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QUICK & DIRTY
RPG SYSTEM: Playtest Edition v1.0
by Ronwise Gamgee
PLAYER'S GUIDE
For personal use only. Do not
distribute without written
permission from the author,
Ronwise Gamgee.
PLAYER'S GUIDE TABLE OF CONTENTS
Subject Matter Pg. Subject Matter Pg.
4
The Quick & Dirty RPG System (or simply Quick &
Dirty) is a ruleset comprised of some of the most
innovative rules and procedures found in other tabletop
roleplaying games, arranged in a manner that lets the
group get right to the good stuff in their gaming
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A tabletop roleplaying game is a game where at least
two people (but preferably between four and six) gather
together and play a structured version of make-pretend
through conversation, typically around a table. Players
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Each gaming group should talk to each other about the type of
content they don't want to deal with and the type of content they
want to gloss over rather than go into detail at the gaming
table. Everyone at the table has their preferences and sensibilities
and they should be respected, because you all deserve to enjoy
yourselves while having your boundaries respected!
DO'S AND DON'TS Anyone in the group is able to declare, at any time, whenever the
subject matter occurring in the game is making them
AT THE uncomfortable. They can state how much attention they want given
to said subject matter (off-screen, vague description, or not at all)
and everyone in the group should respect that. If someone in the
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d4 d6 d8 d10 d12
You should have three of each type of dice so that you can roll up to three of the same
dice, if necessary. As an alternative, you can use dice rolling apps (I recommend RPG
Dice Roller, which should be free).
The MC should have two d10s on hand so that they can roll percentile dice (or d%) on
tables or when they need to generate narrative content on the fly.
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Die
Rating Approach Tool Well-Being
Not favored,
Could be better,
You roll dice when the MC tells you to roll dice, d6 somewhat
but it works
Distressed
which is usually when you're performing a risky unreliable
Good quality or
action that produces interesting outcomes in the d8 Reliable
reliability
Stable
narrative.
Strongly favored or Great quality or
When it's time to roll dice, form a dice pool by d10 very reliable reliability
Invigorated
PART OF MY DICE • When you go brute force, you're using a FORCEFUL approach!
• When you're trying to get there first or get out in the nick of time,
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You're always using a tool of some kind when you're
trying to get something done. Tools come in many
forms, such as...
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Your default state of well-
Well-Being describes your When you undergo physical
being is stable, meaning
overall condition, or mental trauma, your well-
nothing is wrong and all
incorporating both physical being worsens to distressed
systems are go. When
and mental states. When (d6), crisis (d4), or out of
you're stable, you include a
one part of you suffers, you action (loss of character
d8 into your dice pool from
suffer overall. agency).
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Think about what it is to be invigorated as opposed to
simply being in a stable state of well-being, not so
much in rules jargon but as part of a
narrative. Someone who's invigorated has pep in
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The unfettered state represents the pinnacle of
17
Those states last as long as it makes sense for
18
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Your character can attempt to do just about anything within their power! However, it doesn't mean
they always get want they want!
When you want your character to do something in the narrative that is within their power, tell the
MC what your intent is and describe the way your character achieves this objective.
The MC can say you did what you set out to do, you're unable to do it under the current
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❖ Overcome Adversity
FOLLOWING
❖ Maximize Victory
❖ Minimize Losses
BASIC ACTIONS Everything a PC does that involves risk as well as the possibility of
producing interesting outcomes will fall under one of these basic
actions.
NARRATIVE:
contribute to the narrative. If the answer to these points is "no," then the
MC either lets the PC do what they wanted or not, depending on what
makes sense in the narrative.
BASIC ACTION:
OVERCOME On a 4 or 5, you have a hard choice to make so that you get what you
want OR you don't get what you want but there's a silver lining.
ADVERSITY
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When your intent is to gain the upper hand for yourself
or for someone else, roll your dice pool to see if you can
get some sort of leverage on the situation at hand.
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When your intent is to restrict someone else's ability
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You can use some part of the environment
around you in a manner that is justified by the
SURROUNDINGS
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When seeking information that is hidden
or that requires great effort to discover,
roll your dice pool to determine the
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When you've gone in way over your head and it's not about
"do I achieve my goal" but "how badly do I lose," roll your
dice pool to see how hard the hammer falls!
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When victory is a forgone conclusion and you want to
find out how awesome your success is, roll your dice
pool to determine the outcome.
When it doesn't make sense in the narrative for you to know that
victory is a foregone conclusion, the MC can have you make an
Overcome Adversity roll only to reveal that it's actually a
Maximize Victory roll after the fact!
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If a circumstance in the narrative calls for an upgrade to one of the dice in your dice
pool that is already a d12, you can upgrade another non-d12 die instead.
❖ 3d12 is the best possible dice pool to have: any further upgrades improve your
scale instead.
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Scale refers to the difference in "weight class"
between two opposing forces.
A man racing a cheetah? Difference in speed
SCALE:
An adult fighting a child? Difference in size and
mass scale (favoring the adult).
A professional competing against a
layman? Difference in competence scale
THE DIFFERENCE (favoring the professional).
Dagger vs. Spear? Spear (in open spaces) or
THAT MAKES
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Scaling can be applied to just about anything! Here are some example categories:
For personal use only. Do not distribute without written permission from the author,
Ronwise Gamgee. 30
Situation in the Narrative How to Determine the Outcome
Odds are in the character's Use the highest roll as the result to
favor (a favorable situation). determine the outcome.
Odds are 50/50-ish (a risky Use the middle roll as the result to
When the MC determines that the scale of a situation). determine the outcome.
particular thing contributes to the challenge, it Odds are stacked against the Use the lowest roll as the result to
applies as follows: character determine the outcome.
(a desperate situation).
First, consider the risk the character will put Success is impossible or the The MC describes how you failed OR
themselves in ("risky" or "50/50-ish", "odds in character is in way over their make a Mitigate Losses roll to see how
their favor", "odds against them", or whether or head (beyond desperate). badly you fail.
from the author, Ronwise Gamgee.
Troublesome
The Power Scale is shorthand for how powerful Dangerous
your character is, similar to character level or
tiers of power in other tabletop RPGs. Formidable
Depending on the theme of the setting or on Extreme
what the group decides, Power Scale can simply
refer to a PC's threat level in combat or it can Legendary
indicate their level of competence in what they Mythical
from the author, Ronwise Gamgee.
DO I HAVE TO
BASIC ACTION ❖ Player: "I want to slay the hobgoblin by driving my steel longsword into
their unprotected belly just as they're raising their weapon to strike
I WANT TO USE
me." MC: "Sounds like a risky plan that will require you to strike quickly
to take advantage of that short window of opportunity. Use your Quick
approach die, your current Well-Being die and, since a steel longsword is
great for puncturing exposed bellies, a d10 tool die. I consider this a
CHARACTER DOES The first scenario is completely devoid of narrative. The player is also
assuming how their dice pool will be formed without the MC's input: the MC
determines how the dice pool is formed, not the player. In the second
SOMETHING? scenario, the player is describing what their intention is (slay the hobgoblin)
their method, and the tool they're using to accomplish that objective. The MC
then takes in that input and uses rules knowledge and common sense to
determine what the most appropriate dice pool should be, what roll to
determine the result based on the riskiness of the endeavor, and what the
most likely consequences would be if things don't go as intended.
33
First and foremost, talk to your group about the
kind of setting you want to play in. It doesn't make
34
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That is correct. The paragraph below is an example of a Character Profile, the thing you'll fill out as
your character's basic background.
"My name is (character name), but people call me (nickname). I was born a (race, species, social position, or
whatever else makes sense) in the (place you were born). Growing up, I learned to (insert skill or profession
here) from (insert your instructor or learning circumstances here). As an adult, I (insert skill, profession, or
activity here) for a living. The defining moment that led me to the life of (insert your calling or adventuring
Filling out the blanks in the character profile provides a narrative foundation for your
character. The details you fill in make them distinct from every other character more than the dice
ratings you assign to them. They provide circumstantial cues that can be used to determine the
most appropriate procedures to apply in a given situation. Last but not least, each background
element not only adds onto the setting itself, but can be explored by both the players and the MC
through their implied social and setting connections.
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Autonomy
Building a Legacy Caregiving Efficiency
Achievement You live life by your own
rules and question You want to make a long- You're here to help as You want to min-max as
You want to be recognized lasting difference in the many people as possible, much as possible via
for your accomplishments. anything that asserts itself
as some kind of authority. world. in the best way you know. informed decisions.
Preservation
Survival
You seek to protect that
which you deem precious Life is hard, but you do
whatever it takes to keep
from a world full of
danger. going.
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The MC provides an array of dice for you to assign to each of your approaches.
• This dice array typically consists of one best approach, one worst approach, two good approaches, and two okay approaches.
• A heroic dice array will consist of one d12, two d10s, two d8s, and one d6.
• A more grounded dice array will consist of one d10, two d8s, two d6s, and one d4.
Keep in mind that these approaches are on a spectrum, as is reflected by the different dice types (d4 to d12).
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If it makes sense for your setting and your MC agrees to it,
then yes!
These notable traits are recorded in the Notable Traits
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In case you haven't noticed, a notable trait isn't excluded to traits
that are purely beneficial to you. The key word here is "notable,"
meaning "something of note or out of the ordinary."
Notable traits that hinder you inflict one or more of the following
setbacks:
NOTABLE TRAITS, ❖
(like walk without crutches or see).
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Michael wants to create a character for a game that Ronwise is
running. The setting is in the aftermath of a worldwide
cataclysm that has devastated the surface of the planet and the
only habitable regions are floating landmasses in the sky.
CHARACTER
born a demi-human with a monkey tail in the (hasn't decided
where his place of origin is). Growing up, I learned to work
with ancient magical relics from an old archaeological
professor. As an adult, I fix armor, weaponry, and other tools
CREATION: for a living. The defining moment that led me to the life of
fusing magic and mechanics was when I tapped into magical
energy using a self-made gauntlet, despite being born unable
40
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Ronwise tells Michael to distribute the following dice to his
approaches as he sees fit: one d10, two d8s, two d6s, and one
CREATION: ❖ Careful and Quick at d8, since he recognizes the value of both
taking your time to get things right and of working quickly when
ASSIGNMENT ❖ Bold and Forceful at d6, as those are neither his strong suit nor his
glaring shortcoming.
41
Ronwise asks Michael what tools would be iconic for Syd to
have, reminding him of his limit of 12 tools. Michael decides
that Syd would have the following tools:
❖ His self-made runic gauntlet
CHARACTER
❖ Spare magicite (to power his magi-tech gear)
❖ Archaeologist outfit
❖ Climbing gear
TOOL SELECTION Ronwise reminds Michael that the die ratings of his tools are
circumstantial to the situation at hand. Last but not least, his
body, mind, and senses are considered tools as well and
typically have either a d4 or d6 die rating, because they are
either functional at best or ill-suited for the task at hand when a
more fitting tool would apply.
Michael wants to tell Ronwise about the special abilities he
wants for his gauntlet, so they cover that next.
42
Michael tells Ronwise that his gauntlet is what allows him to
produce magical effects. They both work out that the gauntlet
uses rune combinations to activate specific magical effects and
that magicite provides the energy necessary to manifest them.
EXAMPLE OF
rune combinations at a time and that Syd knows how to
produce three different magical effects. If he learns more rune
combinations and wants to use those, he'll have to erase an old
CHARACTER
rune and etch in a new rune.
Michael decides to have the three following magical abilities:
❖ A magical tether that can drag and lift objects up to 100 lbs., like
NOTABLE TRAITS
kinetic phenomenon but does not move while active.
They also both decide that Syd can use his monkey tail like a
limb that has the strength to keep him suspended on things like
branches and pipes, while having enough manual dexterity to
turn keys to open locks.
Last but not least, Ronwise tells Michael to mark two stars
under "Power Scale" to indicate his general level of power. And
with that, Michael is done with character creation!
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MICHAEL'S QUICK & DIRTY CHARACTER SHEET
Character Profile Approaches
Sidney Crosswind Syd Bold 4
6 8 10 12
My name is _______________________________, but people call me __________________________.
(hasn't decided yet)
demi-human with a monkey tail in the _________________________________________. Careful 4 6 8 10 12
I was born a ____________________________
Clever 4 6 8 10 12
Growing up, I learned to _______________________________
work with ancient magical relics from ___________________________.
an old archaeological professor
fix armor, weaponry, and other tools Forceful 4 6 8 10 12
As an adult, I ________________________________________________________________ for a living.
fusing magic and mechanics Quick 4
6 8 10 12
The defining moment that led me to the life of _________________________________________ was
Sneaky 4
6 8 10 12
_______________________________________________________________________________________.
when I tapped into magical energy using a self-made gauntlet, despite being born unable to use magic
My main motivation to act is _________________________________________________________,
to create inventions to allow anyone without the gift of magic to use it but Well-Being
kingdoms unwilling to accept the advancement of magi-tech
_________________________________________________________________________ gets in my way. Unfettered 12
Invigorated
Tools (default max of 12) 10
Stable 8
Ideal 12 Great 10 Good 8 Functional 6 Ill-suited 4
Distressed 6
Self-made runic gauntlet Magitech-powered hand torch Adventurer's pack
Crisis State 4
Smithing tools Spare magicite PO-TAY-TOES Out of Action
Archaeological journal Archaeologist outfit
Power Scale
Runic research journal Climbing gear
My body, mind, & senses 4 or 6
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MICHAEL'S QUICK & DIRTY AUXILIARY SHEET
Noteworthy Traits Beneficial & Detrimental Conditions
I can inscribe up to three rune combinations onto my runic gauntlet to
For personal use only. Do not distribute without written permission from the
activate their magical effects.
Magnesis: I can magically tether an object weighing up to 100 lbs. The
tether lets me drag and lift the object.*
Kinetic Wave Blast: I can knock people and some beasties off their feet
about 10-15 feet back.*
Kinetic Barrier: I can encase myself in a barrier that wards off kinetic
attacks, but it's rooted in place while it's active and it goes both ways.*
My monkey tail is basically a limb that can keep me suspended on
things like bars and branches. It's dexterous enough to turn keys to
open locks.
46
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If you want your character to change or grow in some manner, you have to earn it within the narrative. Talk to your MC about how
you want to change or improve your character so they can implement a path to improvement.
After each session, write down a sentence in 15 words or less about an event that occurred in the narrative that contributes to your
change or growth. This is called a character growth entry or character change entry (depends on the intention). Make each entry
relevant to the narrative. The MC has veto power regarding whether or not your entry is valid; work with them on this.
Keep in mind that your character can get stronger in many different ways, not just through personal power. They can find awesome
gear, make new connections, rank up in their organization, gain wealth, land, and title, etc.
• Characters can also get temporary improvements that go away after they've been used X amount of times or whenever it makes sense in the narrative.
• Last but not least, rather than slogging for a long time to get a powerful improvement, characters can shortcut their way to power, but with a drawback and/or a
significant sacrifice. This makes for very intriguing character development as well as for spicier game sessions as the character makes use of this ill-begotten
power.
47
WAYS OF CHANGING OR IMPROVING YOUR
CHARACTER AND THEIR GROWTH RATES
49
Combat works just like any other challenge:
❖ You state your intention and describe how you wish to
achieve your goal.
50
The same way you would determine who would
go first in any other kind of conflict or challenge:
analyze what is happening in the narrative and
51
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Taking turns to act is a practical way of structuring play; there is typically only one MC and there
are limits to their ability to manage their attention (i.e. one thing at a time.") However, in the
narrative, this doesn't mean that things always happen in the same order of events that take place at
the table.
Depending on the needs of the narrative, events in the narrative can occur in the same order as they
52
Combat, like any other form of conflict, takes
place in the collective imagination of the group
(Theatre of the Mind). However, having some
53
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One way to chunk a "combat arena" when using Theater of the Mind is to imagine
what the arena would look like (or refer to a picture that represents it if one is
available) and break it down into distinct zones.
Each zone would typically cover the area of a living room and would likely have the
appropriate amount and type of clutter one would find in that zone's environment.
54
When you want to interact with something
55
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The default assumption of violent conflict in tabletop RPGs is of two groups pitted against
each other: the PC group vs. a group of NPC adversaries. If we mentally zoom out,
however, we can apply Quick & Dirty's principles and procedures to large-scale battles.
In a large-scale battle, there will still be sides pitted against each other: only this time,
since the scope is grander and our perspective is "zoomed-out" from the group vs. group
56
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The "zooming-out" of the perspective of battle that was previously mentioned for large-
scale battles call also be applied in reverse for one-on-one duels (i.e. zooming in).
In a one-on-one duel, each combatant is jockeying for position so that they can land the
metaphorical (or literal) killing blow on the other. To do that, however, they have to get
past their defenses so that they can reach a vital spot, all while preventing the other
combatant from doing the same to them first. Often times, both sides will find themselves
57
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A big challenge is something that the PCs cannot hope to succeed by dealing with it as if it were on their
personal playing field. Doing so would call for a Mitigate Losses roll: that's how difficult this challenge is.
Think of a big challenge as a Transformer composed of many individual challenges. Identify what these
individual challenges are and how they contribute to the big challenge at hand. These individual
challenges are more manageable, meaning that they can be dealt with via the appropriate basic actions,
such as Overcome Adversity or Manipulate Your Surroundings.
58
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Ronwise, Wes, Nellie, and Louis get together over Discord for a tabletop roleplaying
game session using the Quick & Dirty RPG System. They already went through the
process of making a Setting Profile and they each created their characters. (Their full
character write-ups will be shown afterwards.) This session lasts for about one hour.
❖ Ronwise is the MC for this game session.
59
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Ronwise presents the quest starter to the group:
"Overseer Frostfang has fallen ill and is sure to die without help. The illness itself is
unknown to the village healer; poison or foul magic is suspected. The families in
Smokey's community are now at each other's throats as they position their preferred
candidates to take up the crystal circlet, a symbol of authority. The overseer's
60
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Ronwise: "Chabuwu and Kina, in the interest of expediting you two to meet with
Smokey, how did you manage to evade the hobgoblin bandits?
Nellie (as Kina): "I still have some remaining explosive components hidden on my
person. I used them to set off an explosion that would topple the wagon and create
enough smoke so that we can escape."
62
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Ronwise: "It seems like you're trying to prevent the encroaching hobgoblin bandits
from reaching Kina and Chabuwu. This plan sounds like it could either be clever or
forceful, your choice of either approach. Your current well-being is stable, so grab a
d8. You're using your frost wand, which is a very suitable tool for channeling ice
magic, so use a d10 as your tool die. You're near the base of the mountain, which is
snowy, so I'll say that you're at an advantage here, so when you roll your dice, use the
64
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Ronwise: "Yeesh! On a 3 or less for Overcome Adversity, things do not go as
intended and the MC decides what happens. Okay, so you did manage to find your
hidden sanctuary, but you all encounter a hobgoblin in shamanistic garb. Smokey,
you recognize him as a Titanite shaman! You recall that the Titanite hobgoblin tribe
worship the earth esper, Titan, who grants them power over earth and stone. The
65
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Ronwise: "The Titanite shaman is ritualistically gesturing and chanting. Jagged
stones protrude from all over his body. He kind of resembles someone infected with
the Doomsday virus from DC comics. Smokey, you realize that this shaman is actually
a Conduit, a being that has bonded to an esper (in this case, Titan). A Conduit can
be so in-tuned with their esper that the esper can manifest itself from its Conduit into
66
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Louis (as Chabuwu): "I'm being really sneaky about it, tip-toeing my way to some
bushes or some similar type of concealment around here."
Nellie (as Kina): "I'm following his lead, since she's sneakier than I am."
Ronwise: "Okay. I think it makes sense that Chabuwu leads the effort and will share
67
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Louis: "Sounds fine by me. Okay, so my dice pool is a d10 and two d6s. Let's see if
the dice gods are on my side...a 6, a 5, and a 3."
Ronwise: "Alright. Despite the fact that the two of you are small, trying to find a place
to hide by tip-toeing across from him while in line of sight is an act of
desperation. Your result will be your lowest roll, which is a 3, so I, as the MC, tell you
68
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Wes (as Smokey): "I take out my magical crystal and harness its power into the frost
wand. I want to turn that shaman into a popsicle with a powerful beam of frost and
shatter him into a million pieces like Sub-Zero from Mortal Kombat!"
Ronwise: "That sounds wicked! Okay, this is going to take some time, so you'll be
exposing yourself to the danger of a pre-emptive strike before you can get your
69
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Ronwise: "Okay, so you've got two choices here: you can either blast him with the full
force of your attack, but get skewered in the process, or you can notice him rush
towards you and you let out your attack prematurely for a less powerful effect."
Wes: "I think I'll let out my attack prematurely so that I don't get a hole in my
stomach."
70
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Louis (as Chabuwu): "I want to shank him while he's down. Shit, I don't have anything
on me, do I? Like a shiv or something?"
Ronwise: "I think it would make sense for you to have some sort of shiv on you,
seeing as you're a career criminal and this was actually your first time being caught."
71
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Louis: "Okay, so that’s a d10 for Quick, a d6 for Distressed, and a d10 tool die. Rolling...a
4 and two 5s. High roll is the result, which is a 5. Let's see what happens, shall we?"
Ronwise: "Okay, so you manage to rush him with the ice dagger that Smokey tossed you
and you got one good stab at the hobgoblin's upper leg before he rose up and gave you a
massive backhand! Church bells are ringing in your head as your little shortkin self flies
72
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Ronwise: "The hobgoblin shaman is distracted from the pain of the ice dagger
plunged into his upper leg, so the advantage is yours. Are you trying to get the most
bang for your buck or you want to use your makeshift grenades as fast as possible?"
Nellie: "As fast as possible."
73
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Nellie: "Okay, so since I chose speed over power, I didn't blow up his head, but I did
manage to blind him with my makeshift grenades when I tossed them at his face. I
also screamed, 'Nobody smacks Chabs like that!' I think it's time we got away while
the getting's good."
Wes and Louis: "Let's do that."
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WES' QUICK & DIRTY CHARACTER SHEET
Character Profile Approaches
Smokey Bold 4
6 8 10 12
My name is _______________________________, Ace
but people call me __________________________.
For personal use only. Do not distribute without written permission from the
hobgoblin high mountains of Izenvard Careful 4 6 8 10 12
I was born a ____________________________ in the _________________________________________.
Clever 4 6 8 10 12
Growing up, I learned to _______________________________
wield ice magic through deep concentration from ___________________________.
my former overseer, Frostfang
Forceful 4 6 8 10 12
As an adult, I ________________________________________________________________
use my magic to help preserve supplies that need to be kept at cooler temperatures for a living.
Quick 4
6 8 10 12
The defining moment that led me to the life of _________________________________________
seeking out the highest forms of ice magic was
when my parents and sister were killed by an Efreet from another land Sneaky 4
6 8 10 12
_______________________________________________________________________________________.
My main motivation to act is _________________________________________________________,
to become more powerful so that I can protect my territory but Well-Being
reckless behavior due to my thirst for power
_________________________________________________________________________ gets in my way. Unfettered 12
Invigorated
Tools (default max of 12) 10
Stable 8
Ideal 12 Great 10 Good 8 Functional 6 Ill-suited 4
75
WES' QUICK & DIRTY AUXILIARY SHEET
Noteworthy Traits Beneficial & Detrimental Conditions
I can channel cold magical energy through my frost wand.
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I can use the magical crystal to supercharge cold magical energy
through my frost wand, but that takes time. It also takes time to
recharge.
The sacrifices that I made to master cold magic have caused me to be
extremely sensitive to temperatures hotter than very cold (the hotter,
the worse). My suit of frost armor keeps by body temperature to be
low. In essence, I'm kind of like Mr. Freeze.
For personal use only. Do not distribute without written permission from the
human girl realm of Thoros Careful 4 6 8 10 12
I was born a ____________________________ in the _________________________________________.
Clever 4 6 8 10 12
As a child, I learned to _______________________________
blow things up with just about anything from ___________________________.
lots of haphazard experimentation
Forceful 4 6 8 10 12
sell my skills to the highest bidder
Still a child, I ________________________________________________________________ for a living.
Quick 4
6 8 10 12
an underground demolitions expert was
The defining moment that led me to the life of _________________________________________
Sneaky 4
6 8 10 12
surviving the devastation of her home realm
_______________________________________________________________________________________.
to find a family of my own
My main motivation to act is _________________________________________________________, but Well-Being
my psychotic tendencies
_________________________________________________________________________ gets in my way. Unfettered 12
Invigorated
Tools (default max of 12) 10
Stable 8
Ideal 12 Great 10 Good 8 Functional 6 Ill-suited 4
For personal use only. Do not distribute without written permission from the
When my well-being reaches a crisis state, everything goes red and my
well-being die rating is d10 until the thing that set me off is gone or
dead.
For personal use only. Do not distribute without written permission from the
gutters of Gul'dah Careful 6 8 10 12
female shortkin
I was born a ____________________________ in the _________________________________________.
4
Invigorated
Tools (default max of 12) 10
Stable 8
Ideal 12 Great 10 Good 8 Functional 6 Ill-suited 4
My body, mind, & senses 4 or 6 Tools marked with * were not available at the start, due to initial circumstances.
79
LOUIS' QUICK & DIRTY AUXILIARY SHEET
Noteworthy Traits Beneficial & Detrimental Conditions
Keen hearing
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Dexterous Hands
I learned how to hide stuff and myself well through a lifetime of
criminality.
My adorable appearance helps me exploit others' soft spot for me.
I can mix alchemical components to make a variety of "medicines" and
"supplements," though there's always a catch!
MC'S GUIDE
For personal use only. Do not
distribute without written
permission from the author,
Ronwise Gamgee.
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MC'S GUIDE TABLE OF CONTENTS
Subject Matter Pg. Subject Matter Pg.
The definition of the narrative 89 Special abilities for player characters 125-132
Setting and Quest Starter Creation 90-95 Handling character change and advancement 133
The structure of a typical game session 96-98 Hacking Quick & Dirty 134-136
Dealing with player vs. character knowledge 99-103 Author's hopes for Quick & Dirty 137
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The Player's Guide contains the core rules
and procedures necessary to use Quick &
Dirty as a player (someone controlling a
WHAT'S THE
MC IS NOT!
fight against railroading! Even though the
players may decide what to do and you
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First off, you provide a fictional setting where the narrative
takes place. The players will create characters so that they
can go on adventures in this narrative. Make it seem real!
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If you were to observe a group of people playing a
tabletop roleplaying game, you would see people
talking with each other. Regardless of the details
A ROLEPLAYING
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When your players are speaking in rules jargon about what they want to happen, stop them and ask
them what they want to happen in the narrative and how they want to go about it. Ask them to
describe it as if an audience were watching a movie scene and not as a tactical video game.
You decide what rules and procedures are most applicable in this situation. If you're unsure of
which to use because the player's description was vague, ask them to clarify. If multiple approaches
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"Narrative" refers to the following:
❖ The fictional setting,
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That can seem like a pretty daunting endeavor, but
with the right framework and the right mindset,
PROVIDING A doing so is very manageable and can be done in
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If you've ever played a real-time strategy computer game like Warcraft or an isometric computer roleplaying
game like Baldur's Gate, you can see their immediate surroundings, but when you move the camera outwards, it's
all black. This is known as the fog of war.
To clear the fog of war and reveal what it's hiding, you have to move your characters in the direction of the fog of
war. Furthermore, just because the characters can't see beyond the fog of war doesn't mean that there's nothing
there. It's just not within the characters' (or players') perception at that point in time.
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A setting profile is very similar to a character profile: there is
a paragraph that provides the setting's skeleton and the MC
fleshes it out by filling in the blanks with the appropriate
details. Here's what a setting profile looks like:
SETTING
and/or root cause) and daily life is (state of daily life). (It's a
lot like [movie, book, or other fictional work].) People are
hopeful that (insert population's overarching desire) but
(insert reason why population's desire is not
PROFILE
happening). (Insert quest starter)."
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Your story begins in the heart of The Allegorium, a
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The purpose of a quest starter is to provide the PC group with a situation that has a call to action on their part.
The situation should be relevant to the narrative and it should happen in their vicinity.
There should be something that requires immediate attention on their part and if they don't do something about it, it will
make their lives worse or more complicated. It's already a given that the NPCs and environment around them will change
as a consequence of inaction.
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(A threat) wants to (verb) the (noun), which will
(event).
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The group gathers somewhere at an agreed upon date and
time, whether physically or virtually.
The space where they meet should be comfortable for
everyone and there should be enough table space for
WHAT DOES
dice, and refreshments (preferably stuff that will not drain their
energy).
The MC will either commence with setting and character
A TYPICAL creation (if it's the first session) or give/ask for a brief synopsis
of what happened in the previous session.
GAME SESSION
If it's the first session, the MC will then present a quest starter
that the group agreed upon. If it's past the first session, the MC
will then ask the group how they want to proceed from before.
(PART 1)
probing and provocative questions of the PCs, so that they can
build upon the answers into the narrative. All of this serves to
expand upon the narrative and to move the narrative forward.
When a player faces a challenge and the outcome is both
uncertain and failure would produce an interesting and
meaningful outcome in the narrative, the player describes their
character's intent, the manner in which they wish to achieve
their goal, and the tool they're using to achieve their goal.
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The MC will then reiterate to the player what was said to
them to make sure they understood the player's intentions
and the player can correct the MC if something wasn't
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Once the dice are rolled, the MC interprets an appropriate
outcome for the result of the dice roll. On a 3 or less, the
player's intentions are not realized as they wanted and MC
GAME SESSION The outcome of the dice roll sticks and the narrative
changes accordingly, moving ever forward.
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❖ BOLD characters are in-tuned with
the relative confidence level of
others.
❖ CAREFUL characters are in-tuned
with the relative physical, social, and
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The MC and players can ask for more details or
clarification about pretty much anything happening
101
This is a tricky situation not only because all dice rolls are made out in the
open for everyone to see, but calling for an Investigate roll presumes that
there is an ambush or a trap to spot in the first place.
SHOULD I HIDE
DICE ROLLS IF
to first establish whether or not a trap or an ambush exists in the first place
before calling for an Investigate roll. If the MC decides to randomly
determine the existence of a trap or an ambush, they should hide this dice roll
from the players and make note of the result. Regardless of whether a trap or
A PC WANTS ambush exists, the player still need to make an Investigate roll to find out.
TO NOTICE AN
ambushed . On a 4 or 5, they spring the trap or ambush, but manage to avoid
the danger at a cost or suffer half of the effect. On a 6-8, they notice the trap
AMBUSH OR If there is no trap or ambush, on a 3 or less, ask the player if they expend lots
of time and resources or suffer a hard consequence first: If they do, they find
out, but if not, they don't find out. On a 4 or 5, ask the player if they expend a
A TRAP?
resource or spend enough time to cause an inconvenience: if they do, they
learn that there are no traps or ambushes lying in wait, otherwise, they don't
find out. On a 6-8, they learn that there are no traps or ambushes in place. On
a 9+, not only do they learn that there are no traps or ambushes in place, they
find a clue that helps them with one of their goals, gaining the upper hand
somehow.
102
When the outcome of a character's action would only
become meaningful later on in the narrative, you can
ask the player to hold off on making that dice roll.
103
When a player makes a dice roll to try to achieve a goal and the
result is a 4 or 5, that's when you, as the MC, step up and
WHAT DO I DO First, recall what their intent was and the method they used to
actualize that intent.
WHEN A PLAYER'S
Then, determine a way to make that goal happen but with a
hitch of some sort. Draw from the narrative, the PC's
possessions, the PC's background details, the PC's approach
DICE ROLL IS A die ratings, the target's abilities or circumstances, and/or any
unresolved narrative threads to muddy the waters, so to speak.
(A 4 OR 5)? You can also put them in danger and call for an Overcome
Adversity roll to see what setback they incur as the price of
fully actualizing their intent. They can always get lucky and roll
a 6 or higher on this roll, but the exposure to possible harm is
the price they paid for rolling a 4 or 5 on a previous dice
roll. Think of it like a counter-response or a trap going off.
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When a player makes a dice roll to try to achieve a goal and the
result is a 1, 2, or 3, that's when you, as the MC, decide what
happens.
WHAT DO I DO when they express a great desire to see this goal happen and
they are willing to pay the price.
WHEN A PLAYER'S
Then, determine what happens instead. Knowing what ought to
happen is usually determined when you tell the player what the
most likely consequences are if they roll poorly. But when their
DICE ROLL IS A
character wouldn't know what would happen, then you need to
infer from the narrative and determine what consequence(s)
would make the most sense...or would be the most interesting.
(A 3 OR LESS)? You can also worsen their current well-being state by one (or
more) stages and describe the nature of this worsened state as
a detrimental condition. Alternatively, the PC's confidence is
shaken to the point that they're unable to make use of the
approach they used in the challenge they failed for the time
being. Alternatively, they indefinitely lose the tool they used in
a manner that makes sense in the narrative until they take
action to rectify this loss.
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Here is a handy list of common setbacks to fall back on whenever you're in a lull about what
the consequences of the PC's inaction or unsuccessful actions should be. As always, take the
❖ (1-2) A trusted individual or community acts against ❖ (39-44) The environment or terrain introduces a new
the PCs. hazard.
❖ (3-4) An individual or community a PC cares about ❖ (45-50) A new danger or enemy is revealed.
is exposed to danger. ❖ (51-56) A friend, companion, or ally is in harm's way
❖ (5-7) A PC encounters signs of a looming threat. (or the PC is, if they're alone).
❖ (8-10) A PC creates an opportunity for an enemy. ❖ (57-62) One (or more) of a PC's tools malfunctions.
❖ (11-14) A PC faces a tough choice. ❖ (63-68) A PC's mode of transportation is damaged.
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You actually do! It's not mandatory and not for the
same reasons as the players, but the MC can roll
dice to help generate content on the fly to keep
the game moving forward.
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The answer is yes
Odds
if the roll is...*
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narrative.
Roll Outcome
With the Many Outcomes method, you roll a number
of d6s based on the odds of the answer being some 1 No, and...
form of "yes" by referring to the side bar on the 2 No
right. 3 No, but...
4 Yes, but...
Once you've determined the odds of the answer
being some form of "yes," roll a number of d6s 5 Yes
based on those odds and refer to the outcome 6 Yes, and...
column to see what outcome you get.
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Before you do this, only resort to this method when the answer to
the open-ended question that you have is not immediately obvious
or something that you can't come up with upon cursory
examination of what's going on in the narrative and with an NPC's
GENERATE
procedure for randomly generating an answer to an open-ended
question.
RANDOM ANSWERS
Generating random answers for open-ended questions involves
the following:
❖ Narrative Context: Referencing the narrative setting and
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There are two random tables that can be used in
combination to provide prompts to interpret an
111
1 Abandon 21 Clash 41 Escort 61 Leave 81 Reveal
2 Acquire 22 Command 42 Evade 62 Locate 82 Risk
ABOUT DETAILS OF A Then, you select or roll for a prompt for the Focus
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1 Abandoned 21 Conspicuous 41 Foreboding 61 Living 81 Rare
2 Abundant 22 Constructed 42 Forgotten 62 Lost 82 Remote
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First and foremost, make sure you know the names of your
PCs. During the game, address the characters, not the
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Answer the following questions:
❖ What is their distinguishing physical
feature?
❖ What does their voice sound like?
HOW DO I ❖ What is their base nature?
QUICKLY CREATE ❖ What is their influence in the narrative?
THREE-DIMENSIONAL ❖ What is their Achilles' heel?
NON-PLAYER
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The five-factor personality model is a grouping of personality traits
developed from the 1980s onwards in psychological trait theory. We're
going to employ it in a Quick & Dirty manner to quickly create (or roll
for) NPC personalities.
Alternatively, you can simply pick a number from 1-100 for any (or all)
personality traits or sub-traits and roll for the rest if you have specific
personality traits for that NPC.
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Over the course of a game session, you and the group are working together to tell a story.
The MC paints the initial picture and provides a quest starter. The players may or may not ask
the MC clarifying questions to help paint a more comprehensive picture and provide
direction. The PCs take action and the world responds to them accordingly. Dice rolls are
made to produce outcomes, which are interpreted by the MC and the players. The situation
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Take note of the threats that exist in the narrative. These threats should be known to the PCs, even if it's off onto the
narrative's horizon.
Each threat has an agenda they (or it) seeks to fulfill. This agenda could be tied to their motivations or it could simply be
part of the threat's nature (like a natural disaster).
Each threat also has a scope of influence, starting from its center and spreading outward to its limit. These limits come in
different flavors, such as their physical limit, their social limit, their environmental limit, their economic limit, and so
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It should last as long as you and your group want it to.
In the tabletop roleplaying hobby, a single game session is
typically assumed to last anywhere between 3-4 hours on
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First and foremost, listen to what your players want their characters to
be able to do that sets them apart or makes them special and take
notes. They may tell you what these special abilities are in terms of the
setting, in terms of rules jargon (whether it's specific Quick & Dirty
SPECIAL ABILITIES RPG system and philosophy come into play. Is the special ability the
player wants for their character already something that they can do but
doesn't realize it yet? Does their character have some background
FOR THE PLAYER'S element that would make it feasible for them to already do what they
want?
CHARACTERS If the answer for these questions is "yes," simply tell the player that they
can already do the special ability that they want and explain how their
WITHOUT ACTUALLY that may allow them to use their special ability OR that may restrict them
from using their special ability.
MAKING THEM? Show them the procedures that would be most helpful when they want to
use their special abilities. Each basic action is wide in scope, making
them highly versatile with regards to how characters can do stuff in the
narrative. Provide examples of how different basic actions and rules can
be used to manifest different permutations of a special
ability. Hopefully, they will have a moment of clarity and/or inspiration
afterwards.
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In this case, jot down exactly what it is that the
player wants their character's special ability to
be, how it works, and when it doesn't work. Often
126
❖ Ask the MC certain questions that must
be answered truthfully*
127
❖ Gain temporary or permanent additional
128
❖ Gain benefits in the narrative with no
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Those special ability functions require further elaboration.
❖ Ask the MC certain questions that must be answered truthfully: This function is designed to skip long
scenes where your character uncovers information – especially information that may not be crucial to
the progression of the narrative. The information gathered will be specific (such as, "What's the
quickest way out of here?") and is often tied to some element in the PC's background.
130
Special abilities may have costs or limits
associated with them too, such as:
131
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Just say "No." Or rather, say "no" to that iteration of the special ability and try to work out something
more manageable.
Special abilities that provide total immunity to every form of harm or let the character act with
impunity suck. Suffering and consequences are necessary for character and narrative
development. If a character can't suffer or is exempt from the consequences of their actions, even
132
PCs can grow and change in two ways:
❖ As a consequence of events that occur in the narrative.
❖ By cashing in character change and growth entries.
CHARACTER When players devote their one change or growth entry per
session to develop their character into something they desire,
this is a sign that the thing they're working towards and
AND CHANGE? Players have a 15-word limit per entry: this means that they
should make each word count. Help them out generously in
this regard. These entries should reflect what is going on in the
narrative. Be flexible with these change and growth entries,
but make sure that the player is not taking this lightly. If the
entry has no effort put into it or is just purely power-gamey in
nature, feel free to veto it and offer a more relevant suggestion.
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Quick & Dirty is extremely hackable, but before you start tinkering away, here are the fundamentals
of Quick & Dirty's game mechanics that are intended to remain the same.
❖ Rolling three polyhedral dice (from d4 to d12) and picking either the lowest, middle, or highest
roll to determine your result based on the riskiness of your action.
❖ The four outcomes: things didn't go your way on a 1-3, things went your way (but with a
complication) on a 4 or 5, things went your way on a 6-8, or things went your way and then some
134
With those fundamentals kept in mind, everything else is largely
window dressing.
❖ Approaches can be changed to Attributes, Values,
ROLEPLAYING want them to play such a prominent role in your game. Tools
will still be needed as a way to justify whether specific actions
135
❖ You can change the format of the character profile to
better fit your setting. The default one is pretty generic,
HACKING THE
range of settings. However, if you really want to
distinguish your setting from others, changing up the
format of the character profile is a great way of doing that.
QUICK & DIRTY ❖ I would strongly advice against forgoing a character profile all
together. Character profiles provide a narrative foundation for
your character, they provide lots of narrative justification for
ROLEPLAYING
PCs to do certain things better (or worse) than others, and they
are a great source for introducing new and recurring elements
into the narrative.
(PART 2)
character advancement in other RPGs turns out to be
largely pointless when the opposition grows in power
alongside them. While character advancement is not
really necessary, character change should definitely be
encouraged so that they don't feel static throughout their
adventuring career.
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For both players and MCs, I hope I've provided a tabletop RPG
137
❖ Apocalypse World by D. Vincent Baker. This is
the wellspring for a host of TTRPGs to follow that
have brought the synthesis of game mechanics
(PART 1)
138
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❖ Fragged Empire from Design Ministries. This
game expanded my boundaries on what could
be considered a tool, so I turned it into one of the
core dice pool traits due to its flexibility and
universal appeal.
139
❖ Hearts of Wulin by Lowell Francis and Joyce
Ch*ing. This game brought the piece that was
140
❖ Quest from The Adventure Guild, LLC. This game
141
❖ City of Mist TTRPG from Son of Oak Game
Studio. Besides being a fantastic TTRPG, this is
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❖ To Sadiq Malik. Thank you for introducing me to AD&D, Ravenloft, and tabletop roleplaying. I'll never forget the
adventures of Humphrey Lepant and Elander, and of Alucard and Jedah. It's a damn shame we drifted apart.
❖ To James Wasson, Gary Lichtler, and Laura Lichtler. Thank you for allowing me to game with your group and to run
Mutants & Masterminds for you all from 2009 to 2012. I miss you guys and I hope you're doing well.
❖ To Brian Delgado. Out of all of my friends, you're the one that has shown the most support for Quick & Dirty. I
truly appreciate that and I thank you for running my earlier drafts with your gaming groups.
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