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Tricube Tales is a generic, rules-lite, open-license tabletop roleplaying system that is designed to be fast and portable, making it ideal for pick-up games. It requires little preparation or bookkeeping, and the main PDF can be comfortably read on a smartphone screen.

Download the full Phone PDF version of Tricube Tales for free by clicking the Publisher Preview.

Purchasing this product will also give you access to the tablet version (4:3 aspect ratio—this also looks good on laptops and desktop computers when using “Two Page View” in Acrobat Reader), a Word document version (convenient if you want to copy the text for your own products), a 5"x8" version for home printing, and the Micro Edition (a “one-page RPG” version of the system along with the Six-Scene Scenario), as well as 63 form-fillable character cards and a Scribus template for designing your own.

The printed version of this book has the same content and general layout as the Phone PDF, but it's enlarged to fit a 5"x8" book (the font size is around 13). It doesn't include the character cards or the Micro Edition.

What is Tricube Tales?

This product started out as a simple set of guidelines I created to run short games for my five-year-old son. However, I found the rules worked really well for adults as well, so I decided to expand them into a full game.

  • Versatile: Tricube Tales is a rules-light roleplaying system capable of handling a wide variety of genres and settings.
  • Portable: Games require little preparation or bookkeeping, and the PDF is designed for reading on a 16:9 aspect ratio smartphone screen, so you’ll always have the rules at hand.
  • Free: You can download the full Phone PDF for free by clicking on the Publisher Preview, and the entire text has been released under the CC BY 3.0 license, meaning you can also use it for your own commercial publications.
If you have any questions about the system or suggestions for future content, you're welcome to discuss them on the Zadmar Games Discord Server!

Character Creation

The player makes up an archetype, a perk, and a quirk. An archetype consists of a trait (agile, brawny, or crafty) followed by a concept (usually a profession or calling), a perk typically represents a special ability or item, and a quirk describes a foible or drawback. The entire character can be summarized in a single sentence, such as “an agile masked vigilante who is skilled with a rapier and loves to humiliate his foes, or “a brawny cyborg cop who has a cybernetic exoskeleton and is programmed to uphold the law, or even “crafty professor with telepathic superpowers who requires a wheelchair.

Resolution System

To overcome a challenge, players roll 1-3 six-sided dice (depending on their archetype) against a difficulty of 4-6 (depending on the situation), and need to succeed with at least one die. Perks can be used to reduce the difficulty, while quirks can increase it, but both are controlled by the player using karma tokens—they spend karma on perks, and recover it from quirks. This core mechanic is used for everything, including combat, and all rolls are made by the players.

Tricube Tales Micro Edition & Six-Scene Scenario

As a bonus download, I've also included the Tricube Tales Micro Edition—a generic “one-page RPG” version of Tricube Tales in the same style as the micro-settings that can be printed on a single sheet of paper, with adventure suggestions and a generic twist table on the second side of the paper. There are also a further two pages describing the Six-Scene Scenario, a quick and easy method for generating adventures on the fly, which you can print on a second sheet of paper. The PDF uses layers for ease of printing. A print-on-demand version is available here.

Tricube Tales Micro Edition

Micro-Settings

If you’re looking for some scenario ideas to get started, check out these standalone micro-settings:

  • Arcane Agents: Magically-gifted operatives investigate supernatural activities and battle otherworldly threats.
  • Champions of Osiris: Immortal heroes hunt down the servants of Set in both ancient Egypt and the modern day.
  • Christmas Capers: It’s the night before Christmas, and Santa has made another blunder—can his helpers save the day?
  • Eldritch Apocalypse: Operatives for a top-secret organization attempt to prevent an apocalypse.
  • Eldritch Detectives: Operatives for a top-secret organization investigate paranormal activities.
  • Firefighters: Brave firefighters respond to emergencies, protecting lives and property.
  • Goblin Gangsters: Ambitious “made goblins” of the Redfang family undertake daring missions for the Gobfather.
  • Halfling Hustlers: A gang of halfling thieves and swindlers look for ways to earn some easy money.
  • Horrible Henchmen: Serve your dark master and help them carry out their dastardly plans.
  • Interstellar Rebels: Hunt down and eradicate the surviving remnants of the Interstellar Empire.
  • Maidenstead Mysteries: Amateur sleuths investigate a series of baffling mysteries in the quaint town of Maidenstead.
  • Metahuman Uprising: Superheroes don their masks and capes, and face off against supervillains.
  • Minerunners: Dwarven raiders drive their war wagon through a zombie-infested city, searching for lost treasure.
  • Mythical Heroes: Mighty demigods of Greek Mythology embark on dangerous quests at the behest of kings and gods.
  • Rotten Odds: Survivors of a zombie apocalypse attempt to overcome the odds and escape the city.
  • Samhain Slaughter: Paranormal high-schoolers defend their town against monsters and cultists.
  • Spellrunners: Freelance operatives take on clandestine jobs in a cyberpunk-fantasy near-future Earth.
  • Stone Age Hunters: Scout the land, protect your tribe, and gather the resources needed to survive the ice age.
  • Stranger Tales: 1980s kids go on exciting and dangerous adventures, searching for clues and solving mysteries!
  • Summer Camp Slayers: A group of young monster hunters investigates an urban legend at summer camp.
  • Sundered Chains: Immortal beings seek to recover their stolen power before returning to their own realm.
  • The Fools Who Follow: The loyal companions of an incompetent Chosen One attempt to guide their wayward charge.
  • Twisted Wishes: Immortal beings twist the wishes of those foolish enough to summon them.
  • Welcome to Drakonheim: An introductory scenario for the dark fantasy setting “Drakonheim: City of Bones.”

* Note that Interstellar Troopers includes a Scribus template for designing and publishing your own micro-settings.

One Page RPGs

Solo Gaming

Triciube Tales also offers dedicated Solo Rules for GMless play, using oracle tables and a card-based scene structure. The rules are designed to be fast and simple, ideal for running quick solo games on short notice.


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Reviews (11)
Discussions (23)
Customer avatar
Joshua T November 08, 2023 1:18 am UTC
PURCHASER
Thank you for creating a game me and my kids, which are new to the hobby, can play at the table. I wanted to create some custome character cards, however, the circle images don't appear when following the directions. Is there something I missed? Or is there an alternative character sheet I can print out?

Thank you again for a game I am excited to play solo and with my kids after long years of not playing!
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Customer avatar
Richard W November 13, 2023 12:17 pm UTC
PUBLISHER
Hi Joshua, sorry for the late reply, for some reason I didn't receive a notification from DTRPG about your comment.

If you're creating your own character cards with the Scribus template, you should only need to replace the character image, as it's stored on a separate layer. If the frame with the tokens (karma, resolve, etc) has vanished, you probably replaced the wrong image. If you're on Discord, I recommend joining https://discord.gg/FRm9kQv where myself and others can help with any problems you might have.
Customer avatar
Jeffrey G September 12, 2023 12:39 pm UTC
PURCHASER
Fantastic game. I'm only mad that it took me so long to give it a go!
Customer avatar
Gabriel C May 07, 2023 6:30 pm UTC
PURCHASER
Is there a Tricube for samurai?
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Customer avatar
Richard W May 07, 2023 8:18 pm UTC
PUBLISHER
Not yet, I'm afraid, but I've added it to the idea list!
Reply
Customer avatar
Jeff S October 11, 2023 2:39 am UTC
PURCHASER
https://www.drivethrurpg.com/product/445335/Tail-of-the-Scorpion-Tricube-Tales-OnePage-RPG
Customer avatar
Jeff W April 24, 2023 4:10 pm UTC
PURCHASER
Hello Richard.

I just placed a "Deal of the Day" order for everything printed for Tricube Tales. There were seven "One-Page" adventures that were only available in pdf form. [Accursed: Dark Tales of Morden; Down in the Depths; Maidenstead Mysteries; Tales of the City Guard; Tales of the Little Adventurers; Winter Eternal: Darkness and Ice; Wiseguys: Gangster Tales].

What are the chances these will be available in physical print form?

Thank you for this outstanding game system!
Jeff
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Customer avatar
Richard W April 24, 2023 4:35 pm UTC
PUBLISHER
Hi Jeff, thanks for ordering the print versions, I hope you enjoy them!

Because I live in the EU and the cards are only printed in the US, it costs me $15 shipping for the printed proofs, so rather than printing them one at a time I'm waiting until I can order at least half a dozen at once. Tales of the Little Adventurers, Tales of the City Guard, Maidenstead Mysteries, and the Tricube Tales Micro Edition (plus the Six-Scene Scenario) make 5 cards, and I've been planning to order the proofs after I release Interstellar Rebels next month. That means they should hopefully be available toward the end of May, or early June at the latest.

Accursed: Dark Tales of Morden, Down in the Depths, Winter Eternal: Darkness and Ice, Wiseguys: Gangster Tales, and Titan Effect: Covert Tales are published through other publishers as part of an agreement I made with them (due to using their IP). I provided those publishers with print-ready files and step-by-step instructions for setting them up, as well...See more
Customer avatar
Dr. Lars D March 09, 2023 7:59 pm UTC
PURCHASER
Hi! I saw that the micro edition has been added to the product. Is the micro edition file also included in the POD?
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Customer avatar
Richard W March 09, 2023 10:21 pm UTC
PUBLISHER
Hi there! The printed version of the book has the same content and general layout as the Phone PDF, it doesn't include the extra downloads from the digital version (such as the character cards or the Micro Edition). I've updated the product description to hopefully make this clear.

Unfortunately, it's not possible to combine PoD books and cards in the same product, or even the same DTRPG bundle or order, as they're printed and shipped by different companies. I would like to offer a seperate print-on-demand version of the Micro Edition in the future, but I wanted to make the digital version free for those who had already bought the Tricube Tales PDF, so I added it as a bonus download.
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Customer avatar
Dr. Lars D March 10, 2023 4:22 pm UTC
PURCHASER
Understood and thank you for the clarification.

I really like Tricube Tales when playing with my 5 year old son. Thank you for developing and publishing it. Now I have a way to introduce my hobby to my kids. Thanks!
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Customer avatar
Richard W March 10, 2023 7:19 pm UTC
PUBLISHER
I’m glad you’re having fun! My son is now 8, but we still play regularly. He enjoys browsing through my stack of micro-settings and picking one out for a pre-bedtime game :)
Customer avatar
Lesley N January 02, 2023 4:40 am UTC
PURCHASER
Occasionally you encounter something that just screams out 'damned clever'.
This game is one of those instances.

The game can handle the usual group, and it can be a solo design.
Not much in the way of components. It puts the light in Lite gaming for sure.
I'm a go for getting the full experience with a colour book and the solo option and cards.
Customer avatar
Brian H December 16, 2021 12:06 am UTC
Just got done reading the pdf. Wow, I love the simplicity! This reminds me of Fate and Risus.

I'm just not sure about recovering resalve tokens. How does that work? Also, Please clearify about monster rank. I am not fully sure how that works.

Thanks!
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Customer avatar
Brian H December 16, 2021 12:30 am UTC
Oh also, how does a GM assign effort tokens?
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Customer avatar
Richard W December 16, 2021 1:36 am UTC
PUBLISHER
Hi Brian. Resolve is recovered at the beginning of each session and is restored if you're defeated (see page 23). It can also be recovered using quirks (see page 36).

Ranks are part of the Hack-and-Slash genre rule, they're just a simple way of representing the concept of levels; you increase/decrease the difficulty of combat challenges by 1 when fighting a monster of higher/lower rank to yourself.

Effort tokens are explained on page 20, the GM may assign some to challenges if they wish them to require multiple rolls to overcome. In combat, they might represent the health of a monster (or group of monsters), in a chase scene they might represent progress toward the goal, in a dramatic encounter they might represent the remaining effort required to defuse a bomb or complete a magical ritual, etc.
Customer avatar
Craig W December 03, 2021 9:23 pm UTC
For a simple game, this has left me with some questions. Here's how I am understanding things. Please point out any errors on my part.

Dice: the number of dice rolled is normally 2. Add one die if possessing the relevent trait (agile, brawny, crafty) and subtract one die if missing specialized knowledge (When required, such as medical knowledge to perform an operation).

Difficulty: I initially figured the difficulty was determined contextually by the character's archetype and the action being attempted. For example, picking a standard lock may be Easy (4) for a thief or locksmith, Standard (5) for a ninja or street rat, or Hard (6) for a chef or teacher. However, page 8 suggests that it's based on the trait used. In the book's example, an agile roll for lock picking is Diff 4, while a brawny roll to break down the door is Diff 5 .

Archetypes and perks help determine if a character has the necessary knowledge /skill to not lose a die in their dice pool.

Perks...See more
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Customer avatar
Richard W December 04, 2021 11:58 am UTC
PUBLISHER
Hi Craig. The number of dice rolled are based on your PC's archetype (i.e., trait and concept) as you described, while the difficulty is assigned by the GM based on the situation. In your example, a thief, locksmith, ninja and street rat would probably know how to pick locks, but a chef or teacher wouldn't (unless they had a perk that expanded the scope of their knowledge).

So the GM might say "this is a fairly typical lock, make a standard agile challenge to pick it -- but it requires fairly specialized knowledge, so you'll lose a die if it falls outside the scope of your concept".

Page 10 is referring to magic, although the same principle applies to everything. You can spend karma to lower the difficulty of a challenge as long as it fits your perk. So if your character is a "crafty wizard" you could still describe your actions as casting spells ("I succeed the agile challenge to open the lock -- I mutter a few words and the door clicks open!"), but you'd...See more
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Customer avatar
Craig W December 04, 2021 3:07 pm UTC
Thanks for the response. Page 8 brings up another question if I may:

The Crafty Mage is told he can make an Agile roll to pick the lock. He'd start with 2 dice (since he's Crafty, not Agile) and from there, he'd lose I die for lacking lockpicking knowledge. He's told he can use Brawny (diff 5) to break it down and decides to summon an elemental.

So, I get why he chooses this, since it gives him the opportunity to roll 2 dice (instead of 1) and the ability to spend Karma (summoning a Fire elemental with a pyromancy perk) . That all makes sense, but could he not also use his fireball to hit the door? He'd have all 3 dice and still have the ability to use Karma if needed. At least, that's how I read it.
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Customer avatar
Richard W December 04, 2021 3:59 pm UTC
PUBLISHER
Generally speaking the GM sets the challenge (trait and difficulty) and the player rolls and narrates it. In the case of the example on page 8, the GM didn't give an option to "attack" the door -- it was a choice between an agile challenge or a brawny challenge. The player chose brawny, and narrated it as a spell. He could have narrated it as a fireball instead, but it would still have been the same challenge.
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Customer avatar
Richard W December 04, 2021 5:43 pm UTC
PUBLISHER
I also recommend reading page 42 for some more thoughts on magic -- in particular, to think of magic in terms of results, and that it's primarily a narrative tool that doesn't change the mechanics.
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Customer avatar
Craig W December 05, 2021 4:40 am UTC
Well, that seems a bit odd since throwing a fireball at the skeletons in that example allows for the use of Crafty, but the same fireball thrown at the door has to be Brawny. It feels like a Choose Your Own Adventure book, where the player has to pick one of the choices offered as opposed to creating his own solution.

Anyhow, thanks for the response. I am going to try to find a Facebook page or something to discuss the game some more because I don't want to take too much of your time here.
Reply
Customer avatar
Richard W December 05, 2021 10:41 am UTC
PUBLISHER
The trick is to view the mechanics separately from the narrative when looking at challenges. It's fairly common in RPGs for the GM to call for a particular skill or ability check to overcome a situation, and it's exactly the same here. The player was given a choice between an agile challenge to open the lock, or a brawny challenge to break down the door. The encounter with the skeleton was a combat challenge.

But there are no explicit rules for individual skills or spells in Tricube Tales, instead the players can narrate their actions in a way that fits their character's capabilities. A brawny barbarian might kick down the door, an agile rogue might pry it open with a crowbar, and a crafty mage might blast it open with telekinetic force, but they're all making brawny challenges. They just describe their actions differently.

This is particularly important for magic, as it prevents the mage from treating everything as a crafty challenge.

Anyway, I've seen your Facebook post,...See more
Customer avatar
Kai B November 09, 2021 7:18 am UTC
Hi Richard,

I just wanted to chime in to say "thank you for this system"!
It's very inspiring as it is very easy to build upon!
Also, I appreciate very much those micro-settings that just won't stop appearing! Keep them coming, please - they are awesome!



Kind regards,
Kai
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Customer avatar
Richard W November 09, 2021 8:11 am UTC
PUBLISHER
You're welcome, I'm glad you're enjoying it! I still have plenty of ideas for future micro-settings, so I'm sure I'll keep releasing them for a while yet. Because Tricube Tales (and a couple of the micro-settings) are released under the CC BY license, other people have started releasing their own games based on the system, so I'm hopeful we'll see a lot more in the future :)
Customer avatar
Josh R June 13, 2021 6:14 pm UTC
PURCHASER
Hi Richard, Really like the look of this system. I’m a GM coming from savage worlds system so I’ve seen and used lots of your great resources.
Things I like about Tricube is that it seems to differentiate characters based on what they’re good at, rolling 3d6 vs 1d6 much bigger difference than d4+d6 vs d8+d6 or d20-2 vs d20+2. I think it may allow players to focus on context and narrative decisions more than mechanical bonuses and min-maxing. Also, I like how quirks are a conscious decision to activate, to actually make your life more difficult, and (probably) fail with style/meaning but get rewarded.

I just had a few questions to see if I’m on the right track:
There’s many references to Complications, but its not clear exactly how they manifest mechanically. What would you typically use? additional skill rolls? extra effort tokens?

I think i’m beginning to understand the difference between perks and concept of archetype, for example a journalist would be expected...See more
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Customer avatar
Richard W June 13, 2021 7:43 pm UTC
PUBLISHER
Hi Josh! Complications cover any sort of situational drawback or negative consequence (roughly comparable with critical failures or chase/DT complications in Savage Worlds). It's up to the GM to decide the precise effect, but I'd recommend making them story-based -- a couple of examples mentioned in Tricube Tales are overlooking a major clue, or insulting the wrong person. Other examples might include breaking or dropping your weapon, blowing a tire in a chase, friendly fire or hitting an innocent bystander in a shootout, attracting unwanted attention from the authorities or an old enemy, etc.

Concepts are a sort of broad catch-all for skills. If I were to use a very rough Savage Worlds comparison, concepts are like skills, traits are like attributes, perks are like Edges, and quirks are like Hindrances. But of course that's an oversimplification, and Tricube Tales is also a much lighter and less granular system.

Another way of looking at perks is as a narrative filter for spending karma...See more
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Customer avatar
Josh R June 13, 2021 8:42 pm UTC
PURCHASER
Thanks for the quick yet detailed reply, some helpful guidance there. I like the quick encounter type challenges and fights but i also like physical maps, scenery and miniatures to set the scene. It's difficult to get that compromise where its not all summed up with a single roll but theres some spacial and tactical consideration. I'm more interested in the narrative than the number crunch so this seems a great solution!
Customer avatar
Andrea T June 10, 2021 7:26 am UTC
PURCHASER
Hi Richard. I just released a free setting for Tricube Tales. I have not found a way to contact you privately to let you know in advance but I hope you will like it anyway. https://www.drivethrurpg.com/product/360093/SteamPulpTriCube
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Customer avatar
Richard W June 10, 2021 9:58 am UTC
PUBLISHER
Hi Andrea, that looks great! I was about to share it on my Discord server but someone already beat me to it!

I'm ZadmarGames on both Twitter and Gmail.
Customer avatar
Jeff M May 17, 2021 10:05 pm UTC
PURCHASER
thanks for the character cards, i figured out the three icons on the left bellow Karma (melee, ranged, mental / magic) but the three icons on the other side with the spinning head, i don't recognize them, is it complications marker or mental health ones ?
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Customer avatar
Richard W May 17, 2021 10:09 pm UTC
PUBLISHER
Hi Jeff, the icons with the dizzy heads are used to track the number of afflictions you've suffered (the GM should note down what the afflictions represent, as they'll be activating them). You can hover over the icons or text fields with your mouse and it'll give you some information about what each represents.
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Customer avatar
Jeff M May 17, 2021 10:19 pm UTC
PURCHASER
Thanks a lot, i should have try to over the mouse cursor when i was exploring the cards.

penciled that down in case i forget.
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Customer avatar
Richard W May 17, 2021 10:20 pm UTC
PUBLISHER
It's also written at the top of the cards, but I'm afraid the text is rather small!
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Customer avatar
Jeff M May 17, 2021 10:26 pm UTC
PURCHASER
i ll put the blame on me for being in hurry to check out the new contents.
Customer avatar
Steve W May 14, 2021 8:18 pm UTC
Is there a way to make some little character sheet cards like the ones in Tales of the Goblin Horde for multi-genre use?
Reply
Customer avatar
Richard W May 17, 2021 9:54 pm UTC
PUBLISHER
I've uploaded some character cards for fantasy, modern, and science fiction, along with the Scribus template for creating your own.
Customer avatar
Andrea T May 03, 2021 4:08 pm UTC
PURCHASER
Hi! I need an explanation. The only way to recover a Resolve is to use a Quirk?
Reply
Customer avatar
Richard W May 03, 2021 5:22 pm UTC
PUBLISHER
Hi Andrea! Resolve can be recovered during play through the use of quirks (activated by the player) and afflictions (activated by the GM). If a PC runs out of resolve, they gain an affliction and recover all resolve tokens.
Reply
Customer avatar
Andrea T May 04, 2021 8:09 am UTC
PURCHASER
Ah, ok, page 23. Thanks for the quick reply but maybe it should be clarified a little; maybe something such as: "are treated exactly as (temporary) quirks".
Customer avatar
Feniks B November 18, 2020 6:43 pm UTC
PURCHASER
Just to be sure, if a player fails their defense roll against an enemy, does that mean they drop one resolve token?
I'm planning on playing this system for a while to lessen my mental capacity of handling lots of rules, yet still be able to tell stories with each other.
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Customer avatar
Richard W November 18, 2020 10:33 pm UTC
PUBLISHER
Technically it's up to the GM what occurs on a failure. For defense rolls, I would usually remove one resolve token on a normal failure and two on a critical failure. However, in some situations, I might decide to introduce a complication instead (e.g., if the attack involves throwing a net over the PC, or pushing them over a ledge, or disarming them, etc).
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Customer avatar
Feniks B November 19, 2020 10:59 am UTC
PURCHASER
Thanks for the information! It's a really neat system you made!
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Customer avatar
Richard W November 19, 2020 12:33 pm UTC
PUBLISHER
Glad you like it! Don't forget to check out the micro-settings as well, if you haven't already. I'm planning to release more of them in the future :)
Reply
Customer avatar
Feniks B November 24, 2020 1:13 pm UTC
PURCHASER
Will do! I already saw your Cyberpunk micro setting and will use that since I already was planning on recreating a homebrew cyberpunk from another system into this system. But I had another question. In terms of balance vs the players, do I read it correctly that I can set up 3 opponents per player if they're of basic difficulty? Because I saw in the examples you could kill multiple opponents if you had multiple successes on the dice
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Customer avatar
Richard W November 24, 2020 2:18 pm UTC
PUBLISHER
As mentioned on page 20, "Some challenges require extra effort to overcome. This is represented using effort tokens; each die to equal or beat the difficulty removes a token, and the challenge is defeated once all the tokens are gone."

Combat is a good example of such a challenge. If you look at the example on page 8, fighting the two skeletons is really just a standard challenge that requires two effort tokens to beat -- the mage rolled two successes, so they eliminated both effort tokens, and described how their fireball fried both skeletons.

Imagine a scenario where a PC is fleeing from a burning building. The GM rules that it's a standard brawny challenge, and the player has to beat 3 effort tokens to reach safety -- it will require multiple rolls, and each failure costs resolve. Now imagine a second scenario where a PC is fighting a group of 3 skeletons in melee combat, and each skeleton is represented by a single effort token. Now envision a third scenario where a PC is...See more
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Customer avatar
Feniks B November 24, 2020 3:46 pm UTC
PURCHASER
Ah, thanks for that great insight. It's starting to make sense now for me! I have read the rules multiple times over but seeing these examples further root them in my mind on how I can create scenarios.
I just realized that because of how the rules are written, it supports lots of improv too! I try to be a low-prep GM, despite still being quite new, but seeing how easy it is to create challenges, I might wing a few as well if it seems interesting to run them! Thanks a lot!
Customer avatar
Jeff M February 08, 2020 10:22 pm UTC
PURCHASER
Thanks for the 3rd Version :D
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File Last Updated:
April 22, 2023
This title was added to our catalog on November 08, 2019.