortal storms.)

The temple’s philosophy, called the Way of Ways, focuses finding a balance between wisdom and action. The elders say “Those who know, but do not act, are birds in cages.” It is not enough to simply know, a wise person also acts upon that knowledge. The temple has developed six noble Ways of Doing. These are to do with Passion, Loyalty, Respect, Awareness, Pride and Faith. The temple has no dogma governing specific actions, so lon g as they’re done following one of the Six Noble Ways.

In order to cultivate wisdom, a monk will spend her childhood training in the art of Enlightenment. This instills a bit of insight and makes her literally lighter, granting the power of flight. Around the age of thirteen years, it is time to learn how to apply this insight to real-world situations. Further training in enlightenment must be completed outside of the temple in a rite of passage known as the Pilgrimage.

The temple elders will choose four or more young monks who have the most to teach and learn from each other. They’re given some letters written by residents of the worlds outside and instructed to resolve all of the conflicts described in those letters, ranging from small grievances to all-out wars.
In visiting each world, the pilgrims also learn whether their heart is really devoted to the temple or to staying on-world helping people in one place.

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