Roll 1
A simple and customizable Tabletop Role-Playing Game system for all ages and experience levels!
About
- a quick overview -
My name is Eric and I've been running tabletop role-playing games (TTRPGs) for over 10 years.
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Throughout this time I've realized that what separates the TTRPG medium from others is one fundamental concept: improvisation with a chance of failure.
In other words, "let's see if you succeed or not" is at its core, and this simple mechanic is what enables countless stories, adventures, and legends to be born from the creativity of friends around a table, virtual or in-person.
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Experiencing the joy this medium brings to others over the years, I wanted to contribute to the community by developing a system that:
1) highlights this simplicity
2) is customizable to many different themes, settings, and worlds
3) is accessible to all ages and experience levels
What resulted after many playtests and tweaks is a system that hopefully accomplishes this, and at the very least, celebrates the heart of TTRPGs.​
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I look forward to hearing about the stories you create with Roll 1 RPG!
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-Eric​
How To Play
MAIN CONCEPT:
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PLAYERS roleplay characters through conflicts and scenarios created by the GAME RUNNER. To see if characters succeed at tasks or attempts in these scenarios, they roll dice. Anything can happen, and every story told through roleplaying and rolling is unique!
ROLLING DICE
• When a character attempts to overcome a challenge: roll a pool of six-sided dice
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• Success = you roll a 1 on any die​​​​​
• Failure = you don't roll a 1 on any die​​​​​​
Each character has three Traits (Physical / Mental / Social), as well as custom Skills and Items. A specific amount of six-sided dice (d6s) is assigned to each Trait, Skill, and Item.
When a character attempts to overcome a challenge (anything that has the potential to fail), a dice pool is formed starting from a Trait: is this a Physical, Mental, or Social challenge? Once that's determined, additional dice can be added for any Skills and/or Items that seem appropriate to the situation (approved by the Game Runner).
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Once you have your dice pool, roll and find out what happens! This is the time to be creative and roleplay all successes/failures however you and your group want.​​
HIT POINTS
(combat and complex obstacles)
​​• Attacking = If your roll succeeds, you hit the opponent - they subtract 1 Hit Point
(or more if you choose to use Boost Points - see next section)
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• Defending = If your roll fails, you get hit - subtract Hit Points determined by Game Runner (based on severity)
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• Hit Points drop to 0 = Knocked out and your Boost Points reset to 0 (see next section)​
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• Action-Response Setup: a Player does an action, an opponent responds with an action. Repeat.​
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• Healing = If your roll succeeds, regain 1 Hit Point (characters can heal each other)
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* The Game Runner never rolls dice - Attacking/Defending rolls are always from the Player
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* A more complex obstacle can also have "Hit Points," representing several aspects to overcome.
Think of Hit Points as representing layers to get past to accomplish something. COMBAT: The main way Hit Points are applied is for "combat" scenarios, where the characters are fighting opponents. In these more dangerous or threatening situations, characters could be hit enough times to the point of being knocked out. Therefore, in this scenario, Hit Points represent how many times the characters can take a hit (or how big of a hit they can take by more "lethal" attacks) before being knocked out/incapacitated. This also applies to opponents - an "easy" opponent in the context of your world will be taken out in one hit (1 HIT POINT), whereas a stronger/bigger/armored/experienced opponent will require several "hits" to be taken out (5 HIT POINTS, for example). Keep in mind that "combat" or being hit doesn't always have to be in the context of physical fighting - it could also be in the form of mental, emotional, or social "battles," as not all situations are physically threatening. ​ When attacking, build the pool that's most appropriate to the situation as you normally would (Traits + Skills + Items). • Success = you hit the opponent, and they must subtract 1 Hit Point (If you roll extra 1s, you can choose to do more damage - see next section on Boost Points) • Failure = you don't do any damage to the opponent ​ When defending against an attack, the Game Runner will call for a specific Trait roll. Then as usual, add the Skills and/or Items that seem appropriate to the situation. • Success = your character doesn't take any damage • Failure = your character is hit and takes damage (amount determined by Game Runner based on severity of hit) For healing, as usual build the pool that's most appropriate to how you want to heal yourself or another character (Traits + Skills + Items). The default Trait will usually be Mental. • Success = character regains 1 Hit Point • Failure = character doesn't regain any Hit Points You can only attempt to heal a character once per scene (such as after a fight). Characters automatically regain 1 Hit Point after a "long rest" (your group can determine what that means). ​ There is no initiative or turn order - opponents respond to Player actions and vice versa, one by one. Try not to get too bogged down with strict mechanics like distance and actions per turn - treat it like other conflicts where there's a "realistic" action then reaction, giving the Players space to improvise and take turns. ​ Being knocked out can simply affect the narrative, and as a group you can roleplay that however you want, or you can use the Character "Death" mechanic in the GAME RUNNER SECTION for additional consequences. However, getting knocked out always resets your Boost Points to 0. HIT POINTS AND COMPLEX OBSTACLES: Hit Points can also be applied to complex obstacles that have several layers or aspects to overcome. An example could be trying to hack into a super-computer, which has 3 layers of security (3 "Hit Points"). So each "hit"/success a Player rolls trying to hack it represents them getting past one layer of security. Failing a roll could mean an alarm goes off, they get electrocuted and must subtract 2 Hit Points, or both. Lastly, note that the Players are always the ones rolling. In other words, the Game Runner never rolls dice but calls for rolls by the Players.
BOOST POINTS
(rolling extra 1s)
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• Any additional 1s on a successful roll gets added to Boost Points.
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• At any time, 1 Boost Point can be spent to do one of the following:
- Add 1 Hit Point of damage on a successful attack roll
- Ignore 1 Hit Point of damage on a failed defense roll
- Regain 1 Hit Point on a successful heal roll
- Roll an additional 1d6
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* You can spend as many Boost Points as you want at one time.
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* If you fail a roll, you can spend Boost Points to roll additional 1d6s to try to succeed.
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* You can spend Boost Points to aid other Players.
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• SCENE CONTROL: at any time, 10 Boost Points can be spent to alter the scene however you want.
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• LEVEL-UP: at the end of any session, 5 Boost Points can be spent to do one of the following:
- Add a new Skill with 1d6
- Increase a Skill by 1d6
- Increase Hit Point cap by 1
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• Boost Points can be saved session to session.
EXAMPLE: you roll a pool of 5d6 and get - 1 / 3 / 6 / 1 / 1 In this case, you have two extra 1s on top of your successful 1. ​ This means you now have 2 Boost Points to use at any given time, and you can continue to stack up Boost Points as you play. ​ You can also use as many Boost Points as you want at one time. For example, you can use ​​5 Boost Points to add 5d6 to your roll, or 3 Boost Points to add 3 more Hit Point damage to a successful attack, or 4 Boost Points to ignore 4 Hit Points of damage if you failed a defense roll. (This also means that if you roll three 1s on an attack roll, you can choose to automatically do 3 Hit Points of damage to the opponent.) If you fail a roll, you can spend Boost Points to roll additional 1d6s to try to turn it into a success. You can also do all of the above to help other Players, such as spending Boost Points to give another Player extra 1d6s for their roll. SCENE CONTROL: You can spend 10 Boost Points to take control of the scene and roleplay the outcome however you want. You essentially get to create the "canon" of what happens in the scene. You can work with the other Players to get them involved, but ultimately you have the final say in what happens. Although the main thing is to have fun with it, ideally it'll still make sense with the world and what could possibly happen in the scene. ​ LEVEL-UP: If you have any unused Boost Points at the end of a session, you can save them for next session or "level up" your character: every 5 spent can add 1d6 to a new/current Skill, or increase your Hit Point cap by 1. Your group can change the number of Boost Points needed for SCENE CONTROL (10) and LEVEL-UP (5) before you start playing, but this is the default and recommended. Your group can also choose not to use these mechanics. ​ REMINDER: If your character gets knocked out at any point during the session, you lose all your Boost Points and reset to 0.
THE GAME RUNNER
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• Helps Players create their characters and "group goal"
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• Creates conflict/scenarios for the characters to interact with
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• Roleplays everything in the world
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• Guides dice rolls and outcomes
​​The Game Runner ultimately guides the gameplay, and operates the world that the Players get to roleplay their characters in (which includes roleplaying everything in the world).​​
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There's a lot that can be said for being the Game Runner, and the ADDITIONAL GUIDANCE page contains more in-depth guidance for all of the above, but if you just want to keep it simple and get to playing:
1) Choose a "world" in the START PLAYING section.
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2) Have Players choose a pre-made character sheet from the list (they also choose a character name and custom Skill).
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3) Find out their goal as a group, then put them in a scenario with obstacles in the way of that goal (using the "Recommendations and Examples" section for obstacles).
OR use the pre-written scenario provided.
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4) Let the characters interact with the world, and call for rolls as often as possible to see what happens!
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* See the TEMPLATES page to help customize/populate the world during preparation or on the fly.
EXAMPLE CHARACTER SHEET​
(from Super Hero world)
* To read more about my philosophy of Roll 1 as a system (the mindset, development, reasons for choosing mechanics, and more), click HERE
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* For a fun idea, you can buy blank d6s and mark one side with a sticker or marker, so if you see that mark you know you succeeded.