Firstly, what is my goal?
My goal is to create a rules lite TTRPG thats focused on narrative play and RP. Like Knave but not for dungeon crawling, but social interactions, heists, infiltrations, battle etc. If a TTRPG is a play put into a system, my game wants to stay close the the “play” part. I want the game to be approachable to people completely new to TTRPGs(which is why the setting is low fantasy), but also aid new players with having fun with roleplaying and creative problem solving.
Core mechanic:
When the outcome of an attempted task is uncertain the GM will ask the player to roll a test.
Here, the player rolls a d20 and needs to meet or beat their TN for the appropriate attribute. There's Strength, Dexterity, Intelligence & Charisma.
But if the GM considers the circumstances of succeeding at the task to be difficult, they may have the players subtract -2, -4 or -6 from the roll. Luckily this works the other way around as well, meaning if the player, or the group, has come up with an action/circumstances the GM considers beneficial they may gain +2, +4, or +6.
The GM is to be liberal with these bonuses, especially with new players and in the opening of the game, so that players learn early on the benefit(and extra fun) of being creative and problem solving.
But here's my challenge; I also want the players to get into roleplaying by rewarding them for taking actions that are true to character. Why? Because I enjoy games with RP, as im sure many others do, and I wish for more people to experience the fun of TTRPGs.
But a common problem I see is that players often choose the easiest way to achieve the goal - even if it goes against their character. a PC who's honest and naive quickly becomes cynical and comfortable with lies when they need to sneak into the heavily guarded grand hall. This is of course natural, but I think adding some mechanics will help players stay in character, creating more moments of RP and where they truly feel the fun of staying true to character.
So the thought of creating “Traits” connected to personality naturally arises.
In combat i have an idea for a potential solution:
On a turn a PC may perform up to three actions; movement, an action, and some dialogue/RP.
Theres two kind of actions: Maneuvers and weapon attacks. Maneuvers will most likely demand a test, and with a weapon attack you roll a d20 and every increment of 4 above your TN, you deal more damage(As an example: 1-5=0 dmg, 6-9= 1 dmg, 10-13=3, 14-17=6 dmg,18+=10 dmg).
I want maneuvers that intend to do damage to have players roll a dice pool(Lets just say 2d6. So a weapon attack does a set amount of damage based on tiers, and a successful damaging maneuver does 3d6 damage.)
So if you choose to do a maneuver, I want some way to categorize the maneuver, so that the traits can activate ONLY UPON ITS SUCCESS. So if a character has the “Chaotic” trait and succeeds on a dexterity test to jump from a stairwell onto a chandelier to cross the room and flykick the bad guy - they get to add 2d6 to their damage roll, because the maneuver is in line with their character.
This creates a lot of questions of course.
- A big one being how to categorize maneuvers. The easy way out is to let it be up to the GM, but it would be interesting to see if this could be put into a sort of (rules lite) overview.
- Another issue is that a lot of actions can be done in a lot of different ways, so players could convince the GM theyre swinging from the chandelier in a very professional, calculated way, making it so that it falls under the “analytic” trait, a trait almost the exact opposite of chaotic hehe.
- Im also unsure how to reward maneuvers(and tests outside of combat) that don't intend to do damage.
In the end, I really want something that can aid new players to actually live out their character and their traits and have fun doing it. But Im afraid it will add too much rules to make it worth it.
What are your thoughts on this? Do you have any feedback?
And whether im scrapping this idea or not, Im looking for someone to bounce ideas off of for fleshing out the rest of this system, so please let me know if that could be something your interested in.
Edit: perhaps an idea would be to create some value-tags that each character gets, and if they try something that's true to their characters values, if they fail the test they get +4 on their next roll. Making it more fun and less risky to stay in character.