The SIMRPG System is a rule framework to allow role-playing to be as unimpeded and unimpaired as possible. To that end, the rules are intended to fade into the background as much as possible while still providing an internally consistent skeleton so that event resolution, skill use, combat, and everything else is reasonably predictable and hopefully relatively logical (within the limits of a fantasy setting). While it is not expressly a fantasy only system, the skills and developments I have made for it are designed around that use. But the basic framework is applicable to almost any setting I can think of, some better than others. In this introduction I give a very basic idea of the rules and of characters along with some of my philosophy for the game (for a more indepth look at why I wrote this and what I was thinking, check out my author's comments ). Each section (on the left) has additional hard line rule information and examples, along with rational. If you wish, skim through the sections in any order that interests you. But I think it helps to know on what ground the system was designed. With that in mind, dear reader, here is the basics.
The character is the basic unit of play, so I will concentrate on character creation and Development and later deal with other things. A character is described by six attributes (Strength, Vitality, Prowess, Wisdom, Alertness, Manipulation) that range in value normally from 1-20. I usually limit players to 3-18, because attributes above 18 are the stuff of legend and should be allowed only with careful justification. These attributes are not fixed, and can be improved after creation, but are very expensive to change and therefore limit the character's initial power and ability to areas that they have a reasonable value in (about 10 is average). A character's Attributes determine some other statistics that describe the character more fully, and are calculated directly from attributes. These Statistics (Base Damage, Health, Strain, Will, Move, Wits) simply are ways of handling information about the character's current level of physical wellbeing, as well as setting defined limits for physical and mental activities as determined by their attributes. After a character has sorted out their Attribute and Derived Statistics, their basics are set. But all they are now is potential. To create a character with some ability and some actual usefulness, they need Skills. A character gets points to put toward both Skills and what I call Extras, but which may as easily be called options or perks or advantages. Skills are based on a relevant attribute and are bought for one or two points, dependent upon the level of ability desired. During character creation skills may not exceed the value of the attribute they are based on (unless the GM allows or wishes players to make advanced or experienced characters). Any points left over can be spent on Extras to add useful or unique touches to the character, like added wealth, better senses, attractiveness, magickal aptitude, and the like. Once that is finished, the GM can assign equipment or allow characters to spend their funds for goods, and then they are essentially finished. A quick or detailed history, depending on the player's imagination, is useful for completing the outline and general demeanor of the character. Then a new hero is ready to make his way onto the stage of the world.
In SIMRPG, there are no real rules for Role-playing. Interaction, conversation, gambits and taunts, tactics and ploys, and everything else that make a character and a situation "real" to the imagination are left up the GM and players. But to facilitate this process, with as little interruption as possible, there are rules to handle the randomizing of event, combat, and skill outcomes so that results are fair, unbiased, and generally logical or reasonable. The GM is free to use as much or as little of the rules as they see fit, as always.
The basic idea behind the rules is the "Test." A test is a check against a relevant Attribute, Statistic, or Skill to see whether the character is likely to have succeed in the situation, their action, or their response. Tests are rolled on a twenty-sided die, with 1 and 2 always succeeding, and 19 and 20 always failing (no one can win all of the time). So, for example, if a GM wants to determine whether the character is likely to have noticed the rotten board underfoot as they were stepping onto the bridge, he calls for an Alertness Test. The player roles a twenty-sided die and compares the result to his Alertness. If it is less than or equal to his character's Alertness, adjusted for any modifiers the GM assigns, he succeeds. If it is over, he fails. Assume the character is named Olaf, and has an Alertness of 10. Jim, the player, roles a 12 on the twenty-sided, meaning that Olaf failed to notice the rotten board. Olaf confidently steps onto the bridge and is quite upset and surprised when the weak wood gives way beneath his feet and spills him into the cold waters below. Or perhaps as he's falling, Olaf wants to role against his Acrobatics skill to try to catch on the bridge as he slips. His skill is a 15. He roles the twenty-sided and it comes up 9. As he plummets toward a wet bath (and possible death on the rocks below) he deftly grabs the rusty railing of the bridge and hangs on for dear life, awaiting his friends to lower a rope and help him up. By this method, task and situation resolution are easy, quick, and straight forward. Obviously this is not the whole of the rules, but it is the basis of them and more elaborate rulings are only needed for more elaborate or unique situations.
At this point, the only thing that may be said is that it is best now to leave off explaining in general here and to ask that you investigate each section individually for a full explanation. After that, if you still have questions or aren't sure how to interpret something, please feel free to e-mail me with your concerns. Please be considerate and explain your problem in detail if you expect a response. Thank you and enjoy the system.
Cheers,
Adam Flynn