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Roll for Shoes

1. Say what you do and roll a number of D6s, equal to the


level of skill you have.

2. If the sum of your roll is higher than the opposing roll,


the thing you wanted to happen, happens.

3. At start, you have only one skill: Do Anything 1.

4. If you roll all sixes, you get a new skill specific to the
action, one level higher than the one you used.

5. For every roll you fail, you get 1 XP.

6. XP can be used to change a die into a 6 for advancement


purposes only.

For game masters:

Rule Zero: Make the game fun for your players!


Golden Rule: The game master makes the rules.
Fairness: Make your players think you play fair.
Adventure: Give your players things to explore, challenges
to overcome, and important choices to make.

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