Friday, February 11, 2022

Ditching the Character Sheet

After homebrewing TTRPG rules systems throughout the years, I've become fascinated with the idea of a rules system that is as minimal and flexible as possible.  I have challenged myself to create a workable system that can be summed up in 5 bullet points.  I may have landed on what those bullet points are!
  • One person at the table will be the Gamemaster.  The others at the table will be the Players.  Each Player roleplays as a Character of their own creation.
  • Each Character has strengths (physical might, agility, persuasive ability, spellcasting knowledge, etc.) and starting items (heavy armor, a potion of healing, a cloak of invisibility, etc.)
  • The Gamemaster describes the world, and the Players are free to explore this world using their Characters.
  • When a Player wishes to overcome a risky challenge, the Gamemaster considers the respective Character's advantages and disadvantages.  Depending on the circumstances (the Character's strengths, the effectiveness of the Character's action, what item the Character is using, etc.), the Gamemaster determines whether the Player will succeed, fail, or have a mixed success.
  • If an outcome is truly uncertain, the Gamemaster may roll a die to inject some randomness into the game.  A low roll exposes the Character to more risk, and a high roll exposes the Character to less risk.
This system does not quite use a Character Sheet.  Rather, the Player jots down a few details about her Character (her strengths and her equipment).  There are no stats, no modifiers.  Resolving a risky challenge is left up to the GM's judgment, taking into account multiple factors.

This system also does not have any player-facing rolls.  The GM may occasionally roll dice to help with a ruling.

This system should encourage immersion into the game world.  No breaking to glance at a character sheet for guidance on what to do next, no stopping to roll to determine how to do something.

One technique to utilize: when in doubt about how something should work (damage, healing, armor, leveling up), rely on fewer numbers, and more on your own sense of how your fantasy world works (focus on qualities over quantities, and communicate risks to your players).

You may find it a relief to forego all the extra, conventional accoutrements of tabletop gaming, from the hefty character sheets to the handfuls of dice!

These rules are particularly influenced by the FKR.  They are inspired by Chris McDowall's Certainty System, and by Sam Doebler's posts on diceless gaming.

Men Throwing Dice (German, 19th Century)


No comments:

Post a Comment