How the Discworld TTRPG Works

Modiphius has created a new rules-light system for Discworld.
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Modiphius's new Discworld TTRPG will feature a new bespoke game system that's light on rules but heavy on wordplay. The Quickstart for Discworld: Adventures in Ankh-Morpork will be released to the public later this week, giving Discworld fans a first look at Modiphius's new Narrativium game system. Modiphius opted to create a new game system for their new Discworld TTRPG instead of using their usual 2D20 system, although details about the new game system were rather light....at least until now.

The isystem utilizes a stat-less Trait system that leans heavily on the wit and cleverness of the players and the GM. When a player wants to make a Test to accomplish something that has a chance of failure, they declare an action and then attempt to justify that action using one of their Traits. After a player has provided their justification, the GM assigns them an Outcome Die, with the size of the die dependent on how well the Trait fits with the action they are attempting to accomplish. If a player has provided the perfect justification (or if an action fits within a character's wheelhouse), the GM may assign a d12 or a d10. If the justification is particularly weak, the GM may assign a d4 or d6. Once the Outcome Die is determined, the player rolls their Outcome Die while the GM rolls the Narrativium Die (a d8), with the highest result determining the outcome of the Test.

If the player's result is higher than the Narrativium Die, they succeed in their Test, but a lower result earns a Consequence...which usually means another Trait added to a player's character sheet. In the result of a tie, the player succeeds in the Test but also faces a consequence of some kind.

Players can manipulate results using Luck, the sole resource of the game that's given out for excellent roleplay or original use of Traits in Tests. A player can choose to spend Luck to either aid another player's Test or lessen the Consequence of a failed Test. If a player chooses to aid on a Test, they have to justify their action with a Trait and are assigned an Outcome Die to roll. The GM doesn't re-roll the Narrativium die, but the result of the second player's Outcome Die replaces the original roll. In the case that both players fail the test, the Consequence is one degree worse and both players suffer it.

One key to keep in mind is that Discworld doesn't feature any Hit Points, nor is their a Combat system of any kind. The Quickstart notes that the full rules includes a section on dying, although this is usually an exceptional Consequence to a failed test. In true Discworld style, players are encouraged to get creative with their Traits and how they use them to justify their actions and the GM is encouraged to give out Luck to reward players who live up to the spirit of the books.

The Quickstart will be available to the public starting on Friday, with those on Modiphius's mailing list getting access a day early. The Kickstarter for Discworld: Adventures in Ankh-Morpork launches on October 15th.
 

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Christian Hoffer

Christian Hoffer


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Is there any more game rules to this game or is the rest of the book background about the city?
The PDF is 222 pages long, including front and back covers. The mechanics, GM advice, and character creation are the first almost half of the book coming in at about 90 pages. There's about 60 pages of guide to Ankh-Morpork, people, factions, locations, etc. There's also 55 pages of adventures and an index.
 

You cannot dissuade me from Battletech: Discworld.
The triumphant rise of Phoenix Command: Discworld approaches! 😆

Seriously though, I love discworld and I backed the kickstarter, but I’m not sure I could ever even remotely see myself running it. People talk about the Matt Mercer Effect as dissuading starting d&d DMs - imagine running a near-entirely narrative Discworld game and having to contend with the Terry Pratchett Effect.

This isn’t a commonplace case of big shoes to fill. You could lose PLANETS in there. Daunting doesn’t even begin to describe it.
 

The triumphant rise of Phoenix Command: Discworld approaches! 😆

Seriously though, I love discworld and I backed the kickstarter, but I’m not sure I could ever even remotely see myself running it. People talk about the Matt Mercer Effect as dissuading starting d&d DMs - imagine running a near-entirely narrative Discworld game and having to contend with the Terry Pratchett Effect.

This isn’t a commonplace case of big shoes to fill. You could lose PLANETS in there. Daunting doesn’t even begin to describe it.
Have you watched the Oxventure playthrough of the quickstart? Obviously, they all have British accents, which helps, but it definitely feels doable to me, depending on how good the adventures in the compilation are.

 

Have you watched the Oxventure playthrough of the quickstart? Obviously, they all have British accents, which helps, but it definitely feels doable to me, depending on how good the adventures in the compilation are.

Exactly.

I don’t get that argument at all.

“But you’ll never be as good as X!”

That’s so beside the point as to be in a different zip code. I love Star Wars so I want to play RPGs set in Star Wars. I don’t care about comparing myself or my table to George or any of the writers over the years. Ditto gaming in every other licensed RPG.
 

Bought & brought are my biggest pet peeves. Does that even mean he can pun?

I was hoping for more world building and wondering if there was more crunch in the game. Being confined to Ankh-Morpork leads me to believe there's going to be a slew of sourcebooks for the world turtle and who doesn't want to hexplore the Great A'Tuin.
 

Bought & brought are my biggest pet peeves. Does that even mean he can pun?

I was hoping for more world building and wondering if there was more crunch in the game. Being confined to Ankh-Morpork leads me to believe there's going to be a slew of sourcebooks for the world turtle and who doesn't want to hexplore the Great A'Tuin.
There's a long running series of official Discworld encyclopedias, maps and other supplemental books. I am not sure what the RPG could do to improve on those, now that the basic system is detailed.
 

There's a long running series of official Discworld encyclopedias, maps and other supplemental books. I am not sure what the RPG could do to improve on those, now that the basic system is detailed.
I dunno, I'm kinda hoping for Adventures in the Ramtops, Adventures in the Counterweight Continent, Adventures in the Sto Plains, and Adventures in Fourecks, if only to see what they would do with it.

Heck, maybe we could finally get an answer to the Muntab question.
 

I dunno, I'm kinda hoping for Adventures in the Ramtops, Adventures in the Counterweight Continent, Adventures in the Sto Plains, and Adventures in Fourecks, if only to see what they would do with it.

Heck, maybe we could finally get an answer to the Muntab question.
Oh, I'd love to see them write adventures for all over the disc. I just don't think we need them to do so as an encyclopedia resource -- those are more than covered, have been updated multiple times in some cases, and already have Paul Kidby art.
 
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