Chases, sieges, and treaties, oh my!
Designed with the busy Gamemaster in mind, this supplement expands the existing Extended Action rules to include the entire party. From chases to treaty negotiations and sieges to investigations, these rules combine narrative interaction and dice rolling as a way of handling complex or lengthy tasks.
Eleven sample situations and a detailed example show the versatility of Group Extended Actions, and provide a framework for the Gamemaster's own creations.
Although designed for the All for One setting, this product can be used with other Ubiquity settings with minimal changes.