Virtue and a Sledgehammer: How to Play and Find Your Way
This article explains how to play the tabletop role-playing game Virtue and a Sledgehammer, a system where characters are ordinary people in a modern world facing extraordinary moral dilemmas. You will learn the core mechanics, how to create a character, how to run a session, and how to interpret the game’s unique virtue and consequence system. By the end, you’ll have a clear path from your first read-through to your first meaningful session.
What Is Virtue and a Sledgehammer?
Virtue and a Sledgehammer is a narrative-focused tabletop RPG that emphasizes character morality over combat. Unlike traditional games like Dungeons & Dragons, where stats determine success in battle, this game uses a simple dice pool system where your character’s virtues and flaws directly influence outcomes. The game is designed for small groups (2–5 players plus a Game Master) and can be played in a single session or as a longer campaign. It is often described as a “story game” because the mechanics push players toward dramatic, character-driven choices rather than tactical optimization.
Core Mechanics: The Dice Pool and Virtues
The heart of the system is a d10 dice pool. When a character attempts something risky or meaningful, the GM sets a difficulty (usually 2 or 3 successes needed). You roll a number of d10s equal to your relevant attribute (e.g., Brawn, Wits, Charm) plus any applicable skill. Each die that rolls 7 or higher counts as a success. If you have a relevant virtue (like Compassion or Justice) that applies to the situation, you add one bonus die. If a relevant flaw (like Pride or Greed) applies, you lose one die.
What makes the game unique is the “Virtue Chain.” Each time you succeed using a virtue, you mark a box on that virtue’s track. When you fill all boxes, you gain a permanent bonus (like a new skill or a reputation boost). But if you fail while using a flaw, you mark a box on the flaw track. Filling a flaw track means your character is consumed by that flaw—they become an NPC under the GM’s control, effectively retiring the character.
Character Creation: Your Virtues Define You
Character creation is quick, taking about 15 minutes. You choose three attributes (Brawn, Wits, Charm) and assign values of 2, 3, and 4. Then you pick two virtues and one flaw from a list of about a dozen each. For example, you might choose “Empathy” and “Courage” as virtues and “Impatience” as a flaw. You also pick a mundane profession (like nurse, mechanic, or teacher) that gives you two skill points in related areas. Finally, you write a short background (2–3 sentences) that explains why your character holds these virtues—this background becomes a source of bonus dice when your story aligns with it.
How to Run a Session: The GM’s Role
As a GM, your job is to present moral dilemmas, not just physical challenges. A typical session starts with a “hook”—a situation where a character’s virtue is tested. For example, a nurse might discover that a patient’s insurance won’t cover a life-saving treatment, and she must decide whether to falsify records (using Empathy) or follow the rules (using Justice). The GM sets difficulties based on how risky the action is, and then narrates the consequences of success or failure. The game encourages “fail forward”: even a failed roll should advance the story, but with a complication. For instance, failing to convince a colleague to help might mean they report you to a supervisor, creating a new problem.
Common Mistakes and How to Avoid Them
One of the most common mistakes new players make is trying to use a virtue in every roll, even when it doesn’t fit. The rules state that a virtue only applies if it genuinely relates to the action—using “Courage” to bake a cake is not allowed. Another mistake is treating flaws as purely negative. In this game, flaws are a source of drama and character growth; they are not punishments. A GM should encourage players to embrace their flaws in situations where they would realistically act on them, because that creates the most interesting stories. Finally, many groups forget the “Virtue Chain” rewards. Make sure to track those boxes—they are the main way characters improve over time.
Comparing to Other Narrative RPGs
If you’ve played other story-focused games like Fiasco or Monsterhearts, you’ll find similarities, but Virtue and a Sledgehammer sits in a unique niche. Unlike Fiasco, which has no GM and a single-session structure, this game supports longer campaigns with character progression. Unlike Monsterhearts, which focuses on teenage supernatural drama, this game is grounded in realistic moral choices. The dice pool system is more traditional than Fiasco‘s tile-based mechanics, but less combat-oriented than D&D. If you enjoy games like Burning Wheel but want something lighter, this is a good middle ground.
Costs and Where to Find the Game
The core rulebook is available as a PDF for about $15–20, or as a physical book for around $30–40. You only need one copy per group, plus a set of d10 dice (or a dice app). The game is also available in some local game stores and online marketplaces. There are no required miniatures or maps—most groups play with just paper and pencils. If you want to try it before buying, the publisher offers a free quick-start guide with pre-generated characters and a short scenario.
Safety and Comfort at the Table
Because the game deals with moral dilemmas, it can touch on sensitive topics like abuse, addiction, or corruption. It’s essential to have a “session zero” where players discuss boundaries. Use tools like the X-Card (a card that anyone can tap to veto a scene) or lines and veils (where you agree to fade to black on certain topics). The game itself does not include graphic content, but the GM should be prepared to adjust scenes if a player becomes uncomfortable. Always prioritize the group’s well-being over the story.
Frequently Asked Questions
How long does a typical session last?
A single session usually runs 2–4 hours. The game is designed to be episodic, so each session can end with a resolution to the current dilemma, though longer campaigns can leave cliffhangers. The quick-start guide includes a one-shot scenario that can be completed in about 3 hours.
Can I play with just two players?
Yes, the game works with one player and one GM. In fact, it’s quite good for duets because the moral dilemmas feel more personal. You may need to adjust difficulty slightly—use one fewer success required for challenges, and consider giving the player an extra virtue die at the start.
Do I need to be a good actor to play?
No. The game is about making choices, not performing. You can describe your character’s actions in third person (“She hesitates, then signs the form”) and still have a great time. Many players find that the virtue system naturally encourages them to speak in character, but it’s not required.
Is there a lot of math?
No. The only math is counting successes (dice that roll 7 or higher) and occasionally adding a bonus die. The GM sets difficulties in whole numbers (usually 2 or 3). Character creation involves simple addition (attributes + skills), but no complex formulas.
What happens if a character fills a flaw track?
The character becomes an NPC controlled by the GM, and the player must create a new character. This is a rare outcome—most players will have several sessions before this happens. It’s meant to be a dramatic moment, not a punishment, so the GM should narrate it as a tragic fall.
Can I play with kids?
Yes, but you may want to adjust the moral dilemmas to be age-appropriate. The mechanics are simple enough for ages 10 and up. The publisher suggests avoiding topics like substance abuse or criminal violence for younger players, focusing instead on honesty, fairness, and kindness.
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