You are on page 1of 5

D&G - CORE RULES v1.

0
General Principles 3. Events Other PC’s that haven’t already taken an
action this round may skip their turn in
The most important rule: Whenever the Once the PC’s have decided what they want order to help out. If they can convince the
rules are unclear use common sense and to do, the GM describes what happens next GM that they can help, then the active PC
personal preference. Have fun! and presents them with an Event. This could may add +1 die to their roll. PC’s may also
be anything from a simple interaction with skip their turn in order to help other PC’s
GM & PCs: One player is going to take on
someone or even a combat encounter. that come after them in the round.
the role of the Game Master (GM), creating
a narrative for the game and controlling all When an event starts, all PC’s must roll-off The situation will then change based on the
Non-Player Characters (NPC), whilst the rest to determine a turn sequence, going from amount of successes rolled:
of the players act as Player Characters (PC), the player with highest result to lowest.
roleplaying, exploring and adventuring. Successes Result
Starting with the first player, each PC must 0 The action fails, and things get
The Final Word: In order to keep things describe one action that they want to take, worse for the PC’s.
moving along quickly, the GM has the final before play passes to the next PC. Once all 1 The action succeeds, but with a
ruling on anything that happens. PC’s have taken their turn, the GM gets to small complication.
take a turn controlling all other characters 2 The action succeeds, with no
Preparation and events that are taking place, and then further good or bad.
3+ The action succeeds, and with
The Session: Before each play session the the round ends and the PC’s go again.
a bonus effect on top.
GM should prepare the story that is going to Note that the GM may freely interrupt the
be played out (see GM rules). PC’s between their turns, presenting them If you roll doubles and succeed, then you
with new challenges or updating them on get a moment of insight, and you may ask
The Characters: Each player should prepare
different events that are taking place. the GM one yes or no question about the
their character sheet before the session in
event, and the GM has to answer honestly.
order to keep track of their progression, After all of the events and challenges have
items and other notes (see next page). been overcome, the Events step is over. If the action fails, then any of the PC‘s may
sacrifice one appropriate item to negate the
Playing the Game PC Actions bad roll, counting as 1 success instead. If the
The game is played in a sequence of steps PC’s manage to convince the GM that the
During their turn PC’s may describe one
during which the adventure plays out and item can save them, then it is immediately
action that they want to take, and then the
the PCs get to take actions. Each step is removed from their character sheet.
GM tells them what happens next.
played in order, and once all steps have
Most actions are simple and require no dice
Leveling Up
been completed you go back to the start.
rolling, however some actions that are more At the end of each session the GM must
1. Story Time risky can lead to conflict resolution. award the PC’s with 1-3 XP each, based on
2. Exploration
Note that PC’s only get to describe their how they performed:
3. Events
intention with actions, and not the actual • Showed up: 1 XP
1. Story Time result, as that is determined by the GM. • Overcame difficult challenges
During the first step the GM describes the within their abilities: 2 XP
Conflict Resolution
situation that the characters are in and the • Overcame difficult challenges
world that surrounds them, and may give Whenever a PC is attempting to do anything beyond their abilities: 3 XP
hints as to what the PC’s should do next. that either poses a challenge, or that might
If all of the players showed exceptional
have a variety of results, then the conflict
Note that there is no interaction between team work, you may award everyone with
resolution rules are used.
the PC’s during the Story Time step. an additional +1 XP for it.
The player must either pick one of the skills
2. Exploration The players may then assign their XP toward
from their character sheet, or else describe
any of their current skills, bringing them
a new skill that they wish to use to resolve
In the Exploration step the PC’s collectively closer to a higher mastery level.
the conflict at hand (which they may add to
decide where they want to go or what they
their character sheet if they wish).
want to do next. They may also take basic
actions such as repairing equipment or Then the player may roll one die, plus as
treating to their wounds during this step. many dice as the mastery level of the skill
that they are using, trying to score 4+.
Note that the GM may freely interrupt the
Exploration step at any point, presenting the The GM may also classify an action as being
PC’s with an event. particularly easy, in which case the PC only
needs to score 3+, or instead to be hard, in
which case the PC needs to score 5+.

By Gaetano Ferrara www.onepagerules.com


1
CHARACTER CREATION
Character Creation Skills Equipment
Before the game can begin, each player Skills are the qualities and abilities that a Equipment is any items that characters can
must create a unique PC that they will play characer has, which help them overcome hold, wear or otherwise carry. Each item is
as, which needs to have all of the elements obstacles. Each skill has to have a unique used to help overcome challenges and it
described below. use to deal with a specific type of situations, should have a clearly defined and specific
which is tested during conflict resolution. use during conflict resolution. Note that in
It’s important that the players discuss their
order to use certain skills, you are going to
character with the GM before the session Here are some example skills you can use:
need an appropriate item.
begins, making sure that all of the skills and
Skill Use
equipment are usable as intended. Here are some example items you can use:
Sword Slash Attacking with swords
Name: The character’s unique name. Bow Training Shooting bows Item Use
Long Jump Jumping over obstacles Sword Close combat fighting
Description: A short description of the Enhanced Smell Tracking animals Spell Book Casting spells
character’s background and personality. Bargaining Haggling with merchants Bow Shooting arrows
Sprinting Running quickly Royal Ring Diplomatic immunity
Skills: Pick either two skills at Novice level, Drinking Out drinking challengers Torch Vision in the dark
or one at Expert level. Each character may Stalking Sneaking quietly Coins Distracting enemies
only ever have up to 10 skills, and if they Electric Bolt Casting electrical magic Lute Charming maidens
have max. skills they must erase a skill to be Arm Wrestling Winning at arm wrestling Grease Making slippery ground
able to add a new one. Note that these Mirror Reflecting light
Each skill comes in three different mastery Backpack Carrying extra equipment
starting skills count as having as much XP
levels, which provide additional dice when
already spent in them as would be required
resolving conflicts. Retirement
to bring them up to that level.
Mastery Level Extra Dice Once a character has reached the Expert
Equipment: Pick one weapon or magical
Novice +1 level on at least 6 of its skills, or Master on
item, plus up to three basic items that are
Expert +2 at least 3 of its skills, then you may retire
being carried or worn. Each character may
Master +3
carry up to 5 items with them, unless they the character, turning it into an NPC.
have a specific item that increases their Skills start with no mastery level, and they The player then creates a new character and
carrying capacity to 10. go up in level depending on how much XP may choose for it to be a trainee of the
has been assign to that skill: retired character, starting with an additional
Late Joiners / One-Off Characters
Earned XP Mastery Level skill from the retired character at the Novice
It’s entirely possible for players to join the mastery level.
2 XP Novice
campaign after a couple of sessions have 6 XP Expert
already been played, or to have players that 12 XP Master
join only for one to two sessions.
Once a skill has reached the Master level,
These players simply create a character as
you may erase it from your character sheet
usual, but are then awarded 2 XP for each
at the start of any session in order to give
session that they missed, which they can
another skill 2 XP.
spend on any of their existing skills, or add
new skills that they can spend them on.

The only limit to this is that new characters


can’t have any skills at a mastery level that
is higher than the highest level of any skill
from the other players.

By Gaetano Ferrara www.onepagerules.com


2
CHARACTER SHEET
Name: Picture:

Description & Notes:

Skill: Level: XP:


Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Skill: Level: XP:
Equipment:

By Gaetano Ferrara www.onepagerules.com


3
D&G - GM GUIDE
General Principles Player Choice: It’s also a good idea that you Conflict Resolution
prepare multiple storylines for your session,
The most important rule: Whenever the and then let the players decide which one to Simple Actions: When players take a simple
rules are unclear use common sense and follow, which will make them feel more action that’s not risky, keep things fast and
personal preference. Have fun! invested in what happens. don’t make them roll for it, simply say what
happens next and move on with the session.
Being the GM: Being the Game Master (GM) Don’t Overprepare: Finally, it’s best not to
is a challenging but rewarding task, as you prepare every little detail of your session, Empowerment: In order to keep everyone
will have to prepare all of the sessions, keep but instead keep things simple with a basic engaged, conflic resolution was designed
the game fun and engaging for the players, outline, and then adapt what happens with only player rolls in mind. This means
be knowledgeable on the game, and make based on player choice. that NPC’s don’t roll to see if their actions
rulings in situations with no right answers. succeed, but instead it’s the PC’s that roll to
This guide was created to help you with the Playing the Game see if they can avoid the NPC actions or stop
preparation of your sessions, as well as how them from succeeding.
Session Flow: Whilst the core rules describe
to use the rules to their full potential.
a strict succession of play steps, in practice Basic Skills: Since players have a limited
Player Emotions: Roleplaying games are a these steps just encode how a natural game amount of skills, most actions they try will
social experience, so as the GM it’s your job flows, and can be played out of order or be without a mastery level. This means that
to pay attention to everyone’s emotions even ignored if it works better for you. most rolls have a 50% chance to pass/fail, so
and make sure that everyone is enjoying you can use the easy/hard action system to
Player Intentions: It’s very important that
themselves, so don’t be afraid to bend the adjust the difficulty. A simple way to not
whenever players want to take an action,
rules in order to keep players happy. discourage players is to make actions easier
they describe their intention, and the GM
after the first try, or even turn it into an
Preparation takes over from these. This might be just a
automatic success after a couple of tries.
simple description of what happens next, or
Campaigns: Whilst you can play the game as asking for a conflict resolution roll, but it Power Values: When dealing with NPC’s or
a one-off session, it can also be interesting must be decided by the GM in order to stay challenge that require more effort to beat,
to string together multiple session into a in control of the session’s flow. you can assign them a total number of
campaign that follows a single story. successes needed to complete. Whilst there
Balancing Fun: During your session try to
Sessions: Each session should ideally be is no official list of power values, you can
pay attention to how well things are going
made up of 3-5 events that provide the use the following as a rough guideline:
for the players, and control the flow of the
players with interesting stories, decisions game accordingy. If the players have been • 1 = Basic / Easy
and challenges to overcome. The length of having a lot of bad moments, ease things up • 2 = Average / Fair
each session is up to you, but we always and give them a hand, or if they have been • 3 = Rough / Challenging
recommend paying attention to how your breezing through the session, then up the • 4 = Brutal / Very Hard
players are feeling, and add or remove challenge and give them bigger obstacles.
events to make sure that it’s not cut off too Consequences: If players take actions that
early or overstays its welcome. Counter Repetition: If you see that players fail, or don’t manage to avoid NPC actions,
are always using the same strategies over then they should suffer a small narrative
Fun for everyone: When preparing your and over again, throw new situations at setback, but if they keep failing, then it
sessions you should make sure that they them which can’t be resolved the same way should become a more significant setback,
have something interesting in them for all of and keep them on their toes. like skipping a turn or losing an item.
your players. Whilst this means something
different for each group, here are some Ending Sessions: Once you feel that your Player Death: Whenever a player is about to
general player motivation types that you players are reaching the end of the session, take an action that could be deadly, that
might build your events around: we recommend presenting the players with should be made very clear to them before
one last small interaction, such as meeting a they roll. If they take the action and fail, you
• Action / Excitement new character or finding some loot, so that should give them a significant setback and a
• Social / Community they can slowly unwind before it’s over. warning. If they keep trying despite multiple
• Mastery / Strategy warnings and fail, then you can incapacitate
Awarding XP: Don’t be stingy with giving
• Immersion / Story them, and they won’t be able to take any
players XP, a normal session should always
• Creativity / Discovery actions until they have been stabilizied by
end with players earning 2-3 XP each, which
• Achievement / Completion another player. This should be done on a
usually means they will get to upgrade their
Additionally you should make sure that mastery of one of their skills. timer, and if the time runs out you can
there are interesting things to do for each of finally kill the character. Alternatively you
the player’s skills and equipment, so that can also have them be captured instead, so
they all have something to do, and there are that the rest of the players can go on a
is no single player that can tackle all events, rescue mission to save them.
or that can’t tackle any of them.

By Gaetano Ferrara www.onepagerules.com


4
ADDITIONAL RULES
GM Tools Loot & Equipment Using Miniatures
NPC Disposition: If the players come across Use Frequently: Items are a great way to Abstraction: When playing with miniatures
an NPC whose disposition is not clear, then give players more ways to interact with the it’s important to understand that they are
you can roll one die to see their reaction: game world, and to come up with new and just used as a rough visual representation of
creative ways to beat challenges. In order to where characters and objects are placed in
Roll Disposition
encourage players to use their items, give relation with each other. This means that
1 Hostile - Will attempt to hinder,
harass or attack the players. them examples of how items can be used not everything from the story has to be
2-3 Wary - Will be unhelpful unless given when they find them, and make sure that shown on the table, and both players and
significant motivation. they have a significant impact when used. GM have the freedom to keep coming up
4-5 Friendly - Will be helpful as long as it We also recommend that frequently used with new ways to interact with the world.
doesn’t inconvenience them. items are eventually consumed, lost or even
6 Helpful - Will help the players even if Play Area: We recommend using a small
destroyed, and then players be provided
it’s inconvenient for them. space between 1’x1’ and 2’x2’ in size.
with new items to be creative with.
NPC Morale: It’s rare that NPC’s will fight to Terrain: When setting up the table make
Finding Loot: Whilst it’s important that
the death, so if they lose half of their group, sure to place a couple of large pieces of
players are presented with different items
lose their leader, are badly wounded, or are terrain and lots of smaller pieces that can be
to interact with, loot should still feel like
otherwise faced with a terrifying situation, used to hide behind or use as cover.
something special when found. If the
then they must take a morale test. Roll one players search everything in the world, it’s Interactables: To encourage players to not
die, and on a 4+ they surrender or run away. unlikely that they’ll stumble on something just focus on the NPC’s on the table, try to
If the NPC is weak or fearful, then the target interesting all the time, so pace out when set up as many interactable objects on the
is a 3+, and if they are elite or deranged, and how loot is given. In any case, it’s good table as possible, such as doors that can be
then the target is a 5+ instead. to give players some loot at the end of each opened, bridges that can be lowered, or
Timers: In order to keep players engaged session as a small reward, and also to give rocks that can be dropped on enemies.
and avoid sessions from stalling, you can put them something new to try next session.
Player Actions: When it’s a player’s turn to
a timer on your events. This means that the Single-Use Items: An easy way to make sure take an action, they can either stay in place
players have a set amount of turns, rounds, that players cycle through items often is to or move by up to 6”, and then may interact
hours, days, etc. before something happens. make them single-use, removing them after with something that’s within 1”. Else they
The timer value can be set by the GM or can the player has used them once. These items may move by up to 12”, but not interact
be rolled for randomly, and we recommend should have a notable effect when used, so with anything. Generally speaking, shooting
that it’s openly known to the players. If the that players feel like it’s worth it even if the attacks should have a range of 6” to 12”.
timer measures something that needs to be item is going to be removed afterwards.
NPC Actions: When it’s the NPC’s turn to
done by the players, then its value should
Recharging Items: You can also encourage take actions, they follow the same rules for
be fair and achievable. To raise engagement
players to use different items by making moving and interacting as players. It’s also
with the timer, you can also give players the
some of them require a set amount of time usually better to have the NPC’s spread out
chance to complete challenges or use items
to recharge before they can be used again. across the table, encouraging players to
that can slow it down, giving them some
This could take a couple of rounds, hours, move around. Note that you can also make
breathing room. Note that if you notice that
days, etc. and should be stated clearly. NPC’s conveniently stand near hazards to
your players find timers to be too stressful,
give players a chance to exploit them.
then you should probably avoid using them. Trade-Offs: When introducing items that
are especially powerful, it can be interesting Living Table: Using miniatures should be an
Distances: When playing the game it’s best
to give them both positive and negative exciting way to keep players engaged, so try
not to give players distance measurements
aspects, so that players have to accept a to avoid making things static. Keep it fresh
which are very specific, so that they can be
trade-off if they want to use them. by changing things up mid-game, adding
free to imagine environments whatever way
new NPC’s, destroying the environment,
they think are most interesting. If you do Encumbrance: Generally speaking the
revealing hidden objects, and generally
need to give them distances however, then characters can carry up to 5 items, which
giving players a sense that everything that is
we recommend keeping things abstract, and can be increased to 10 with backpacks or
on the table could change at any moment.
you can use this as a guideline: similar. Whilst we don’t specify weights for
items, you should use your best judgement
• Close - Within arm’s reach
to determine what players can reasonably
• Near - A couple steps away
carry on them or in their backpacks.
• Far - A short run away
• Very Far - Out of range Money: The game doesn’t define any values
for items, and we encourage keeping things
abstract, relying on trading, bartering or
other means of exchanging goods instead.

By Gaetano Ferrara www.onepagerules.com


5

You might also like