Does anyone think a more simplified Version of the Rules for short oneshots could be fun?

Does anyone think a more simplified Version of the Rules for short oneshots could be fun?

Does anyone think a more simplified Version of the Rules for short oneshots could be fun? I am thinking of Chris McDowall’s Into the Odd for example, and if Its reasonable to create a cut down ruleset?

8 thoughts on “Does anyone think a more simplified Version of the Rules for short oneshots could be fun?”

  1. I think the easiest way to do that would be to assign dice to the four categories with the actions within listed as examples of when to use the dice. Then have 3 special abilities per playbook.

    The other thing that could speed up play might be to have something like 12 “concepts” to choose from as a group. Each concept is a core of why the group is together, so that informs how everyone relates to the group.

    Each one would be a sentence. Some examples:

    We are Skovlan immigrants who hit prejudice in town; now we want to make life easier for our people by taking the good life.

    We were fired from the bluecoats for suspicion of corruption, which we only sort of deserved; now we will earn that shame.

    We are well suited for the back-alley electroplasm trade.

    That sort of thing.

  2. I think in this experiment I reduce Résistance rolls to physical and mental resistances.

    Attributes will be:

    Physis: 0-4

    Force : Inflict harm in combat/ overpower

    Vigor : Increase Health/resist harm/illness

    Precision: Tinker, Aim, Duell, lockpick

    Reaction: prowl, handle, dodge, atletics

    Mind: 0-4

    Guille : steal, lie, hide, deceive

    Insight: discern, cypher, learn, invoke

    Charm: sway, consort, convince, influence

    Resolve: command, dominance, attune

    And as Andrew Shields suggested 8-12 sample charactertypes / Archetypes will hold about 3-5 Special abilities

    Stress, Trauma, Harm will remain mostly similar but with Vigor unlocking additional rows of harm boxes.

    Injury

    Wound

    Severe

    Default is 1 box in each category with a new line for each dot in Vigor (12 boxes max)

    Small set of items to selection from:

    Having all basic items + class Items + 1 Fine item or rare artefact

    How does this sound to you?

  3. 8 Archetypes: aply 2 and 1 starting dots

    Seeker : insight/force

    Medicus: resolve/insight

    Technolyte: precision/resolve

    Ministrate: resolve/charm

    Shade: charm/guille

    Rogue: guille/reaction

    Hunter: reaction/precision

    Brute: force/vigor

    Than distribute 3 free dots (max 2 on one Attribute)

    Choose one Virtue and one Vice from a list of 8 each.

    Choose one Special ability.

    Choose 1 fine/rare item.

  4. Yeah as Andrew Shields says just use the 4 main attribute categories as actions if you want a simpler rule set. Then just make every action roll a Risky one with standard effect. Simplify the special abilities list to make it easier to choose. Ignore the items and encumbrance rules too, just make items a narrative thing.

    No need to reinvent the wheel with new skill groupings.

  5. Well I prefer to tinker it up a bit 😛

    The real simplified Version is indeed as easy as you both suggest. But well, I am looking at my own Settings for it and may change things up a bit.

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