This document provides instructions for running a simple roleplaying game (RPG). It outlines character creation where players create characters with abilities and items. As game master, the GM sets the scene and challenges for players to overcome through narrative roleplay and occasional dice rolls. Battles are quick and fun rather than complex, with enemies typically defeated in one hit. The goal is for an imaginative storytelling experience where rules are guidelines and fun is the priority.
This document provides instructions for running a simple roleplaying game (RPG). It outlines character creation where players create characters with abilities and items. As game master, the GM sets the scene and challenges for players to overcome through narrative roleplay and occasional dice rolls. Battles are quick and fun rather than complex, with enemies typically defeated in one hit. The goal is for an imaginative storytelling experience where rules are guidelines and fun is the priority.
This document provides instructions for running a simple roleplaying game (RPG). It outlines character creation where players create characters with abilities and items. As game master, the GM sets the scene and challenges for players to overcome through narrative roleplay and occasional dice rolls. Battles are quick and fun rather than complex, with enemies typically defeated in one hit. The goal is for an imaginative storytelling experience where rules are guidelines and fun is the priority.
This document provides instructions for running a simple roleplaying game (RPG). It outlines character creation where players create characters with abilities and items. As game master, the GM sets the scene and challenges for players to overcome through narrative roleplay and occasional dice rolls. Battles are quick and fun rather than complex, with enemies typically defeated in one hit. The goal is for an imaginative storytelling experience where rules are guidelines and fun is the priority.
Written by John Flood (Darkmalice) of Mystecore Games
https://www.mystecore.games This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ Easy as RPG What is a Roleplaying Game? Character Creation Think of it this way; it is a story you and This is where it gets fun for your players. your player(s) are telling together. You set Ask them what their characters are, no the scene, ask the them questions, and limitations: ANYTHING goes. their answers drive the story. Sometimes Once they settle on one character idea, they roll dice to see if they succeed. have them name their character and ask them to draw them on the character The Game Master sheet.* You are the Game Master (GM). Your job is to keep the story rolling along; to make *Alternatively, they can paint, sculpt, grab a it interesting by offering choices to the favourite toy, make a funny face, whatever players, and to make sure everyone is is fun or practical, but let them create or having fun. Any rules written here are just possess something tangible as an avatar for guidelines, feel free to bend, twist or their imagination. break them as you see fit; just try and So they have a character and a name, but keep it consistent so you don’t confuse what does this character do? Do they your players. have magic powers? Maybe they are real- The Game System ly charming and everyone likes helping When a character tries to do something them? Maybe they are really strong, fast risky, the player should roll some dice. or pretty? Maybe they have a shotgun They’ll be rolling six-sided dice (d6) and that fires bananas or makes monsters ex- using only the highest result. plode! Maybe they are just really clever. There are no wrong answers. Whenever a roll is called the player has 1 die (1d6) to begin with. You want no more then three things that the character can do well. • if the task is something the character is Now you want to ask, what of these good at, they have another 1d6 to roll things are they best at? Put an asterisk with. next to that one. • if the task is related to the thing they Lastly, if they have not already described are best at, give them another 1d6. so, the character needs a tool, gimmick or • if the character has a friend helping weapon that allows them to progress in them, has the upper hand in the the story. This could be a sword, a guitar, situation, or a useful item, give them a magic lamp or something they do to another 1d6. cast magic like a dance or waving their Once the dice are rolled look at the re- arms around. Bonus points here if you sults. can give the player something tangible If any of the dice are 4 or higher, then it’s like a toy version of their item, or get a success! You might like to let the player them to perform the physical action when describe what happens when they they want it to happen. succeed, or you may decide to describe it to them. Easy as RPG The Setting When your player does something to So now let’s set the scene. Ask your play- injure or scare away the enemy and ers where the story takes place; maybe succeeds, that’s it. No health points or it’s an enchanted forest, a dark cave, an injuries for baddies, they go down in one. alien planet or a supermarket. Keep it Make this as humorous, light-hearted or simple, and use their ideas to gauge what silly as you like, just make it satisfying. kind of world this story is set in. Get Playing Next, get out the paper and pencils and Now all you have to do is kick things off. let them draw a map. Start with a cross to Describe the scene to your players using mark where they start, and ask them sights, sounds and smells, and ask them about where they are and how they got what is happening. Describe it a little there. more for them and ask what are they Now draw two or three circles on the going to do? Normally when they do map and ask them what is there. Have something, it just happens. If their intend- them draw in the circle to show what’s ed action would have an interesting con- there and make a note, you can fill in the sequence, or is something they do well, details if/when they get there. If your then have them roll for it. Act on the players want to add more places at this result or let them dictate what happens. point, let them go nuts. Any time they look to you for guidance, to know what happens, you tell them and The Baddies again end with asking them “what do you If it isn’t clear by now who or what the do now?” enemy or challenge is for this story, now is the time to ask. It could be zombies, And that’s it. Just let the ideas flow be- monsters, ghosts, aliens, bad weather, tween you. Their imagination is limitless, whatever. Take the answers from the so make use of it by asking questions. Try players and run with it, letting your own and keep a goal or ‘win condition’ in mind, imagination go wild. Just make sure that somewhere to end the story in a victory the baddies/challenges are always some- or satisfying way for the player. Keep it thing the players recognise and under- simple and don’t push it on them, just let stand. Some things are just instantly them drive things forward while you recognisable as scary or menacing, like; enable their actions, sometimes upping * things with big eyes and sharp teeth the tension or throwing in a surprise. * giant insects Remember, your player has things they * big slimy things are good at. Let them do those things to Mix and match these traits with any overcome challenge, even when it some- adversary and you have yourself some times might seem silly. Silly is fun. antagonists to defeat. Of course your Finally, don’t forget to have really cool players might love monsters more than items and treasures appear as rewards heroes, so switch things up as you see fit; for doing awesome things and defeating like being a giant dinosaur out to eat all down baddies. Don’t worry about values the troublesome little cavemen! for treasure, just make them interesting. Easy as RPG Advanced Rules player’s progress, but to make the This section is entirely optional and challenge or the story more interesting aimed at slightly older players, or those and wins satisfying. playing more combat-based games. Negatives can also be used to narrow the Health focus of a character or help you build the Players start with six health, represented story to avoid including them at all. by hearts. If they fail a roll against an Overcoming one of these negative traits enemy, they might have to cross out a with a success should be extra rewarding heart! Don’t worry though, they can erase (XP, treasure, etc.) that cross by eating something healthy Enemy Health (or tasty), or using some bandages, magic If you want to increase the challenge of or medicine to heal. enemies, give them 2 or 3 hearts instead Experience and Levelling of going down to one successful hit. When they do fail a roll, or maybe when Tiers of Success they do something really awesome, have You can add an extra dimension to rolls your player add +1XP. by making a 4 or 5 result a partial Once they have 5XP they increase their success, where the GM describes a twist level (starting at level 1). They should or complication to what happens; and a 6 reset their XP to 0 and either tell you is a full success where the players them- something new that they are good at, or selves describes what happens. that they are now even better at some- Player Death thing they already were good at (giving Well, ending a story because you rolled them an extra 1d6 for those rolls). some bad dice isn’t fun. Usually. If the Each time they level up they also get a dice are going badly, think about letting new heart added to their existing hearts. your player just succeed at something, or They should draw this on the sheet. maybe let them control another character Money for a moment to help their own player- You can also add in treasure with a value character. Maybe when they lose all their in gold coins. Now they can indulge in hearts an angel drops in to help, or they every gamers favourite pastime: turn into a ghost with some cool new shopping! powers. I’ll leave you to create store lists, because Your baddy doesn't have to always inflict I know you love doing that stuff. damage either, it might just knock the Negative Traits character down, cover them in gross Ask players during creation for one thing slime or steal something shiny. they are really scared of or allergic to, You should always look to increase the maybe something the character hates drama, to keep things interesting and doing. This can provide another level of fun. Splatting your player’s character with challenge, another obstacle to overcome, a boulder isn’t fun. increasing the drama. Negatives like this Okay maybe sometimes. should be used creatively, not to deny the Easy as RPG