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My (first) submission for the 48-Word RPG Jam.

This is the personal system I use for impromptu games/one-shots. It's straightforward, easy to memorize, and fits on an index card. Admittedly, I usually have a bit more mechanically going on than this, but I had to work within the constraints of the Jam.

The only consideration to make for a GM is that this system requires a lot of buy-in from the players. They will be helping to create the very system they'll be playing with, guide and encourage them as needed.

For GMs, I recommend using a setting table (such as this one, by gestaltist) to help create a quick setting. Otherwise, think of a movie/video game/book that you really enjoy and take inspiration from that.

FAQ:

What do you mean "create 3-6 attributes"?

Just like how many games have the standard STR,DEX,CON,INT,WIS,CHA array, or the oft-used STR,DEX,WIL in Old School Revival games. Work together as a table to create a minimum of 3, but maximum of 6, attributes that represent what you believe the characters should be tested on. Admittedly, this might mean a conversation ahead of time about what kind of game you want to play is necessary.

What kind of classes/archetypes should a player create?

Any kind. Whatever suits the setting the table agrees on, the player should feel free to create whatever kind of background or speciality about the character they want. If that is too open or broad, get them to consider a known fictional character that they can use as a basis to design from. The one ability/trait/feat should represent something special about the character, and has some sort of in-game benefit or utility.

What might "follow the fiction"?

By this I mean anything not covered by the base rules of rolling 2d6. Measuring damage, for example. If a character who is a normal human gets shot in the head, they won't survive. If a character is trying to carry several large weapons, they don't have the space to carry it all. Let common sense and a consistent simulation of the setting guide these rulings at the table.

How do characters advance in level?

For this I would use the "follow the fiction" ruling. An intuitive way to do it would be to collaborate with players between missions/adventures to agree on a permanent boost to the character's efficacy/competency. It could also happen mid-adventure as well, if it makes sense that the character has demonstrated they've learned a new skill. This same logic can also be applied to flaws or negative traits, which also helps balance advancement from getting too powerful.

Can you elaborate more on how roll results work?

Regardless of the outcome of the roll, the story should move forward in some way. Generally speaking, a "failed" roll means the story progresses (somehow), but just not in favour of the player characters. A "mixed success" means that (generally) the players can achieve what they were wanting to do, but at some cost or complication to their plans. A "success" should allow the players to achieve what they set out to do (within reason).

How does this match the theme of 'Infinity' for the 48 Word RPG Jam?

Arguably, it doesn't. Not directly - however, this system doesn't prescribe anything to those playing at the table. It doesn't even HAVE to have a GM to play. In this sense, the opportunities for play are only limited by your collective imaginations, and can therefore be (in a sense) ... infinite.

Published 14 hours ago
StatusReleased
CategoryPhysical game
Authorgingereno42
GenreRole Playing
Tags48wordrpgjam, PbtA

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pbta_simplified.pdf 203 kB

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