Here’s a thing that can sometimes happen when someone is interested in starting out with play the world or FKR gaming:
New Referee: I want to get started with FKR gaming.
FKR: Great! All you need are players ready to describe their character, a world to play, and an experienced referee to adjudicate.
New Referee: Well, I have some experience with other RPGs, but I’m not sure how to resolve actions without some sort of rules mechanics and guidance. What should I use?
FKR: Well, you’re the referee now. How about opposed rolls, roll high, percentiles, roll and read, dice chains, dice less?
New Referee: But I’m just getting started. Can I get some guidance on the mechanics and adjudication?
FKR: You’re the referee now. You decide.
And so it goes.
Now you can start on the Discworld
- A complete free-form resolution mechanic: the player describes their action, based on any element of their character sheet. The referee assigns an Outcome die from d4 to D12 based on the character’s traits and situation. The referee only ever rolls a d8 because the chance of success is relative, but this is also a nod to Discworld lore.
- Depending on the rolls, the referee resolves the consequences, from success to mixed success to consequences from Inconsequential [sic] to Minor, Major, and Exceptional. These occupy the character sheet until resolved. The character has a small pool of Luck to help manage consequences.
- Sample character, and since characters a wholly based on description, it’s easy to infer that character generation is just a matter of specifying Organization, Background, Niches (2), Quirks (2), and Core (belief). In effect, a complete character gen system.
- Organization: Thieve’s Guild of Blackwillow
- Background: Raised in the shadow of the Noose
- Niche: Deft pickpocket
- Niche: A stab in the dark
- Quirk: Often overlooked
- Quirk: The meddling priest sees your good side
- Core: Slip by, right under their noses
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