The Simple Game System: All Rights Reserved
The Simple Game System: All Rights Reserved
Release 2
Copyright 2008 Chris Gonnerman and Contributors
All Rights Reserved
Introduction
Example Characters
You are reading The Simple Game System, a roleplaying game of supreme simplicity, ease of play, and
fast action. This game is distributed for free from my
website at:
http://tower.newcenturycomputers.net/tsgs.html
Character Generation
Each character in the game is described by a number
of abilities and disabilities, chosen from the list below.
For each ability, the equivalent disability is listed in
parentheses beside it. No character may have both an
ability and its associated disability.
Ability
Disability
Strong
Weak
Tough
Sickly
Clever
Dense
Wise
Foolish
Dexterous
Fumbling
Agile
Clumsy
Fast
Slow
Charming
Unpleasant
Attractive
Ugly
Skills
Skills define things the character knows about. Some
things are known by everyone, or almost everyone, as
determined by the GM; for instance, anyone can speak
his or her native language, and in some places reading
and mathematics are universal skills. Other things must
be studied, such as history or science, or even driving a
car or flying a plane.
Beginning characters may choose a number of skills
equal to the roll of one die, plus one (1d6+1). Choosing
a skill twice grants a bonus when using the skill; this
includes choosing a universal skill once (so that, for
instance, a character who would normally know how to
read for "free" might choose Reading as a skill in order
to speed-read). Skills taken twice are marked with a plus
sign (+) after the name (so, "Reading +" is what the
aforementioned character would have marked on his
or her sheet).
The GM is the final arbiter of what is or is not an
acceptable skill in his or her campaign. The only hardand-fast rule is that no skill should always give a bonus
to any given ability (so there is no "Thinking" skill which
would always improve Cleverness).
Skill Examples
It is up to the GM to decide what skills are available in
his or her campaign world.
For example, John
Northcrosse and Ugly Jack, above, come from an
indeterminate medieval period in Britain. The GM in this
campaign has decided that not everyone will be
trained with weapons, so each weapon category has
its own skill; not having skill with a weapon gives a
penalty.
John's player has rolled 3 for skill picks. He chooses
Swordsman, Riding, and Bow for his skills; he would have
liked to have taken Swordsman +, but did not have
enough picks.
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Animal Training
Appraising
Athletics
Craftsmanship
Disguise
Driving
Engineering
Etiquette
Gambling
Knowledge (specific)
Medical
Perception
Perform
Persuasion
Riding
Streetwise
Survival
Seamanship
Seduction
Stealth
Stewardship
Tracking
Core Mechanic
To resolve any action in the game where there is a
significant chance of failure, or any action opposed by
another character, dice are rolled. This game uses only
standard six-sided dice. There are two main types of
rolls: rolls made against a static difficulty number, and
rolls made against another character's roll (called
opposed rolls).
Static Rolls
Suppose a character wishes to force a door. Obviously,
this is a function of the Strong ability; but no other
character is resisting the action, so it is not an opposed
roll. Instead, forcing the door open requires a roll
against a fixed difficulty rating, assigned by the GM.
If the door is just stuck, the GM might rule that the
difficulty is 4 (as if a single roll of 4 had been made by
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Opposed Rolls
Rolling against another character is resolved by each
player (or the player and the game master) rolling one
or more dice. The abilities of the characters will
determine how many dice are rolled. If the character
does not have the ability which he or she is rolling
against, a single die is rolled. Having the ability grants
another die, and having the ability twice (Very) grants a
third die. A character with a disability in the relevant
category has no dice (and thus will likely fail, though
skills or other bonuses may grant additional dice, as
described below).
The dice are rolled, and the highest rolls are compared;
whoever has the highest single die roll wins the contest.
If the highest rolls are ties, compare the second-highest
rolls, and so on until a winner is determined. If one
player exhausts his or her dice "pool" before the other
while doing this, the one with fewer rolls loses. If, after all
rolls are compared, no winner is determined, the roll is a
tie; resolving a tie is done in different ways for different
circumstances.
Movement
John: 5 1
Barney: 4 4
John wins, since his 5 is higher than Barney's highest roll.
If it went this way:
John: 6 5
Barney: 6 3
John still wins, but this time, since the highest for both is
6, the second rolls are compared.
Suppose Amelia wishes to join in. She's not Strong, so she
rolls just one die. She wrestles Barney:
Amelia: 6
Barney: 6 2
Amelia rolled quite well, tying Barney's top roll, but since
she has no second roll to compare to his, he wins. He
was a bit worried, though...
Basic Combat
When in combat, actions are resolved in terms of rounds
of combat. Each round, each character may attempt
one attack, as well as defending against any attacks
directed at the character. Characters act in order of
Initiative.
How To Attack
In general, attacking with melee weapons, or
barehanded, may be done with either the Strong or
Dexterous ability (at the player's option). Characters
trained in martial arts (if such are allowed in the
campaign) may use the Agile ability for unarmed
attacks. Attack rolls with missile weapons are generally
made with the Dexterous ability, though the GM may
allow the use of the Clever ability for some weapons,
possibly at a penalty.
Defense rolls are usually made using the Agile ability. A
running character may be allowed to use the Fast
ability instead. Against melee attacks, it is sometimes
possible to use the Strong ability for defense rolls (the
character pushes the attacker away by main force).
If the attacker succeeds (rolls better than the defender),
the attack is successful and the defender suffers one
wound point. Small melee weapons wielded by a
Strong character do an additional wound point, and
large melee weapons wielded by Very Strong
characters do two additional wound points; this only
applies if the Strong ability is used to make the attack
roll. Similarly, small melee weapons or hand-thrown
missile weapons employed by Dexterous characters do
an additional wound point, provided that the Dexterous
ability is used to make the attack (which would almost
always be the case for the missile weapon, of course).
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Healing
After receiving a normal amount of sleep, an injured
character may attempt a Toughness roll against the
number of points of injuries he or she has accrued.
Success at this roll results in the removal (healing) of one
wound point.
In addition, such a roll may be made after receiving
treatment from a qualified nurse, doctor, or other
properly trained medic. This sort of roll may be made at
most once per day plus once after each incident (fight,
accident, etc.) in which the character is injured.
Some campaigns may have other healing options (for
instance, magic might be used in a fantasy world), at
the Game Master's option.
Holding an Action
A character who has the Initiative may choose to hold
his or her action, waiting until a later moment in the
round to attack. If the character waits until another
character takes action, and that other character
attacks the character holding an action, they act
simultaneously. A character who wishes to hold an
action may move normally on his or her Initiative, OR
may move later before or after taking the held action,
but may not move at both points in the round.
Alternate Rolls
The rules above make specific statements about what
abilities are used, and when they are used; but
ultimately it is up to the players and the GM to decide
what ability to apply to any given situation. The player
should describe what his or her character is attempting
to do; if the player can come up with an interesting and
plausible reason why the character should be able to
use the Charming ability to defend against an attack,
and the GM agrees, then the game should proceed
exactly that way.
Character Advancement
At the end of each session, the GM should award from
1 to 3 Experience Points (XP) to each character, based
on that character's performance (i.e. level of success).
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Advanced Options
Non-player characters (NPCs) run by the GM may be
allowed to have abilities beyond the normal levels.
Specifically, beyond Very is Extremely, then Super, then
Ultra. Dice rolled are as follows:
0
1
2
3
4
5
6
Disability
Average
Ability
Very
Extremely
Super
Ultra