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You are an Israelite about to leave Egypt during the Exodus story. Roll three d6 to determine your Character’s Type, Descriptor, and Job. Note the results on an Israelite Character Sheet.
Type
Descriptor
Job in Egypt
Now, give your Character a name, and decide if and how they know any other Characters.
An Item from the Neighbors
When the Israelites left, they took along items from their Egyptian neighbors. Roll a d6 to determine what special item you have:
If your Abilities get all the way to 6 Israel / 0 Mitzrayim, your actions have become too obvious. Pharaoh finds out what you’re up to, hardens his heart, and you cannot leave.
If your Abilities get all the way to a 6 Mitzrayim / 0 Israel, the pressures keeping you in place win out. You lose heart and need more of a sign from G*d before you are ready to leave Egypt.
You can always find new Characters to take on this adventure, but if anyone reaches a level 6 on one of these two Abilities, this round of the game will be over.
You can intentionally move your Ability levels without rolling by giving your character a moment of reflection in the roleplaying. These should be specific to your Character and their story.
The Storyteller will determine if you have earned the level adjustment.
A note on why Ability levels work the way they do…
You may have noticed that when you succeed on one of your Ability Rolls, it makes it harder to succeed on that roll the next time. That is on purpose. The decision to stay in Egypt or leave to freedom might seem obvious to us, but the Israelites had never known any other life. Sometimes the closer you get to something new, the more the familiar calls you back. And the more stuck you feel in what you know, the more it drives you to break out of that narrow place. When you are pulled too far in one direction, you may need to remind yourself of other parts of your life, or you may need to rely on others to accomplish the things you can’t.
What follows is the story of this adventure in three forms: a synopsis for a general sense of the story set up; an outline version for Storytellers who want loose parameters and feel comfortable improvising their own details; and a much more detailed game description for Storytellers who would prefer having more concrete tools and ideas to go on. 2 Many of these details come from traditional Jewish texts, commentary, and folklore. Nevertheless, feel free to deviate from the written details to follow your Player’s choices and the results of the die rolls. Your version of the story becomes one of the many versions of our collective story.
As the Storyteller, you essentially have three jobs:
Other guidance:
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