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SETUP GAMEPLAY CONDITIONS

What kind of story do you want to tell? Pick a setting, The game is simply a conversation. The GM describes Conditions are temporary effects that can make actions
characters, and basic plot. Will you be desperate soldiers the scene, says what is happening around or to the PCs, easier, harder, or impossible. The GM gives Conditions to
trapped behind enemy lines? Robot battle princesses on and asks them to respond (e.g. “the pit opens beneath PCs when they fail rolls, when they take actions that
a secret space mission? A band of wanderers seeking you, what do you do?”, “the bad guys start to run away, would grant Conditions, or whenever it makes sense.
gold and adventure? The only limit is your imagination! what do you do?”). The PCs can ask questions to clarify
the situation, then they tell the GM what they say and do. The GM decides what will end Conditions: how much
Choose one player to be the Game Master (GM). The The GM decides the outcome of their actions, says what time, and/or what other steps or actions (e.g. “broken
GM narrates the story. They also design and control the happens next, and asks them to respond again. arm: medical attention”, “flight potion: 10 minutes”).
game world. Everyone else creates a Player Character
(PC). They play the main characters of the story. When PCs act, the GM decides what happens, based on The GM also says when and how Conditions affect the
the situation, the intent (e.g. “is your goal to distract, Difficulty of rolls (e.g. “your broken arm makes this climb
CREATING A PC hurt, or kill?”), and the PC’s Bio, Gear, and Conditions: foolhardy”, “the flight potion makes traversing the wall
Write a Bio for your PC by filling in this template: ● It just happens (e.g. “sure, you are an expert, you can automatic”).
“My name is . I am a from . I look and act . do this easily”, “since you’re flying, you go right over”).
My greatest asset is . My hidden talent is . ● It’s impossible for now (e.g. “normal weapons have no XP & LEVELS
My flaw is . I am here to . I believe .” effect”, “you can’t get in without the password”). After each game session, PCs earn 1 Experience Point
● Break up or reduce the action (e.g. “to reach the king, (XP) for each of these things they did at least once:
The Bio is your guide to playing your PC: it tells you what you must first navigate the angry crowd, distract the ● Failed a roll and suffered the consequences.
you’re good at, how you might act, and what you care guards, and climb the wall”, “you can do some damage, ● Solved a problem by using their Bio or Gear creatively.
about. Only you can change your Bio. Update it whenever but it’ll take more than one hit to destroy this ship”). ● Took action because of a flaw, motivation, or belief.
your skills, flaws, beliefs, or motivations change as a ● Roll dice to see what happens (e.g. “ok, that might
result of the story. work, but it’s risky; let’s roll some dice!”). Spend 1 XP to reroll a single die. If you succeed, describe
what twist of fate saved your action.
Write down all the Gear you have. You can carry as much Before rolling, the GM assigns the action a Difficulty:
as makes sense. For anything else, write down where ● 4 if it’s going to need a little luck or skill. Spend 5 XP to gain a Level. Each Level permanently
you’re keeping it. If you don’t have the right Gear for an ● 5 if it’s risky or difficult. grants you 1 reroll of any or all dice once per session.
action, you can’t do it. Gear can be lost, broken, or stolen. ● 6 if it’s dangerous or complex. Whenever you gain a Level, take a minute to reflect on
● Double 6s if it’s foolhardy or incredible. how you’ve grown or changed. Edit your Bio accordingly.
You can make or find new Bio templates for your game.
Your group can also limit starting Bios and Gear (e.g. “no Then the PC rolls the dice. Start with 1 die. Add a die if a OTHER RULES
super powers”, “you start with nothing but rags”). part of your Bio would help. Add a die if a previous action If PCs oppose each other, everyone involved rolls dice as
gives you an Advantage, or if other PCs say how they normal. The PC with the best result gets what they want,
PC AGENDA Help. Helpers share the consequences of failure. You and the GM decides the fate of the losers. Reroll ties.
● Act like the main characters! Describe the actions you only get 1 die from your Bio and 1 die from Help and/or
take to overcome challenges, accomplish your goals, Advantage, and they must make sense. To leave something completely to chance, roll a single
and make your mark on the world of the story. Die of Fate. A higher result is better for the PCs.
● Treat the game world as if it were real. Imagine what If any of the dice meet or exceed the Difficulty (e.g. “the
your PC would really do, say, and want. Difficulty is 5, so you need at least one 5”), you succeed! Your group should decide if PCs can leave the story due
● Make notes and maps to keep track of the story so far. If you fail, the GM decides what happens (you may still to death, exile, insanity, etc. as a consequence of failure.
succeed… at a price) and describes the consequences: PCs can also leave the story voluntarily at any time, just
GM AGENDA ● A new detrimental Condition. describe how it happens.
● Design your story’s fictional world, and bring it to life ● A lesser version of what you wanted.
by describing what the PCs see, hear, smell, and feel. ● Side effects or complications in the story. The GM can never decide a PC’s actions, thoughts, or
● Populate the world with potential friends, enemies, ● Loss of Gear or other resources. words for them, and they can’t set a Difficulty before
mentors, treasures, and dangers. ● Any other cost or sacrifice that makes sense. hearing the intent and a description of the action.
● Set the stage for the PCs: give them goals to pursue,
challenges to face, and moments to shine. Describe and respond. Back and forth. Roll the dice Keep track of what the PCs are doing in their downtime
● Play the role of any non-PC characters in the story. sometimes. That’s the whole game! There’s no winner (e.g. “learning a language”, “target practice”, “building a
● Moderate the conversation and the game rules. and the story only ends when you say it does. You can ship”). The GM determines the time or steps required.
play a one-session story or an epic saga lasting months. When you finish, you can add it to your Bio or Gear.

BE NICE AND HAVE FUN.


PC TIPS THE BACK PAGE
Try to really get into the role of your PC. Draw a picture OK RPG! is a roleplaying game. The roleplaying part
or give them a unique voice or mannerism if you want. means you and your friends will take on the roles of
fictional characters and tell a story together. The game
Use sticky notes to track Conditions and downtime part means there are rules to follow, points to earn, and
activities. Use beads or coins to track XP. dice rolling to find out what happens!

The game world follows rules similar to the real world. All you need to play is this pamphlet, three normal
Some ideas are dangerous. Actions have consequences. six-sided dice, and something to write with. Find some
Characters don’t forget how they are treated. Even the players, think of a cool story idea, and you’re ready to go!
powers, technology, and magic in the story follow certain
rules. Treat the fictional world as if it were real, and think These rules are free to use and distribute. If you really
logically about the situations the GM describes. What like the game or end up using it a lot, you can buy the
would you do if you were really there? author a coffee or leave a review at www.okrpg.cc.

How you approach challenges makes a big difference. Skip Rainsmyth is a dad, a teacher, and a bearded viking
Using brute strength to bash down a door might be warrior, currently playing in the Pacific Northwest.
Difficulty 4 or 5, but using a laser cutter might work
automatically. Create Advantages and Help each other BIO
to overcome great obstacles.
My name is…
GM TIPS
The story belongs to the PCs; you are there to guide it, I am a… from…
not tell it. Find ways to give them what they want, within
the bounds of the game rules and the story world’s logic. I look… and act…

Try to keep the spotlight moving between the PCs and My strongest asset is…
give them roughly equal chances to speak and act.
My hidden talent is…
You have many tools for controlling the danger level of
challenges. You can “make things happen” more often,
interrupting the PCs and forcing them to react rather
than act. You can use complex challenges with minions,
immunities, or hazards that must be dealt with before
the challenge can be engaged directly. You can break PC
My flaw is…

I am here to…

I believe…
OK RPG!
a lightweight universal roleplaying game
actions into multiple steps or say they’re impossible until for two or more players
something else happens first. You can also give harsher
consequences on failed rolls. These tools can ratchet up
the tension when it matters, but use them sparingly!
by Skip Rainsmyth
Hidden traps, clues, and items are puzzles, not “gotchas”.
Don’t try to trick them or let them miss important things.
Give them a hint or prompt - just enough info to start Gear:
thinking about how to respond.

Give your characters a unique trait, a voice or


art by Tom Rogers
mannerism, and a motivation. Let their quirks and
Trifold Edition - v22.2.17
desires inform their interactions with the PCs.

Between sessions, imagine what your characters and


factions are doing behind the scenes. When the PCs XP (reroll 1 die): Levels (reroll any dice):
return to a place or character they know, tell them what
has changed. Drop hints of new challenges and goals!
© 2021 / www.okrpg.cc © 2021 / www.okrpg.cc

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