Along time ago, I stumbled across these cool little set of dice
called Rory's Story Cubes. They are standard 6-sided dice with
various pictures and symbols on them. They come in three sets, a
standard set, an actions set, and a voyages set. Each has some basic
themes on the dice. Now there are all sorts of themes.
Since discovering these dice 5-7 years ago I have always wanted to
build an RPG game in use with these dice. However, I also hate
“Proprietary Dice” with my games so I never got around to it
since Rory's Story Cubes are the very definition of Proprietary
Dice. Therefore, I never did much more with it.
I have been playing RPGs even longer than I have been playing
wargames. I first learned on the good old Red Box Dungeons and
Dragons. I was taught at the foot of a Lutheran pastor, and I have
never looked back. Since then I have played a variety of systems
from Shadowrun, Legend of the Five Rings, FUDGE, D&D of various
stripes, Dark Heresy, GURPS, and more. Two notable absences from my
list are Call of Cthulu and any of the White Wolf systems. In
addition, to these established systems I have played various
home-brews and even made up several campaigns on my own on the fly.
To me, the emphasis in an Role-playing game is the Role-playing, as
opposed to Roll-playing. In essence, I feel that Role-Playing Games
are a shared story-telling experience where the GM sets the stage and
scenario while the Players move the action and plot along with their
characters. In essence, the GM and Players need to work together for
a good game.
In my limited experience, more mechanics actually can hinder a game
and railroad players into trying to accomplish certain objectives
instead of helping them tell their stories. Accumulating and
building in some sort of imaginary game of Minecraft seems to set in,
instead of characters growing and developing. That can be fine, but
a bunch of extra rules and splat books don't necessarily make a
better game. When it comes to RPGs I am a big fan of K.I.S.S.- Keep
It Simple, Stupid.
Core Mechanics of an RPG
The key mechanic in an RPG needs to revolve around resolving opposed
actions. There comes a point in any RPG, where it will not be clear
how to resolve a situation. An NPC and a Player will have opposing
goals, and there needs to be a mechanic that determines who succeeds
and who fails. That is the only Core mechanic that matters, and
everything else is just details.
I have seen some interesting ways this has been done from various
Dice systems, Word Ladders, Jenga Towers, Poker Cards, etc. They all
have their own advantages and drawbacks. Ultimately, the method
doesn't matter so much as long as the players understand it and agree
to buy into using it.
In addition, most RPGs have some basic Statistics to measure a
characters ability and skills. The stats are usually innate physical
abilities, while skills are learned attributes. This is the basic
building blocks of a characters' mechanisms.
Basic Characters in this RPG
The basic character is composed of three stats:
Physical- This is a catch all for physical attributes
Mental- This is abilities related to brainpower
Presence- This is all abilities related to interactions
You can divide 8 points between the three categories, with a maximum
of 4 in any one category.
Skills are anything you want. Typically, most games have stuff like
hand-to-hand combat, shooting guns, gymnastics, playing guitar,
building a fire, pre-world war I diplomatic history, etc, etc. In
this game, you can choose any skills you want and place a number
after each one up to 4, but you can not have more than 6 points of
skills.
Of course, a character needs more than just attributes and skills to
be a character. You should make a triangle, and then add one
personality characteristic on each side of the triangle. For
example, Loyal, Folksy, and Disciplined. Then, you should write 2
quirks, eccentricities or habits such as they likes to use a yo-yo,
and is a vegetarian. Finally, you should write down 1 reason why
people would want this character to succeed such as they are really
nice to old ladies.
You now have a character.
Resolving Actions
Resolving actions in this game is very easy. The GM chooses which
Attribute you can roll with, and add any skill dice. Roll them all,
the GM will let you know how many dice you can keep based on the
difficulty of the action. i.e. If you are going to sweet talk an old
woman, you might get to keep up to 3 dice, but if you are sweet
talking a gang banger it might be only keep 1 dice.
Before you roll, you grab the dice randomly from a pile of all the
Rory's Story Cubes. Roll them, and look at the symbols. Choose the
ones you will keep. Use the symbols to explain how you resolved the
action and what happened next.
The action is resolved.
If it is an opposed roll, both players roll their dice. You keep as
many dice as the GM dictates and it may be different by player. The
player that initiated the action starts by telling the story with
their 1 dice, then the other player, until all dice are spent.
Combat Resolution
Lets be honest, most RPGs have combat as a key action that needs to
be resolved. Again, it is very simple in this game. Weapons add
dice to add, and Armor subtract it prior to the roll. Weapons can be
any value based on the setting, and armor the same. For example, in
a Medieval setting a viking axe might add 2, and plate armor 4 dice.
In a modern game, the same plate might offer 0-1 dice removal. It
can vary depending on the setting.
Rewards
During play the GM or another player can randomly select a dice out
of the pool and give it to another player for doing something
particularly awesome. This could be good Role-play, a clever idea, a
great story, etc.
This player can hold onto that dice and roll it and keep it for any
subsequent action/resolution during that night of play. If you want,
you can carry them over from session to session. Just grab a random
dice from the pool before play begins at the next session.
If you get to 6 dice you can turn them in for 1 skill dice increase,
or 10 dice for 1 Characteristic increase.
Conclusion
So there you go. A quick RPG game for you to go out and use. Sure,
I recommend having 3 sets of Rory's Story Cubes, or you could use a
deck of Tarot cards, or you could use some other way to randomly
generate images/emoji's to trigger story resolutions.
I hope you enjoy it. This has been circling around in my head and
concept folder for a long time. Now it is out on the page so you can
do with it what you want.
You can see why I stick to wargames. In my mind, role-playing games do not need enough structure to make them fun to design. :)
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I recently had the pleasure of playing "Random: Storytime RPG" and I must say, it was an absolute blast! The concept of the game is unique and engaging, as it allows players to create their own story as they go along. The random element added in makes for unexpected twists and turns that kept the game exciting. The game mechanics were easy to understand and the role-playing aspect was a lot of fun. I also loved the illustrations and character design. Overall, I highly recommend this game to anyone who loves a good story and a bit of unpredictability. It's perfect for game night with friends or family. Can't wait to play again!
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