A role playing game (RPG) is basically a collaborative story with each player being assigned to dictate the actions of a character. One of the players serves as a narrator to tell the story and arbitrate the rules. Generally, these games are played on a tabletop and require a few hours of initial setup and somewhat intense record keeping. This is a quick and dirty RPG system that can be used when short on supplies or lacking the collection of books that most RPGs require. This can be played at home or anywhere the mood to play a game happens to strike. Expect to play for several hours as resolving an entire story can take some time.
Ages: 8+
Players: 3-6
(may be played with more, but some players may feel left out if the
group gets too large.)
Materials
-Writing materials, one sheet of paper and one pencil/pen at the very
least.
-Dice one to five, the more the better. In lieu of dice, a hexagonal
pencil with numbers written on the sides may be used. For a
dice-less variant see below.
The Narrator
Among the playgroup, first see who is willing to narrate. The
narrator should have a basic idea of a setting, an antagonist, and an
objective for the players to interact with. If no one player has an
idea, then vote amongst the group for these elements of the plot.
The narrator will then define what types of characters will fit into
the story being played out. The player with the most experience in
RPGs or storytelling would normally be a good choice to be the
narrator, but the desire to perform as a narrator is often more
important than experience. The narrator should be ready to answer a
player's questions about the setting and current scene. If asked
something that is not part of the predetermined plot, the narrator
can arbitrate immediately or assign responses to a die roll and leave
it to chance.
Character Setup
Characters will have three governing statistics, a job, and a hobby
to determine that character's strengths. The statistics are mental,
physical, and social. The job may be any money making activity that
the narrator permits given the setting. The hobby may be any special
area of interest the character has that the narrator permits.
Normally a hobby is much more specific than a job.
Statistics
Players will write the letters M, P, and S on their paper standing
for mental, physical, and social, respectively. After each letter,
the player will assign a number between one and five to each
statistic, the total of all three added together cannot be more than
ten. These numbers represent the number of dice that are rolled by
the player in order to determine success or failure, so it's unwise
to have lower than a two in any of the statistics and a three
provides a good chance of success.
Job
The job is whatever a character primarily does for a living. This
job will give a bonus to the character whenever it attempts to
perform an action using skills associated with that job.
Hobby
The hobby is something that a character does frequently, often for
entertainment, but not as a primary means of making money. The hobby
will give a lesser bonus than a job to a character whenever it
attempts to perform an action using a skill associated with the
hobby.
Items and Equipment
A standard feature of many RPGs collecting items and equipment that
will aid the character throughout its adventures. It is up to the
narrator to dictate the effects of any items or equipment that are
collected by the characters. The players should write down any items
they find that they wish to keep. Depending on the type of storyline
for the game, the narrator may allow the players to freely equip
themselves during character creation, or the narrator may require the
players to roll an unopposed mental check for some equipment that
does not seem like the character would normally have. The difficulty
for an item check is dependent upon how unlikely the character is to
have such an item.
Play
The narrator will introduce the story and explain how the characters
have come together. Using non player characters, the narrator can
interact with the players to give them objectives, hints, or
assistance on their way. The narrator will go first by describing
the location and then dictating the actions of the non player
characters involved of the scene. Turns will proceed clockwise from
the narrator's position giving each player a turn to act. When every
player has taken a turn a new round begins with the narrator.
Time
Just as in a novel, the flow of time is dependent upon the amount of
action taking place at that point in the story. If the group is in a
situation where they will be safe for a relatively long period then
they may perform actions that take advantage of that extended period
of safety. If there is a lot of action going on, then each turn is
what can be done within a few seconds. In combat a turn is generally
a short move and a single attack. All actions in a round are
considered to be performed simultaneously, therefore if a character
is attacked and incapacitated that character may still perform its
action for the round.
Holding an Action
If a character is not ready to act on its player's turn then the
player may declare hold. If hold is declared then the player may
wait until the end of the round to choose an action for the
character. This is valuable in allowing a character to better react
to a developing situation.
Resolving Actions
Whenever a player elects for his or her character perform an action
for which there is a reasonable chance of failure, the player will
roll a check. There are two types of checks, opposed, and unopposed.
With either type of check players will roll a number of dice equal to
the acting character's stat value for the stat that the narrator
judges is most appropriate to the action. Under normal circumstances
a result of five or greater on a die counts as one degree of success.
Sixes are counted as a degree of success and get to re-roll, this is
repeated so long as sixes continue to be rolled. If the action is in
line with the character's hobby, fours are also counted towards
degrees of success. If the action is in line with the character's
job, threes or better are counted as a degree of success. When the
roll is completely resolved the player will report the total degrees
of success to the narrator.
Opposed Check
An opposed check is any time a character is attempting to perform an
action while another character is actively trying to interfere with
their chance to succeed. Most often this kind of check is seen in
combat, however it is not limited to physical contests or even
contests using the same stats. Each character will roll a check
based on the narrator's judgment of which stat is most appropriate to
the action. If one character has more degrees of success than the
other, then that character's action is resolved if there were enough
degrees of success to complete that action as an unopposed check. If
both characters have equal degrees of success neither action is
completed. A character can only oppose one other character's action
per round as all actions are considered to be simultaneous unless
they use their primary action as well to oppose.
Unopposed Check
An unopposed check is made against the inherent difficulty of a task.
The narrator will classify the difficulty of an action requiring a
check as simple, average, difficult, hard, or nearly impossible. The
narrator is free to arbitrate differing difficulty levels for the
same task depending on the circumstances surrounding the performance
of the task. A simple action requires one degree of success, two for
average, three for difficult, four for hard, and five degrees of
success for nearly impossible.
Combat
Fighting between characters is resolved as a variant of an opposed
check. As all actions are simultaneous which character goes first
does not normally matter. The exception is the very first round in
which combat happens. If a character is not capable of detecting an
attacker before the attack is declared then the attacker may strike
with impunity on that first round.
Damage
As a character fails to protect itself from hostile actions there
will of course be negative effects on that character. Damage is
dependent on the difference in the degrees of success between the
hostile actor and the target.
-1: The target is disrupted, meaning their next unopposed action will require an additional degree of success, or if an opposed check, the first degree of success for the next action will not count.
-2: Target character is controlled, meaning that the character is
both disrupted and may only act in reaction to attackers in the next
round.
-3: The character is hurt, not only suffering disruption and
control, but also the narrator will roll a die to determine which
stat is reduced by the injury, that stat will remain reduced by one
point until the end of the combat.
-4: The character is injured, the effects are similar to being hurt,
however the narrator rolls twice to assign stat reductions. Also an
injury persists until the end of the scene instead of the particular
combat session in which it occurred.
-5 or more: The character is wounded. This has the same effects of
being hurt, however the narrator rolls three times plus one for each
degree of success difference beyond five in order to assign stat
reductions. Wounds do not heal until the end of the game session.
If one of a character's stats is reduced to zero that character is
incapacitated, meaning it is either unconscious, crippled, or in such
pain that further resistance is impossible. Until the damage that
caused the stat loss is healed, an incapacitated character may not
declare an action or oppose an action. If all of a character's stats
are reduced to zero, that character is dead.
Dice-less Variant
If dice or a hexagonal pencil cannot be acquired an alternative is
for the player and the narrator to each to write down a number
between one and six for each die that would be rolled for the check,
including those to be rolled by another character attempting to
oppose the check. The player and narrator should do this in secret
from one another and make sure to be clear as to which set of numbers
is for which player's roll. The numbers written by the narrator and
the player are then added together. The sum of the two numbers is
divided by six and the remainder plus one is the result of that
particular die roll. As before sixes will continue to re-roll.
I'm not too sure I understand the concept of ''degrees of success''. Other than that, great system, will try it out soon and give you a better impression!
ReplyDeleteNormally a 5 or 6 counts as a degree of success if the job or hobby bonus does not apply. If attempting a "hard" difficulty action the player would need to roll four degrees of success.
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