Lately I've given a lot of thought to bringing non-players into role-playing. Mostly because I want more people with which to rpg. More so role-playing than roll-playing, though the second is an important part of the former. People like my wife and neighbors enjoy the occaisonal trivia or board game with me on the weekend (especially if I pop a few corks), but if I mention "role-play" or "D&D" or any of the other common nouns we Grognards casually throw around, there is an immediate and negative reaction. I wonder, however, if this negative reaction is to the surface or the associations of table-top role-playing rather than the gameplay and if so, how can I get them past the affect or associations?
That thought in mind, I developed this simple ruling method. I suppose one could refer to it as a "mechanic" or a "system", but it is both very simple and complicated depending on your involvement. I've tried to take the bulk of the necessary work, move it to the shoulders of the GM (herein referred to as the "referee" until I get a better noun) and place the equally rewarding and difficult, but wholly
optional work into the hands of the players. I simply want six common adjectives that non-gamers know and use on a daily basis and apply a specific meaning for the referee.
That's it. Everything else is moved into the mind of the referee. Encumbrance, armor class, horror factor, spell duration, and range all become quick calculations in the referee's consideration as they announce the difficulty by using one of the terms listed in the first column in the table below. Players need zero mechanical knowledge and can focus on role-playing exploration and interaction.
Clearly, the referee will make or break such a system. With the crunch gone, there must be an emphasis moved to description and, frankly, story telling. This, however, is intentional as it may encourage the players (i.e., non-gamers) to become immersed.
There is more to this and I will share when I've finished. For example, I have players use a d6 for rolls when they are healthy, but when they are "hurt" (no HP either), I simply take their D6 and hand them a D4. The implications, then, become clear.
I also created "Luck" points represented by pennies and allowing players to re-roll, which non-players intuitively grasp and like. They can become bargaining tokens and powerful reward to good playing as measured by either the referee or perhaps by a group vote.
Characterization is also important and I will address that in future posts. In the meantime, I've included the rough draft sketch of this system, which I will add to all my future modules. In fact, the idea for OSR evolved through my current project, "Out Where The Buses Don't Run". Which, by the way, I've finally totally finished the rough draft and am releasing to friends in beta for edit and playtest. Drop me a line if you're interested.
Below is the draft located within my upcoming module, though I have replaced "referee" with "Storyteller".
This
module [Out Where The Buses Don't Run] can work well with many established role-playing systems. However, the system outlined below is simple
and will work well with a creative storyteller.
It is specifically designed for the first-time role-player. The storyteller describes all environments
using all the senses. The storyteller
also assumes the role of monsters and describes events, sometimes randomly
rolled, in a way that encourages player interaction. The other players assume the roles of various
characters that either they have detailed, or the Storyteller has created for
them.
If
a player attempts an action that is not routine, the storyteller announces
whether the action is “easy”, “medium”, “hard”, “very hard”, or “near
impossible”. To successfully perform an
“easy” action, the player must roll at least a two. To perform a “medium” difficulty action, the
player must roll at least a three. This
trend continues as illustrated in the table below.
The
module [Out Where The Buses Don't Run], at times, suggests various difficulty levels for different actions, but
it is the Storyteller who determines the relative difficulty since he has to
take numerous and changing factors into consideration.
Difficulty
|
Meet or Beat
|
D6 Probability
|
D4 Probability
|
Routine
|
1
|
100%
|
100%
|
Easy
|
2
|
83%
|
75%
|
Medium
|
3
|
67%
|
50%
|
Hard
|
4
|
50%
|
25%
|
Very Hard
|
5
|
33%
|
0%
|
Near Impossible
|
6
|
17%
|
0%
|
Players
may spend a luck point to re-roll any action roll. The number of luck points each player gets is
up to the storyteller. Luck points are
symbolized by pennies. The storyteller
may also give players Luck points (pennies) as a reward for desired play.
If
a player takes damage they are “wounded” and must give the Storyteller a Luck
point or their d6 and use a d4 instead.
If the character has a d4 and takes damage, they can spend a Luck point
if they have one, or die.
Optional Luck Rule 1: An optional
rule allows characters to give other players Luck points.
Optional Luck Rule 2: Any character
that can name the movie inspiration earns a Luck point.
Optional Luck Rule 3: Each
character rolls 1d6 for their starting Luck points.