iridium_ionizer
Mildly Dipped

I just finished designing a basic pen and paper role-playing system of my own, Story Roll. It's only 16 pages long (and soon to be under either the Creative Commons or GPL license). I know that you are going to tell me that D&D, GURPS, SPECIAL, or something else is already your favorite. I understand. This isn't for you, at least for your "serious" number-crunching, role-playing. Story Roll is designed to get your girlfriend, grandpa, or "cool" friends playing a role-playing game without them knowing it.
The game does this by reducing all usual rule systems into only the most basic guidelines, reducing dice rolls into shooting craps and referring to a table, spelling out the most basic role-playing concepts without jargon, and by being free (no source books coming). Story Roll also encourages all players to embrace the role-playing and narrative aspects of the game, not the "roll dice to win" aspects*. A lot of ideas in the guidelines were developed to make the game sessions less like giant campaigns and more like good drama as found in literature, TV, and film (short and captivating).
* - I even go so far as to encourage players to embrace their characters' deaths and make from them a memorable death scene.
http://iridium_ionizer.tripod.com/Story_Roll.pdf (v. 1.01)
(approx. 115 kB)
Go ahead and download and read it. Let me know what you think. Systemic, grammatical, and rephrasing criticism is welcome as long as you're not trying to be a jerk about it.
I especially encourage you to look at the Table of Contents, Quick Reference, and Why Story Roll? : An Explanation for Those Experienced in RPGs.
The game does this by reducing all usual rule systems into only the most basic guidelines, reducing dice rolls into shooting craps and referring to a table, spelling out the most basic role-playing concepts without jargon, and by being free (no source books coming). Story Roll also encourages all players to embrace the role-playing and narrative aspects of the game, not the "roll dice to win" aspects*. A lot of ideas in the guidelines were developed to make the game sessions less like giant campaigns and more like good drama as found in literature, TV, and film (short and captivating).
* - I even go so far as to encourage players to embrace their characters' deaths and make from them a memorable death scene.
http://iridium_ionizer.tripod.com/Story_Roll.pdf (v. 1.01)
(approx. 115 kB)
Go ahead and download and read it. Let me know what you think. Systemic, grammatical, and rephrasing criticism is welcome as long as you're not trying to be a jerk about it.
I especially encourage you to look at the Table of Contents, Quick Reference, and Why Story Roll? : An Explanation for Those Experienced in RPGs.